// // ******************************************************************** // * 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: G4XXXStoredSceneHandler.hh,v 1.3 2006/06/29 21:27:06 gunter Exp $ // GEANT4 tag $Name: HEAD $ // // // John Allison 7th March 2006 // A template for a graphics driver with a store/database. //?? Lines beginning like this require specialisation for your driver. #ifndef G4XXXStoredSCENEHANDLER_HH #define G4XXXStoredSCENEHANDLER_HH #include "G4VSceneHandler.hh" #include class G4XXXStoredSceneHandler: public G4VSceneHandler { friend class G4XXXStoredViewer; public: G4XXXStoredSceneHandler(G4VGraphicsSystem& system, const G4String& name); virtual ~G4XXXStoredSceneHandler(); //////////////////////////////////////////////////////////////// // Optional virtual functions... void AddSolid(const G4Box&); // Further optional AddSolid functions. Explicitly invoke base // class methods if not otherwise defined to avoid warnings about // hiding of base class methods. void AddSolid(const G4Cons& cons) {G4VSceneHandler::AddSolid(cons);} void AddSolid(const G4Tubs& tubs) {G4VSceneHandler::AddSolid(tubs);} void AddSolid(const G4Trd& trd) {G4VSceneHandler::AddSolid(trd);} void AddSolid(const G4Trap& trap) {G4VSceneHandler::AddSolid(trap);} void AddSolid(const G4Sphere& sphere) {G4VSceneHandler::AddSolid(sphere);} void AddSolid(const G4Para& para) {G4VSceneHandler::AddSolid(para);} void AddSolid(const G4Torus& torus) {G4VSceneHandler::AddSolid(torus);} void AddSolid(const G4Polycone& polycone) {G4VSceneHandler::AddSolid(polycone);} void AddSolid(const G4Polyhedra& polyhedra) {G4VSceneHandler::AddSolid(polyhedra);} void AddSolid(const G4VSolid& solid) {G4VSceneHandler::AddSolid(solid);} // More optional functions... // void AddCompound(const G4VTrajectory&); // void AddCompound(const G4VHit&); void PreAddSolid(const G4Transform3D& objectTransformation, const G4VisAttributes&); void PostAddSolid(); //////////////////////////////////////////////////////////////// // 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);} // Further related optional virtual functions... void BeginPrimitives(const G4Transform3D& objectTransformation); void EndPrimitives(); //////////////////////////////////////////////////////////////// // Further optional virtual functions... // void BeginModeling(); // void EndModeling(); ////////////////////////////////////////////////////////////// // Administration functions. void ClearStore (); void ClearTransientStore (); protected: static G4int fSceneIdCount; // Counter for XXXStored scene handlers. //?? Define a store for your graphics system. (For emulation, list //?? has good properties - removal of items is fast and does not //?? invalidate iterators to other elements.) typedef std::list Store; typedef std::list::iterator StoreIterator; Store fStore; StoreIterator fCurrentItem; // Keep track of which items are permanent, which transient... std::vector fPermanents; std::vector fTransients; private: #ifdef G4XXXFileDEBUG void PrintThings(); #endif }; #endif