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//
//
// $Id$
//
// 
// 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 AddCompound(const G4THitsMap<G4double>&);
  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