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//
// $Id: G4XXXViewer.cc,v 1.9 2006/06/29 21:27:52 gunter Exp $
// GEANT4 tag $Name:  $
//
// 
// John Allison  5th April 2001
// A template for a simplest possible graphics driver.
//?? Lines or sections marked like this require specialisation for your driver.

#include "G4XXXViewer.hh"

#include "G4VSceneHandler.hh"
#include "G4XXXSceneHandler.hh"

G4XXXViewer::G4XXXViewer
(G4VSceneHandler& sceneHandler, const G4String& name):
  G4VViewer(sceneHandler, sceneHandler.IncrementViewCount(), name) {}

G4XXXViewer::~G4XXXViewer() {}

void G4XXXViewer::SetView() {
#ifdef G4XXXDEBUG
  G4cout << "G4XXXViewer::SetView() called." << G4endl;
#endif
}

void G4XXXViewer::ClearView() {
#ifdef G4XXXDEBUG
  G4cout << "G4XXXViewer::ClearView() called." << G4endl;
#endif
}

void G4XXXViewer::DrawView() {
#ifdef G4XXXDEBUG
  G4cout << "G4XXXViewer::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 G4XXXViewer::ShowView() {
#ifdef G4XXXDEBUG
  G4cout << "G4XXXViewer::ShowView() called." << G4endl;
  static_cast<G4XXXSceneHandler&>(fSceneHandler).PrintStores();
#endif
}
