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////  Created by Sam Gondelman on 1/3/19.//  Copyright 2019 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #ifndef hifi_RenderLayer_h#define hifi_RenderLayer_h #include "QString" /*@jsdoc * <p>A layer in which an entity may be rendered.</p> * <table> *   <thead> *     <tr><th>Value</th><th>Description</th></tr> *   </thead> *   <tbody> *     <tr><td><code>"world"</code></td><td>The entity is drawn in the world with everything else.</td></tr> *     <tr><td><code>"front"</code></td><td>The entity is drawn on top of the world layer but behind the HUD surface.</td></tr> *     <tr><td><code>"hud"</code></td><td>The entity is drawn on top of other layers and the HUD surface.</td></tr> *   </tbody> * </table> * @typedef {string} Entities.RenderLayer */ enum class RenderLayer : uint8_t {    WORLD = 0,    FRONT,    HUD}; class RenderLayerHelpers {public:    static QString getNameForRenderLayer(RenderLayer mode);}; #endif // hifi_RenderLayer_h