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; }
94 EQ_API
virtual bool initLocal(
const int argc,
char** argv );
109 const Strings& getActiveLayouts();
112 const std::string& getGPUFilter()
const;
115 float getModelUnit()
const;
137 detail::Client*
const _impl;
140 EQ_API co::NodePtr createNode(
const uint32_t type )
override;
143 EQ_API
void notifyDisconnect( co::NodePtr node )
override;
145 bool _setupClient(
const std::string& clientArgs );
148 bool _cmdExit( co::ICommand& command );
152 #endif // EQ_CLIENT_H
virtual EQ_API co::CommandQueue * getMainThreadQueue()
EQ_API Client()
Construct a new client.
virtual EQ_API bool exitLocal()
De-initialize a local, listening node.
lunchbox::RefPtr< Server > ServerPtr
A reference-counted pointer to an eq::Server.
virtual EQ_API bool initLocal(const int argc, char **argv)
Initialize a local, listening node.
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.
virtual EQ_API void clientLoop()
Implements the processing loop for render clients.
The client represents a network node of the application in the cluster.