104 lines
4.0 KiB
C++
104 lines
4.0 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 _RENDER_EVENTS_HH_
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#define _RENDER_EVENTS_HH_
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#include <string>
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#include "gazebo/common/Event.hh"
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#include "gazebo/msgs/msgs.hh"
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#include "gazebo/util/system.hh"
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namespace gazebo
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{
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namespace rendering
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{
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/// \addtogroup gazebo_rendering
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/// \{
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/// \class Events Events.hh rendering/rendering.hh
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/// \brief Base class for rendering events
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class GZ_RENDERING_VISIBLE Events
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{
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/// \brief Connect to a scene created event.
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/// \param[in] _subscriber Callback to trigger when event occurs.
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/// \return Pointer the connection. This must stay in scope.
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public: template<typename T>
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static event::ConnectionPtr ConnectCreateScene(T _subscriber)
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{ return createScene.Connect(_subscriber); }
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/// \brief Disconnect from a scene created event.
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/// \param[in] _connection The connection to disconnect.
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public: static void DisconnectCreateScene(
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event::ConnectionPtr _connection)
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{ createScene.Disconnect(_connection); }
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/// \brief Connect to a scene removed event.
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/// \param[in] _subscriber Callback to trigger when event occurs.
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/// \return Pointer the connection. This must stay in scope.
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public: template<typename T>
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static event::ConnectionPtr ConnectRemoveScene(T _subscriber)
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{return removeScene.Connect(_subscriber);}
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/// \brief Disconnect from a scene removed event.
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/// \param[in] _connection The connection to disconnect.
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public: static void DisconnectRemoveScene(
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event::ConnectionPtr _connection)
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{removeScene.Disconnect(_connection);}
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/// \brief Connect to a layer toggle event.
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/// \param[in] _subscriber Callback to trigger when event occurs.
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/// \return Pointer the connection. This must stay in scope.
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public: template<typename T>
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static event::ConnectionPtr ConnectToggleLayer(T _subscriber)
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{return toggleLayer.Connect(_subscriber);}
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/// \brief Disconnect from a layer toggle event.
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/// \param[in] _connection The connection to disconnect.
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public: static void DisconnectToggleLayer(
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event::ConnectionPtr _connection)
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{toggleLayer.Disconnect(_connection);}
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/// \brief Connect to a new layer event.
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/// \param[in] _subscriber Callback to trigger when event occurs.
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/// \return Pointer the connection. This must stay in scope.
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public: template<typename T>
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static event::ConnectionPtr ConnectNewLayer(T _subscriber)
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{return newLayer.Connect(_subscriber);}
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/// \brief Disconnect from a new layer event.
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/// \param[in] _connection The connection to disconnect.
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public: static void DisconnectNewLayer(
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event::ConnectionPtr _connection)
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{newLayer.Disconnect(_connection);}
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/// \brief The event used to trigger a create scene event.
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public: static event::EventT<void (const std::string &)> createScene;
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/// \brief The event used to trigger a remove scene event.
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public: static event::EventT<void (const std::string &)> removeScene;
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/// \brief The event used to turn on/off a layer.
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public: static event::EventT<void (const int32_t)> toggleLayer;
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/// \brief The event used to indicate that a new layer is present.
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public: static event::EventT<void (const int32_t)> newLayer;
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};
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/// \}
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}
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}
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#endif
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