/usr/include/oce/Visual3d_ViewManager.hxx is in liboce-visualization-dev 0.17.2-2.
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// Please do not edit this file; modify original file instead.
// The copyright and license terms as defined for the original file apply to
// this header file considered to be the "object code" form of the original source.
#ifndef _Visual3d_ViewManager_HeaderFile
#define _Visual3d_ViewManager_HeaderFile
#include <Standard.hxx>
#include <Standard_DefineHandle.hxx>
#include <Handle_Visual3d_ViewManager.hxx>
#include <Visual3d_SequenceOfView.hxx>
#include <Handle_Visual3d_Layer.hxx>
#include <Aspect_GenId.hxx>
#include <Handle_Graphic3d_GraphicDriver.hxx>
#include <Standard_Boolean.hxx>
#include <TColStd_MapOfInteger.hxx>
#include <TColStd_SequenceOfInteger.hxx>
#include <Visual3d_MapOfZLayerSettings.hxx>
#include <Graphic3d_StructureManager.hxx>
#include <Handle_Visual3d_HSequenceOfView.hxx>
#include <Standard_Integer.hxx>
#include <Handle_Visual3d_View.hxx>
#include <Handle_Graphic3d_Structure.hxx>
#include <Graphic3d_ZLayerSettings.hxx>
#include <Aspect_TypeOfHighlightMethod.hxx>
#include <Handle_Aspect_Window.hxx>
#include <Graphic3d_CView.hxx>
#include <Handle_Graphic3d_DataStructureManager.hxx>
class Visual3d_Layer;
class Graphic3d_GraphicDriver;
class Visual3d_View;
class Visual3d_HSequenceOfView;
class Graphic3d_Structure;
class TColStd_SequenceOfInteger;
class Aspect_GenId;
class TColStd_Array2OfReal;
class Aspect_Window;
class Graphic3d_DataStructureManager;
//! This class allows the definition of a manager to
//! which the views are associated.
//! It allows them to be globally manipulated.
//! It activates the pick.
class Visual3d_ViewManager : public Graphic3d_StructureManager
{
public:
//! Creates a 3D visualizer.
//! Currently creating of more than 100 viewer instances
//! is not supported and leads to InitializationError and
//! initialisation failure.
//! This limitation might be addressed in some future OCCT releases.
//!
//! Category: Methods to modify the class definition
Standard_EXPORT Visual3d_ViewManager(const Handle(Graphic3d_GraphicDriver)& theDriver);
//! Activates all the views of the manager <me>.
Standard_EXPORT void Activate() ;
//! Deactivates all the views of the manager <me>.
Standard_EXPORT void Deactivate() ;
//! Deletes and erases the 3D visualiser <me>.
Standard_EXPORT virtual void Destroy() ;
~Visual3d_ViewManager()
{
Destroy();
}
//! Erases all of the structures displayed in the
//! visualiser <me>.
Standard_EXPORT void Erase() ;
//! Redraws all the displayed structures.
Standard_EXPORT void Redraw() const;
//! Updates layer of immediate presentations.
Standard_EXPORT void RedrawImmediate() const;
//! Invalidates viewer content but does not redraw it.
Standard_EXPORT void Invalidate() const;
//! Deletes and erases the 3D visualiser <me>.
Standard_EXPORT void Remove() ;
//! Updates screen in function of modifications of the structures.
//! Category: Methods to modify the class definition
Standard_EXPORT void Update() const;
//! Returns the group of views activated in the visualiser <me>.
Standard_EXPORT Handle(Visual3d_HSequenceOfView) ActivatedView() const;
//! Returns the group of views defined in the visualiser <me>.
Standard_EXPORT Handle(Visual3d_HSequenceOfView) DefinedView() const;
//! Returns the theoretical maximum number of
//! definable views in the view manager <me>.
//! Warning: It's not possible to accept an infinite
//! number of definable views because each
//! view must have an identification and we
//! have different view managers.
Standard_EXPORT Standard_Integer MaxNumOfViews() const;
//! Returns :
//! a new identification number for a new view
//! in the visualiser.
Standard_EXPORT Standard_Integer Identification (const Handle(Visual3d_View)& AView) ;
//! Release a unique ID of the view reserved for the view on its creation.
Standard_EXPORT void UnIdentification (const Standard_Integer aViewId) ;
//! Returns the structure with the identification number <AId>.
Standard_EXPORT Handle(Graphic3d_Structure) Identification (const Standard_Integer AId) const;
//! Returns the identification number of the visualiser.
Standard_EXPORT Standard_Integer Identification() const;
//! Changes the display priority of the structure <AStructure>.
Standard_EXPORT void ChangeDisplayPriority (const Handle(Graphic3d_Structure)& AStructure, const Standard_Integer OldPriority, const Standard_Integer NewPriority) ;
//! Change Z layer for structure. The layer mechanism allows
//! to display structures in higher layers in overlay of structures in
//! lower layers.
Standard_EXPORT void ChangeZLayer (const Handle(Graphic3d_Structure)& theStructure, const Standard_Integer theLayerId) ;
//! Get Z layer ID assigned for the structure.
Standard_EXPORT Standard_Integer GetZLayer (const Handle(Graphic3d_Structure)& theStructure) const;
//! Sets the settings for a single Z layer for all managed views.
Standard_EXPORT void SetZLayerSettings (const Standard_Integer theLayerId, const Graphic3d_ZLayerSettings& theSettings) ;
//! Returns the settings of a single Z layer.
Standard_EXPORT Graphic3d_ZLayerSettings ZLayerSettings (const Standard_Integer theLayerId) ;
//! Add a new top-level Z layer and get its ID as
//! <theLayerId> value. The method returns Standard_False if the layer
//! can not be created. The layer mechanism allows to display
//! structures in higher layers in overlay of structures in lower layers.
Standard_EXPORT Standard_Boolean AddZLayer (Standard_Integer& theLayerId) ;
//! Remove Z layer with ID <theLayerId>. Method returns
//! Standard_False if the layer can not be removed or doesn't exists.
//! By default, there are always default bottom-level layer that can't
//! be removed.
Standard_EXPORT Standard_Boolean RemoveZLayer (const Standard_Integer theLayerId) ;
//! Return all Z layer ids in sequence ordered by overlay level
//! from lowest layer to highest ( foreground ). The first layer ID
//! in sequence is the default layer that can't be removed.
Standard_EXPORT void GetAllZLayers (TColStd_SequenceOfInteger& theLayerSeq) const;
//! Clears the structure <AStructure>.
Standard_EXPORT void Clear (const Handle(Graphic3d_Structure)& AStructure, const Standard_Boolean WithDestruction) ;
//! Connects the structures <AMother> and <ADaughter>.
Standard_EXPORT void Connect (const Handle(Graphic3d_Structure)& AMother, const Handle(Graphic3d_Structure)& ADaughter) ;
//! Disconnects the structures <AMother> and <ADaughter>.
Standard_EXPORT void Disconnect (const Handle(Graphic3d_Structure)& AMother, const Handle(Graphic3d_Structure)& ADaughter) ;
//! Display of the structure <AStructure>.
Standard_EXPORT void Display (const Handle(Graphic3d_Structure)& AStructure) ;
//! Erases the structure <AStructure>.
Standard_EXPORT void Erase (const Handle(Graphic3d_Structure)& AStructure) ;
//! Highlights the structure <AStructure>.
Standard_EXPORT void Highlight (const Handle(Graphic3d_Structure)& AStructure, const Aspect_TypeOfHighlightMethod AMethod) ;
Standard_EXPORT void SetTransform (const Handle(Graphic3d_Structure)& AStructure, const TColStd_Array2OfReal& ATrsf) ;
//! Suppress the highlighting on all the structures.
Standard_EXPORT void UnHighlight() ;
//! Suppress the highlighting on the structure <AStructure>.
Standard_EXPORT void UnHighlight (const Handle(Graphic3d_Structure)& AStructure) ;
//! Returns Standard_True if the view associated to the
//! window <AWindow> exists and is activated.
//! <TheViewId> contains the internal identification of
//! the associated view.
Standard_EXPORT Standard_Boolean ViewExists (const Handle(Aspect_Window)& AWindow, Graphic3d_CView& TheCView) const;
//! Returns the underlay of the viewer <me>.
Standard_EXPORT const Handle(Visual3d_Layer)& UnderLayer() const;
//! Returns the underlay of the viewer <me>.
Standard_EXPORT const Handle(Visual3d_Layer)& OverLayer() const;
//! Forces a new construction of the structure <AStructure>
//! if <AStructure> is displayed and TOS_COMPUTED.
Standard_EXPORT void ReCompute (const Handle(Graphic3d_Structure)& AStructure) ;
//! Forces a new construction of the structure <AStructure>
//! if <AStructure> is displayed in <AProjector> and TOS_COMPUTED.
Standard_EXPORT void ReCompute (const Handle(Graphic3d_Structure)& AStructure, const Handle(Graphic3d_DataStructureManager)& AProjector) ;
//! Returns Standard_True if the transparency
//! is activated in all activated views.
//! Default Standard_False
Standard_EXPORT Standard_Boolean Transparency() const;
//! if <AFlag> is Standard_True then the transparency
//! is managed.
//! Default Standard_False
Standard_EXPORT void SetTransparency (const Standard_Boolean AFlag) ;
//! Returns Standard_True if the zbuffer activity
//! is managed automatically.
//! Default Standard_False
Standard_EXPORT Standard_Boolean ZBufferAuto() const;
//! if <AFlag> is Standard_True then the zbuffer activity
//! is managed automatically.
//! Default Standard_False
Standard_EXPORT void SetZBufferAuto (const Standard_Boolean AFlag) ;
friend class Visual3d_View;
friend class Visual3d_Layer;
DEFINE_STANDARD_RTTI(Visual3d_ViewManager)
protected:
//! Returns global instance of z layer ids generator.
Standard_EXPORT static Aspect_GenId& getZLayerGenId() ;
private:
//! Install z layers managed by the view manager into the
//! controlled view. This method used on the view initialization to
//! make the layer lists consistent.
Standard_EXPORT void InstallZLayers (const Handle(Visual3d_View)& theView) const;
//! Adds a new layer in all the views of <me>.
Standard_EXPORT void SetLayer (const Handle(Visual3d_Layer)& ALayer) ;
Visual3d_SequenceOfView MyDefinedView;
Handle(Visual3d_Layer) MyUnderLayer;
Handle(Visual3d_Layer) MyOverLayer;
Aspect_GenId MyViewGenId;
Handle(Graphic3d_GraphicDriver) MyGraphicDriver;
Standard_Boolean MyZBufferAuto;
Standard_Boolean MyTransparency;
TColStd_MapOfInteger myLayerIds;
TColStd_SequenceOfInteger myLayerSeq;
Visual3d_MapOfZLayerSettings myMapOfZLayerSettings;
};
#endif // _Visual3d_ViewManager_HeaderFile
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