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NAME

       SoCallback -

       The SoCallback class is a node type which provides a means of setting
       callback hooks in the scene graph.

       By inserting SoCallback nodes in a scene graph, the application
       programmer can set up functions to be executed at certain points in the
       traversal.

SYNOPSIS

       #include <Inventor/nodes/SoCallback.h>

       Inherits SoNode.

   Public Member Functions
       SoCallback (void)
       void setCallback (SoCallbackCB *function, void *userdata=NULL)
       virtual void doAction (SoAction *action)
       virtual void callback (SoCallbackAction *action)
       virtual void GLRender (SoGLRenderAction *action)
       virtual void getBoundingBox (SoGetBoundingBoxAction *action)
       virtual void getMatrix (SoGetMatrixAction *action)
       virtual void handleEvent (SoHandleEventAction *action)
       virtual void pick (SoPickAction *action)
       virtual void search (SoSearchAction *action)
       virtual void write (SoWriteAction *action)
       virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)

   Static Public Member Functions
       static void initClass (void)

   Protected Member Functions
       virtual ~SoCallback ()
       virtual void copyContents (const SoFieldContainer *from, SbBool
           copyconnections)

Detailed Description

       The SoCallback class is a node type which provides a means of setting
       callback hooks in the scene graph.

       By inserting SoCallback nodes in a scene graph, the application
       programmer can set up functions to be executed at certain points in the
       traversal.

       The callback function will be executed during traversal of any action,
       so check the type of the action argument of the callback function if
       you only want to run your code at specific actions.

       FILE FORMAT/DEFAULTS:

           Callback {
           }

Constructor & Destructor Documentation

   SoCallback::SoCallback (void) Constructor.
   SoCallback::~SoCallback () [protected, virtual] Destructor.

Member Function Documentation

   void SoCallback::initClass (void) [static] Sets up initialization for data
       common to all instances of this class, like submitting necessary
       information to the Coin type system.
       Reimplemented from SoNode.

   void SoCallback::setCallback (SoCallbackCB * function, void * userdata =
       NULL) Set up the function to call at traversal of this node. userdata
       will be passed back as the first argument of the callback function.
       Setting function to NULL removes the previously set callback function.
       If you want a callback only for a specific action, you must (in your
       callback function) remember to check which action invoked the callback,
       for instance like this:

         void mycallback(void * userdata, SoAction * action)
         {
           if (action->isOfType(SoGLRenderAction::getClassTypeId())) {
             // do stuff specific for GL rendering here.
           }
         }

       Please note that SoCallback nodes under a Separator might be included
       in a cache. Cached nodes are not traversed, and you’ll not receive any
       callbacks. If you want to make sure that your callback is called every
       time the scene graph is rendered, you must invalidate the render cache
       in your callback:

         void mycallback(void * userdata, SoAction * action)
         {
           if (action->isOfType(SoGLRenderAction::getClassTypeId())) {
             SoCacheElement::invalidate(action->getState());
           }
         }

       If you want to invalidate all caches (for instance also the bounding
       box cache), you can do this in your callback:

         void mycallback(void * userdata, SoAction * action)
         {
           SoState * state = action->getState();
           if (state->isElementEnabled(SoCacheElement::getClassStackIndex())) {
             SoCacheElement::invalidate(state);
           }
         }

   void SoCallback::doAction (SoAction * action) [virtual] This function
       performs the typical operation of a node for any action.
       Reimplemented from SoNode.

   void SoCallback::callback (SoCallbackAction * action) [virtual] Action
       method for SoCallbackAction.
       Simply updates the state according to how the node behaves for the
       render action, so the application programmer can use the
       SoCallbackAction for extracting information about the scene graph.

       Reimplemented from SoNode.

   void SoCallback::GLRender (SoGLRenderAction * action) [virtual] Action
       method for the SoGLRenderAction.
       This is called during rendering traversals. Nodes influencing the
       rendering state in any way or who wants to throw geometry primitives at
       OpenGL overrides this method.

       Reimplemented from SoNode.

   void SoCallback::getBoundingBox (SoGetBoundingBoxAction * action) [virtual]
       Action method for the SoGetBoundingBoxAction.
       Calculates bounding box and center coordinates for node and modifies
       the values of the action to encompass the bounding box for this node
       and to shift the center point for the scene more towards the one for
       this node.

       Nodes influencing how geometry nodes calculates their bounding box also
       overrides this method to change the relevant state variables.

       Reimplemented from SoNode.

   void SoCallback::getMatrix (SoGetMatrixAction * action) [virtual] Action
       method for SoGetMatrixAction.
       Updates action by accumulating with the transformation matrix of this
       node (if any).

       Reimplemented from SoNode.

   void SoCallback::handleEvent (SoHandleEventAction * action) [virtual]
       Action method for SoHandleEventAction.
       Inspects the event data from action, and processes it if it is
       something which this node should react to.

       Nodes influencing relevant state variables for how event handling is
       done also overrides this method.

       Reimplemented from SoNode.

   void SoCallback::pick (SoPickAction * action) [virtual] Action method for
       SoPickAction.
       Does common processing for SoPickAction action instances.

       Reimplemented from SoNode.

   void SoCallback::search (SoSearchAction * action) [virtual] Action method
       for SoSearchAction.
       Compares the search criteria from the action to see if this node is a
       match. Searching is done by matching up all criteria set up in the
       SoSearchAction -- if any of the requested criteria is a miss, the
       search is not deemed successful for the node.

       See also:
           SoSearchAction

       Reimplemented from SoNode.

   void SoCallback::write (SoWriteAction * action) [virtual] Action method for
       SoWriteAction.
       Writes out a node object, and any connected nodes, engines etc, if
       necessary.

       Reimplemented from SoNode.

   void SoCallback::getPrimitiveCount (SoGetPrimitiveCountAction * action)
       [virtual] Action method for the SoGetPrimitiveCountAction.
       Calculates the number of triangle, line segment and point primitives
       for the node and adds these to the counters of the action.

       Nodes influencing how geometry nodes calculates their primitive count
       also overrides this method to change the relevant state variables.

       Reimplemented from SoNode.

   void SoCallback::copyContents (const SoFieldContainer * from, SbBool
       copyconnections) [protected, virtual] Makes a deep copy of all data of
       from into this instance, except external scenegraph references if
       copyconnections is FALSE.
       This is the protected method that should be overridden by extension
       node / engine / dragger / whatever subclasses which needs to account
       for internal data that are not handled automatically.

       For copying nodes from application code, you should not invoke this
       function directly, but rather call the SoNode::copy() function:

         SoNode * mynewnode = templatenode->copy();

       The same also goes for engines.

       Make sure that when you override the copyContents() method in your
       extension class that you also make it call upwards to it’s parent
       superclass in the inheritance hierarchy, as copyContents() in for
       instance SoNode and SoFieldContainer does important work. It should go
       something like this:

         void
         MyCoinExtensionNode::copyContents(const SoFieldContainer * from,
                                           SbBool copyconnections)
         {
           // let parent superclasses do their thing (copy fields, copy
           // instance name, etc etc)
           SoNode::copyContents(from, copyconnections);

           // [..then copy internal data..]
         }

       Reimplemented from SoNode.

Author

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