123 lines
3.7 KiB
C++
123 lines
3.7 KiB
C++
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/*
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* Copyright (C) 2012 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#ifndef _GAZEBO_GUIIFACE_HH_
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#define _GAZEBO_GUIIFACE_HH_
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#include <string>
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#include <boost/property_tree/ptree.hpp>
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#include <boost/filesystem.hpp>
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#include "gazebo/rendering/RenderingIface.hh"
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#include "gazebo/util/system.hh"
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extern GZ_GUI_VISIBLE boost::property_tree::ptree g_propTree;
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namespace gazebo
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{
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namespace gui
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{
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class MainWindow;
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/// \brief Load the graphical interface.
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/// \return True on success.
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GZ_GUI_VISIBLE
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bool load();
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GZ_GUI_VISIBLE
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void init();
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GZ_GUI_VISIBLE
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bool run(int _argc, char **_argv);
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GZ_GUI_VISIBLE
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void stop();
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GZ_GUI_VISIBLE
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void set_world(const std::string& _name);
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GZ_GUI_VISIBLE
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std::string get_world();
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GZ_GUI_VISIBLE
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void set_active_camera(rendering::UserCameraPtr _cam);
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GZ_GUI_VISIBLE
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rendering::UserCameraPtr get_active_camera();
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GZ_GUI_VISIBLE
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void clear_active_camera();
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/// \brief Return a pointer to the main graphical window.
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GZ_GUI_VISIBLE
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MainWindow *get_main_window();
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GZ_GUI_VISIBLE
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unsigned int get_entity_id(const std::string &_name);
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GZ_GUI_VISIBLE
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bool has_entity_name(const std::string &_name);
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/// \brief Register the Qt metatypes
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/// \return True on success.
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GZ_GUI_VISIBLE
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bool register_metatypes();
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/// \brief Locate and load the INI configuration file.
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/// If the GAZEBO_GUI_INI_FILE environment variable is set and contains
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/// valid content, load and return true. If GAZEBO_GUI_INI_FILE is
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/// not set, load from ~/.gazebo/gui.ini (a gui.ini file will be created
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/// if it doesn't exist) and return true.
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/// If GAZEBO_GUI_INI_FILE is set but the path does not exist, or if it
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/// exists and contains invalid content, do not load, and return false.
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/// \param[in] _file Path to a gui.ini file. This will override
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/// the environment variables.
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/// \return True if an INI file was loaded, false otherwise.
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GZ_GUI_VISIBLE
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bool loadINI(boost::filesystem::path _file = "");
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/// \brief Get a property from the GUI INI file.
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/// \param[in] _key String based key[ SECTION.VALUE ]
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/// \param[in] _default Default value to use if property is not found.
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/// \return Property value for the key.
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template<typename T>
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T getINIProperty(const std::string &_key, const T &_default)
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{
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try
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{
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return g_propTree.get<T>(_key);
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}
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catch(...)
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{
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}
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return _default;
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}
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/// \brief Set a value in the INI property tree. Note, this doesn't save
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/// properties to disk.
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/// \param[in] _key Key for the value, such as "geometry.x"
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/// \param[in] _value Value for the key
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/// \sa gui::saveINI
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template<typename T>
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bool setINIProperty(const std::string &_key, const T &_value)
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{
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g_propTree.put(_key, _value);
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return true;
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}
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/// \brief Save the configuration parameters to file.
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/// \param[in] _file Filename in which to write the values.
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/// \return True on success.
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GZ_GUI_VISIBLE
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bool saveINI(const boost::filesystem::path &_file);
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}
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}
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#endif
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