// // ******************************************************************** // * 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: G4TextModel.cc 66373 2012-12-18 09:41:34Z gcosmo $ // // // John Allison 3rd April 2001 // Model which knows how to draw text. #include "G4TextModel.hh" #include "G4ModelingParameters.hh" #include "G4VGraphicsScene.hh" #include "G4UnitsTable.hh" #include G4TextModel::~G4TextModel () {} G4TextModel::G4TextModel (const G4Text& g4Text): fG4Text(g4Text) { fType = "G4TextModel"; std::ostringstream oss; oss << "G4TextModel: \"" << fG4Text.GetText() << "\" at " << G4BestUnit(g4Text.GetPosition(),"Length") << "with size " << g4Text.GetScreenSize() << " with offsets " << g4Text.GetXOffset() << ',' << g4Text.GetYOffset(); fGlobalTag = oss.str(); fGlobalDescription = fGlobalTag; } void G4TextModel::DescribeYourselfTo (G4VGraphicsScene& sceneHandler) { sceneHandler.BeginPrimitives (); sceneHandler.AddPrimitive (fG4Text); sceneHandler.EndPrimitives (); }