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geant4/source/visualization/XXX/include/G4XXXStoredSceneHandler.hh
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//
// ********************************************************************
// * 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: geant4-08-01 $
//
//
// 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 <list>
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<G4String> Store;
typedef std::list<G4String>::iterator StoreIterator;
Store fStore;
StoreIterator fCurrentItem;
// Keep track of which items are permanent, which transient...
std::vector<StoreIterator> fPermanents;
std::vector<StoreIterator> fTransients;
private:
#ifdef G4XXXFileDEBUG
void PrintThings();
#endif
};
#endif