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//
// $Id: G4XXXFileViewer.cc,v 1.3 2006/07/03 16:52:49 allison Exp $
// GEANT4 tag $Name: geant4-09-04-ref-00 $
//
// 
// John Allison  7th March 2006
// A template for a file-writing graphics driver.
//?? Lines beginning like this require specialisation for your driver.

#include "G4XXXFileViewer.hh"

#include "G4VSceneHandler.hh"
#include "G4XXXFileSceneHandler.hh"
#include <sstream>

void G4XXXFileViewer::FileWriter::Close()
{
  if (fOpen) {
    G4cout << "Closing file " << fFileName << G4endl;
    fFile.close();
    fOpen = false;
  }
}

void G4XXXFileViewer::FileWriter::WriteItem(const G4String& item)
{
  if (!fOpen)
    {
      std::ifstream ifs;
      std::ostringstream oss;
      G4int i = 0;
      do {
	oss.str("");
	oss << "g4_" << i << ".XXXFile";
	ifs.open(oss.str().c_str());
	if (!ifs) break;  // Doesn't exist, so can open a new file.
	else ifs.close();
	++i;
      } while(true);
      fFileName = oss.str();
      G4cout << "Opening file " << fFileName << G4endl;
      fFile.open(fFileName.c_str());
      fOpen = true;
    }
  if (fFile.good()) fFile << item << std::endl;
  else G4cout << "G4XXXFileViewer::FileWriter::WriteItem: ERROR" << G4endl;
}

G4XXXFileViewer::G4XXXFileViewer
(G4VSceneHandler& sceneHandler, const G4String& name):
  G4VViewer(sceneHandler, sceneHandler.IncrementViewCount(), name)
{}

G4XXXFileViewer::~G4XXXFileViewer()
{
  fFileWriter.Close();
}

void G4XXXFileViewer::SetView() {
#ifdef G4XXXFileDEBUG
  G4cout << "G4XXXFileViewer::SetView() called." << G4endl;
#endif
}

void G4XXXFileViewer::ClearView() {
#ifdef G4XXXFileDEBUG
  G4cout << "G4XXXFileViewer::ClearView() called." << G4endl;
#endif
  fFileWriter.Rewind();
}

void G4XXXFileViewer::DrawView() {
#ifdef G4XXXFileDEBUG
  G4cout << "G4XXXFileViewer::DrawView() called." << G4endl;
#endif

  // First, a view should decide when to re-visit the G4 kernel.
  // Sometimes it might not be necessary, e.g., if the scene is stored
  // in a graphical database (e.g., OpenGL's display lists) and only
  // the viewing angle has changed.  But graphics systems without a
  // graphical database will always need to visit the G4 kernel.

  NeedKernelVisit ();  // Default is - always visit G4 kernel.
  // Note: this routine sets the fNeedKernelVisit flag of *all* the
  // views of the scene.

  ProcessView ();      // The basic logic is here.

  // Then a view may have more to do, e.g., display the graphical
  // database.  That code should come here...

  // ...before finally...
  FinishView ();       // Flush streams and/or swap buffers.
}

void G4XXXFileViewer::ShowView() {
#ifdef G4XXXFileDEBUG
  G4cout << "G4XXXFileViewer::ShowView() called." << G4endl;
#endif
  fFileWriter.Close();
}
