23 #include <eq/commandQueue.h>
25 #include <eq/fabric/client.h>
29 namespace detail {
class Client; }
94 EQ_API
bool initLocal(
const int argc,
char** argv )
override;
114 EQ_API
void setName(
const std::string& name );
117 EQ_API
const std::string&
getName()
const;
126 const Strings& getActiveLayouts()
const;
129 const std::string& getGPUFilter()
const;
132 float getModelUnit()
const;
155 detail::Client*
const _impl;
158 EQ_API co::NodePtr createNode(
const uint32_t type )
override;
161 EQ_API
void notifyDisconnect( co::NodePtr node )
override;
163 bool _setupClient(
const std::string& clientArgs );
166 bool _cmdExit( co::ICommand& command );
167 bool _cmdInterrupt( co::ICommand& command );
171 #endif // EQ_CLIENT_H
EQ_API void setName(const std::string &name)
Set the name of the configuration.
EQ_API bool exitLocal() override
De-initialize a local, listening node.
EQ_API Client()
Construct a new client.
EQ_API const std::string & getName() const
EQ_API void addActiveLayout(const std::string &activeLayout)
Add an active layout programmatically, like –eq-layout does.
lunchbox::RefPtr< Server > ServerPtr
A reference-counted pointer to an eq::Server.
virtual EQ_API ~Client()
Destruct the client.
EQ_API bool disconnectServer(ServerPtr server)
Disconnect and close the connection to an Equalizer server.
virtual EQ_API void exitClient()
Exit the process cleanly on render clients.
EQ_API bool hasCommands()
A client represents a network node of the application in the cluster.
EQ_API bool connectServer(ServerPtr server)
Open and connect an Equalizer server to the local client.
EQ_API bool initLocal(const int argc, char **argv) override
Initialize a local, listening node.
virtual EQ_API void clientLoop()
Implements the processing loop for render clients.
The client represents a network node of the application in the cluster.
void interruptMainThread()
Experimental: interrupt main thread queue.
EQ_API co::CommandQueue * getMainThreadQueue() override