pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/rendering/RenderEnginePrivate.hh

78 lines
2.1 KiB
C++

/*
* Copyright (C) 2015 Open Source Robotics Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#ifndef _GAZEBO_RENDERING_RENDERENGINE_PRIVATE_HH_
#define _GAZEBO_RENDERING_RENDERENGINE_PRIVATE_HH_
#include <vector>
#include "gazebo/common/CommonTypes.hh"
#include "gazebo/transport/TransportTypes.hh"
#include "gazebo/rendering/ogre_gazebo.h"
#include "gazebo/rendering/RenderTypes.hh"
#include "gazebo/rendering/RenderEngine.hh"
namespace Ogre
{
class Root;
class LogManager;
class OverlaySystem;
}
namespace gazebo
{
namespace rendering
{
/// \internal
/// \brief Private data for the RenderEngine class
class RenderEnginePrivate
{
/// \brief Pointer to ogre root.
public: Ogre::Root *root;
/// \brief All of the scenes
public: std::vector<ScenePtr> scenes;
/// \brief Pointer the log manager
public: Ogre::LogManager *logManager;
/// \brief True if the GUI is enabled.
public: bool headless;
/// \brief True if initialized.
public: bool initialized;
/// \brief All the event connections.
public: std::vector<event::ConnectionPtr> connections;
/// \brief The type of render path used.
public: RenderEngine::RenderPathType renderPathType;
/// \brief Pointer to the window manager.
public: WindowManagerPtr windowManager;
/// \brief A list of supported fsaa levels
public: std::vector<unsigned int> fsaaLevels;
#if OGRE_VERSION_MAJOR > 1 || OGRE_VERSION_MINOR >= 9
/// \brief Ogre overlay system needed for initialization of Ogre
public: Ogre::OverlaySystem *overlaySystem;
#endif
};
}
}
#endif