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SoCallback Class Reference

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

#include <Inventor/nodes/SoCallback.h>

Inheritance diagram for SoCallback::

SoNode SoFieldContainer SoBase List of all members.

Public Methods

 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 Methods

void initClass (void)

Protected Methods

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.


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.

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.
    }
  }

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 method that should be overridden by subclasses which needs to account for internal data that are not handled automatically.

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.


The documentation for this class was generated from the following files:
Generated at Tue Mar 5 03:31:22 2002 for Coin by doxygen1.2.9 written by Dimitri van Heesch, © 1997-2001