Overview | Modules | Class Hierarchy | Classes | Members
# tlp::GlLayer Class Reference `#include <GlLayer.h>` Collaboration diagram for tlp::GlLayer: [legend] List of all members. ## Detailed Description Layer class ## Public Member Functions GlLayer (const std::string &name, bool workingLayer=false) GlLayer (const std::string &name, Camera *camera, bool workingLayer=false) ~GlLayer () void setScene (GlScene *scene) GlScene * getScene () std::string getName () void setCamera (Camera *camera) void setCamera (const Camera &camera) void set2DMode () Camera * getCamera () void setVisible (bool visible) bool isVisible () void addGlEntity (GlSimpleEntity *entity, const std::string &name) void deleteGlEntity (const std::string &key) void deleteGlEntity (GlSimpleEntity *entity) GlSimpleEntity * findGlEntity (const std::string &key) std::map< std::string, GlSimpleEntity * > * getDisplays () void acceptVisitor (GlSceneVisitor *visitor) GlComposite * getComposite () void clear () bool isAWorkingLayer () bool useSharedCamera () void getXML (xmlNodePtr rootNode) void setWithXML (xmlNodePtr rootNode) ## Constructor & Destructor Documentation
tlp::GlLayer::GlLayer | ( | const std::string & | name,
|  | bool | workingLayer = `false`
| ) |
| Layer constructor : construct a layer with his name
tlp::GlLayer::GlLayer | ( | const std::string & | name,
|  | Camera * | camera,
|  | bool | workingLayer = `false`
| ) |
| Layer constructor : construct a layer with his name and use the camera : camera
tlp::GlLayer::~GlLayer | ( |  | ) |
| Destructor
## Member Function Documentation
void tlp::GlLayer::acceptVisitor | ( | GlSceneVisitor * | visitor | ) |
| function used by visitors to visit this layer
void tlp::GlLayer::addGlEntity | ( | GlSimpleEntity * | entity,
|  | const std::string & | name
| ) |
| Add an entity to GlComposite of the layer
void tlp::GlLayer::clear | ( |  | ) | `[inline]`
| Remove all entities of the layer
void tlp::GlLayer::deleteGlEntity | ( | GlSimpleEntity * | entity | ) |
| Delete entity
void tlp::GlLayer::deleteGlEntity | ( | const std::string & | key | ) |
| Delete entity with name : key
GlSimpleEntity* tlp::GlLayer::findGlEntity | ( | const std::string & | key | ) |
| Return entity with name : key
Camera* tlp::GlLayer::getCamera | ( |  | ) | `[inline]`
| Return the layer's camera
GlComposite* tlp::GlLayer::getComposite | ( |  | ) | `[inline]`
| Return the GlComposite used by the layer
std::map<std::string, GlSimpleEntity*>* tlp::GlLayer::getDisplays | ( |  | ) |
| Return the map of layer's entities
std::string tlp::GlLayer::getName | ( |  | ) | `[inline]`
| Return the layer's name
GlScene* tlp::GlLayer::getScene | ( |  | ) | `[inline]`
| Return the scene where the layer is
void tlp::GlLayer::getXML | ( | xmlNodePtr | rootNode | ) |
| Return the layer's data in XML
bool tlp::GlLayer::isAWorkingLayer | ( |  | ) | `[inline]`
| return if this layer is a working layer this property doesn't change the layer, but for example working layers are not displayed in LayerManagerWidget
bool tlp::GlLayer::isVisible | ( |  | ) | `[inline]`
| Return if the layer is visible
void tlp::GlLayer::set2DMode | ( |  | ) | `[inline]`
| Replace the layer's camera with a new 2D one
void tlp::GlLayer::setCamera | ( | const Camera & | camera | ) | `[inline]`
| Set the layer's camera
void tlp::GlLayer::setCamera | ( | Camera * | camera | ) | `[inline]`
| Set the layer's camera with a pointer to a camera
void tlp::GlLayer::setScene | ( | GlScene * | scene | ) | `[inline]`
| Set the scene where the layer is
void tlp::GlLayer::setVisible | ( | bool | visible | ) | `[inline]`
| Set if the layer is visible
void tlp::GlLayer::setWithXML | ( | xmlNodePtr | rootNode | ) |
| Set the layer's data with XML
bool tlp::GlLayer::useSharedCamera | ( |  | ) | `[inline]`
| return if this layer use a shared camera

Tulip Software by LaBRI Visualization Team 2001 - 2010