22 #include <eq/client/api.h>
23 #include <eq/client/commandQueue.h>
24 #include <eq/client/types.h>
25 #include <eq/fabric/client.h>
29 namespace detail {
class Client; }
93 EQ_API
virtual bool initLocal(
const int argc,
char** argv );
108 const Strings& getActiveLayouts();
111 const std::string& getGPUFilter()
const;
114 float getModelUnit()
const;
134 detail::Client*
const impl_;
137 EQ_API
virtual co::NodePtr createNode(
const uint32_t type );
140 EQ_API
virtual void notifyDisconnect( co::NodePtr node );
142 bool _setupClient(
const std::string& clientArgs );
145 bool _cmdExit( co::ICommand& command );
149 #endif // EQ_CLIENT_H
virtual bool exitLocal()
De-initialize a local, listening node.
bool connectServer(ServerPtr server)
Open and connect an Equalizer server to the local client.
virtual co::CommandQueue * getMainThreadQueue()
lunchbox::RefPtr< Server > ServerPtr
A reference-counted pointer to an eq::Server.
virtual bool initLocal(const int argc, char **argv)
Initialize a local, listening node.
Client()
Construct a new client.
The client represents a network node of the application in the cluster.
virtual void clientLoop()
Implements the processing loop for render clients.
virtual void exitClient()
Exit the process cleanly on render clients.
A client represents a network node of the application in the cluster.
bool disconnectServer(ServerPtr server)
Disconnect and close the connection to an Equalizer server.
virtual ~Client()
Destruct the client.