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class RepresentationManager
{
%TypeHeaderCode
#include <BALL/VIEW/KERNEL/representationManager.h>
#include <list>
using std::list;
%End
public:
RepresentationManager(MainControl* = 0) throw();
RepresentationManager(const RepresentationManager&) throw();
bool operator == (const RepresentationManager&) const throw();
void clear() throw();
void remove(Representation&, bool = true) throw();
void insert(Representation&, bool = true) throw();
const list<Representation*>& getRepresentations() const throw();
Size getNumberOfRepresentations() const throw();
Representation* createRepresentation() throw();
bool has(const Representation&) const throw();
list<Representation*> removedComposite(const Composite&, bool = true) throw();
list<Representation*> getRepresentationsOf(const Composite&) throw();
void rebuildAllRepresentations() throw();
bool removeClippingPlane(ClippingPlane*);
void insertClippingPlane(ClippingPlane*);
void storeRepresentations(INIFile&);
void focusRepresentation(const Representation&);
bool willBeUpdated(const Representation&) const throw();
bool updateRunning() const throw();
bool isBeeingRendered(const Representation*) const;
bool startRendering(Representation*);
void finishedRendering(Representation*);
};
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