// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // // $Id: G4XXXSceneHandler.hh,v 1.21 2006/06/29 21:27:00 gunter Exp $ // GEANT4 tag $Name: geant4-09-04-ref-00 $ // // // John Allison 5th April 2001 // A template for a simplest possible graphics driver. //?? Lines or sections marked like this require specialisation for your driver. #ifndef G4XXXSCENEHANDLER_HH #define G4XXXSCENEHANDLER_HH //#define G4XXXDEBUG // Comment this out to suppress debug code. #include "G4VSceneHandler.hh" class G4XXXSceneHandler: public G4VSceneHandler { friend class G4XXXViewer; public: G4XXXSceneHandler(G4VGraphicsSystem& system, const G4String& name); virtual ~G4XXXSceneHandler(); //////////////////////////////////////////////////////////////// // Required implementation of pure virtual functions... void AddPrimitive(const G4Polyline&); void AddPrimitive(const G4Text&); void AddPrimitive(const G4Circle&); void AddPrimitive(const G4Square&); void AddPrimitive(const G4Polyhedron&); void AddPrimitive(const G4NURBS&); // Further optional AddPrimitive methods. Explicitly invoke base // class methods if not otherwise defined to avoid warnings about // hiding of base class methods. void AddPrimitive(const G4Polymarker& polymarker) {G4VSceneHandler::AddPrimitive (polymarker);} void AddPrimitive(const G4Scale& scale) {G4VSceneHandler::AddPrimitive (scale);} protected: static G4int fSceneIdCount; // Counter for XXX scene handlers. private: #ifdef G4XXXDEBUG void PrintThings(); #endif }; #endif