98 lines
3.7 KiB
C++
98 lines
3.7 KiB
C++
//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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//
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// $Id: G4VGraphicsSystem.hh 91686 2015-07-31 09:40:08Z gcosmo $
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//
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//
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// John Allison 27th March 1996
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//
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// Class description
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//
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// Abstract interface class for graphics systems.
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#ifndef G4VGRAPHICSSYSTEM_HH
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#define G4VGRAPHICSSYSTEM_HH
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#include "globals.hh"
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#include <vector>
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class G4VSceneHandler;
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class G4VViewer;
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class G4VGraphicsSystem {
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public: // With description
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enum Functionality {
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noFunctionality
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,nonEuclidian // e.g., tree representation of geometry hierarchy.
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,twoD // Simple 2D, e.g., X (no stored structures).
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,twoDStore // 2D with stored structures.
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,threeD // Passive 3D (with stored structures).
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,threeDInteractive // 3D with "pick" functionality.
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,virtualReality // Virtual Reality functionality.
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,fileWriter // File writer
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};
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G4VGraphicsSystem (const G4String& name,
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Functionality f);
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G4VGraphicsSystem (const G4String& name,
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const G4String& nickname,
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Functionality f);
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G4VGraphicsSystem (const G4String& name,
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const G4String& nickname,
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const G4String& description,
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Functionality f);
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virtual ~G4VGraphicsSystem ();
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virtual G4VSceneHandler* CreateSceneHandler (const G4String& name) = 0;
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virtual G4VViewer* CreateViewer (G4VSceneHandler&, const G4String& name) = 0;
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// Access functions.
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const G4String& GetName () const {return fName;}
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const G4String& GetNickname () const {return fNicknames[0];}
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const std::vector<G4String>& GetNicknames () const {return fNicknames;}
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const G4String& GetDescription () const {return fDescription;}
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Functionality GetFunctionality () const {return fFunctionality;}
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virtual G4bool IsUISessionCompatible () const;
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void AddNickname (const G4String& nickname) {fNicknames.push_back(nickname);}
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protected:
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G4String fName;
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std::vector<G4String> fNicknames;
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G4String fDescription;
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Functionality fFunctionality;
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};
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std::ostream& operator << (std::ostream& os, const G4VGraphicsSystem& gs);
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#endif
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