source: trunk/source/visualization/XXX/include/G4XXXStoredSceneHandler.hh@ 950

Last change on this file since 950 was 944, checked in by garnier, 17 years ago

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1//
2// ********************************************************************
3// * License and Disclaimer *
4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
6// * the Geant4 Collaboration. It is provided under the terms and *
7// * conditions of the Geant4 Software License, included in the file *
8// * LICENSE and available at http://cern.ch/geant4/license . These *
9// * include a list of copyright holders. *
10// * *
11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
13// * work make any representation or warranty, express or implied, *
14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
16// * for the full disclaimer and the limitation of liability. *
17// * *
18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
20// * By using, copying, modifying or distributing the software (or *
21// * any work based on the software) you agree to acknowledge its *
22// * use in resulting scientific publications, and indicate your *
23// * acceptance of all terms of the Geant4 Software license. *
24// ********************************************************************
25//
26//
27// $Id: G4XXXStoredSceneHandler.hh,v 1.3 2006/06/29 21:27:06 gunter Exp $
28// GEANT4 tag $Name: $
29//
30//
31// John Allison 7th March 2006
32// A template for a graphics driver with a store/database.
33//?? Lines beginning like this require specialisation for your driver.
34
35#ifndef G4XXXStoredSCENEHANDLER_HH
36#define G4XXXStoredSCENEHANDLER_HH
37
38#include "G4VSceneHandler.hh"
39
40#include <list>
41
42class G4XXXStoredSceneHandler: public G4VSceneHandler {
43
44 friend class G4XXXStoredViewer;
45
46public:
47 G4XXXStoredSceneHandler(G4VGraphicsSystem& system,
48 const G4String& name);
49 virtual ~G4XXXStoredSceneHandler();
50
51 ////////////////////////////////////////////////////////////////
52 // Optional virtual functions...
53 void AddSolid(const G4Box&);
54 // Further optional AddSolid functions. Explicitly invoke base
55 // class methods if not otherwise defined to avoid warnings about
56 // hiding of base class methods.
57 void AddSolid(const G4Cons& cons)
58 {G4VSceneHandler::AddSolid(cons);}
59 void AddSolid(const G4Tubs& tubs)
60 {G4VSceneHandler::AddSolid(tubs);}
61 void AddSolid(const G4Trd& trd)
62 {G4VSceneHandler::AddSolid(trd);}
63 void AddSolid(const G4Trap& trap)
64 {G4VSceneHandler::AddSolid(trap);}
65 void AddSolid(const G4Sphere& sphere)
66 {G4VSceneHandler::AddSolid(sphere);}
67 void AddSolid(const G4Para& para)
68 {G4VSceneHandler::AddSolid(para);}
69 void AddSolid(const G4Torus& torus)
70 {G4VSceneHandler::AddSolid(torus);}
71 void AddSolid(const G4Polycone& polycone)
72 {G4VSceneHandler::AddSolid(polycone);}
73 void AddSolid(const G4Polyhedra& polyhedra)
74 {G4VSceneHandler::AddSolid(polyhedra);}
75 void AddSolid(const G4VSolid& solid)
76 {G4VSceneHandler::AddSolid(solid);}
77 // More optional functions...
78 // void AddCompound(const G4VTrajectory&);
79 // void AddCompound(const G4VHit&);
80 void PreAddSolid(const G4Transform3D& objectTransformation,
81 const G4VisAttributes&);
82 void PostAddSolid();
83
84 ////////////////////////////////////////////////////////////////
85 // Required implementation of pure virtual functions...
86
87 void AddPrimitive(const G4Polyline&);
88 void AddPrimitive(const G4Text&);
89 void AddPrimitive(const G4Circle&);
90 void AddPrimitive(const G4Square&);
91 void AddPrimitive(const G4Polyhedron&);
92 void AddPrimitive(const G4NURBS&);
93 // Further optional AddPrimitive methods. Explicitly invoke base
94 // class methods if not otherwise defined to avoid warnings about
95 // hiding of base class methods.
96 void AddPrimitive(const G4Polymarker& polymarker)
97 {G4VSceneHandler::AddPrimitive (polymarker);}
98 void AddPrimitive(const G4Scale& scale)
99 {G4VSceneHandler::AddPrimitive (scale);}
100 // Further related optional virtual functions...
101 void BeginPrimitives(const G4Transform3D& objectTransformation);
102 void EndPrimitives();
103
104 ////////////////////////////////////////////////////////////////
105 // Further optional virtual functions...
106
107 // void BeginModeling();
108 // void EndModeling();
109
110 //////////////////////////////////////////////////////////////
111 // Administration functions.
112
113 void ClearStore ();
114 void ClearTransientStore ();
115
116protected:
117
118 static G4int fSceneIdCount; // Counter for XXXStored scene handlers.
119
120 //?? Define a store for your graphics system. (For emulation, list
121 //?? has good properties - removal of items is fast and does not
122 //?? invalidate iterators to other elements.)
123 typedef std::list<G4String> Store;
124 typedef std::list<G4String>::iterator StoreIterator;
125 Store fStore;
126 StoreIterator fCurrentItem;
127
128 // Keep track of which items are permanent, which transient...
129 std::vector<StoreIterator> fPermanents;
130 std::vector<StoreIterator> fTransients;
131
132private:
133
134#ifdef G4XXXFileDEBUG
135 void PrintThings();
136#endif
137
138};
139
140#endif
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