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tlp::GlVertexArrayManager Class Reference

Class used to render edges/nodes with vertex array. More...

#include <GlVertexArrayManager.h>

List of all members.

Public Member Functions

Protected Member Functions

Protected Attributes


Detailed Description

Class used to render edges/nodes with vertex array.

Class used to render edges/nodes with vertex array


Constructor & Destructor Documentation

tlp::GlVertexArrayManager::GlVertexArrayManager ( GlGraphInputData *  inputData  ) 

Constructor

Parameters:
inputData : input data to use for this GlVertexArrayManager
tlp::GlVertexArrayManager::~GlVertexArrayManager (  ) 

Member Function Documentation

void tlp::GlVertexArrayManager::activate ( bool  act  ) 

You can call this function to deactivate/activate GlVertexArrayManager

void tlp::GlVertexArrayManager::activateLineEdgeDisplay ( GlEdge *  edge,
bool  selected 
)

This function is call when you want to activate line rendering of a specific edge

void tlp::GlVertexArrayManager::activatePointEdgeDisplay ( GlEdge *  edge,
bool  selected 
)

This function is call when you want to activate point rendering of a specific edge

void tlp::GlVertexArrayManager::activatePointNodeDisplay ( GlNode *  node,
bool  onePixel,
bool  selected 
)

This function is call when you want to activate point rendering of a specific node

void tlp::GlVertexArrayManager::activateQuadEdgeDisplay ( GlEdge *  edge,
bool  selected 
)

This function is call when you want to activate quad rendering of a specific edge

void tlp::GlVertexArrayManager::addEdge ( Graph *  ,
const   edge 
) [protected]
void tlp::GlVertexArrayManager::addEdge ( GlEdge *  edge  ) 

This function is call by GlVertexArraySceneVisitor to inform GlVertexArrayManager that we need to render an edge

void tlp::GlVertexArrayManager::addLocalProperty ( Graph *  ,
const std::string &   
) [protected]
void tlp::GlVertexArrayManager::addNode ( Graph *  ,
const   node 
) [protected]
void tlp::GlVertexArrayManager::addNode ( GlNode *  node  ) 

This function is call by GlVertexArraySceneVisitor to inform GlVertexArrayManager that we need to render a node

void tlp::GlVertexArrayManager::afterSetEnds ( Graph *  ,
const   edge 
) [protected]
void tlp::GlVertexArrayManager::beforeSetAllEdgeValue ( PropertyInterface *   )  [protected]
void tlp::GlVertexArrayManager::beforeSetAllNodeValue ( PropertyInterface *   )  [protected]
void tlp::GlVertexArrayManager::beforeSetEdgeValue ( PropertyInterface *  ,
const   edge 
) [protected]
void tlp::GlVertexArrayManager::beforeSetNodeValue ( PropertyInterface *  ,
const   node 
) [protected]
void tlp::GlVertexArrayManager::beginRendering (  ) 

Call this function at the begining of the rendering This function clear entities to render

void tlp::GlVertexArrayManager::clearColorData (  )  [protected]
void tlp::GlVertexArrayManager::clearData (  )  [protected]
void tlp::GlVertexArrayManager::clearLayoutData (  )  [protected]
void tlp::GlVertexArrayManager::clearObservers (  )  [protected]
void tlp::GlVertexArrayManager::delLocalProperty ( Graph *  ,
const std::string &   
) [protected]
void tlp::GlVertexArrayManager::destroy ( PropertyInterface *   )  [protected]
void tlp::GlVertexArrayManager::destroy ( Graph *   )  [protected]
void tlp::GlVertexArrayManager::endRendering (  ) 

Call this funtion at the end of rendering This function draw needed entities

bool tlp::GlVertexArrayManager::haveToCompute (  ) 

Return if this GlVertexArrayManager have to compute its data

void tlp::GlVertexArrayManager::initObservers (  )  [protected]
void tlp::GlVertexArrayManager::pauseRendering ( bool  pause  ) 

You can call this function to pause rendering For example this function is call in GlMetaNodeTrueRenderer to don't use GlVertexArrayManager

void tlp::GlVertexArrayManager::propertyValueChanged ( PropertyInterface *  property  )  [protected]
bool tlp::GlVertexArrayManager::renderingIsBegin (  )  [inline]

Return if this GlVertexArrayManager is used to render entities of the scene

void tlp::GlVertexArrayManager::setHaveToComputeAll ( bool  compute  ) 

Call this function if this GlVertexArrayManager have to compute colors and layout properties

void tlp::GlVertexArrayManager::setHaveToComputeColor ( bool  compute  ) 

Call this function if this GlVertexArrayManager have to compute colors propertie

void tlp::GlVertexArrayManager::setHaveToComputeLayout ( bool  compute  ) 

Call this function if this GlVertexArrayManager have to compute layout propertie

void tlp::GlVertexArrayManager::setInputData ( GlGraphInputData *  inputData  ) 

Call this function when you want to change input data used by this GlVertexArrayManager


Member Data Documentation

std::vector<unsigned int> tlp::GlVertexArrayManager::edgeToBottomOulineIndexVector [protected]
std::vector<std::pair<unsigned int,unsigned int> > tlp::GlVertexArrayManager::edgeToLineIndexVector [protected]
std::vector<unsigned int> tlp::GlVertexArrayManager::edgeToPointIndexVector [protected]
std::vector<std::pair<unsigned int,unsigned int> > tlp::GlVertexArrayManager::edgeToQuadIndexVector [protected]
std::vector<unsigned int> tlp::GlVertexArrayManager::edgeToTopOutlineIndexVector [protected]
GlGraphInputData* tlp::GlVertexArrayManager::inputData [protected]
std::vector<Color> tlp::GlVertexArrayManager::linesColorsArray [protected]
std::vector<Coord> tlp::GlVertexArrayManager::linesCoordsArray [protected]
std::vector<GLint> tlp::GlVertexArrayManager::linesIndexArray [protected]
std::vector<GLsizei> tlp::GlVertexArrayManager::linesIndexCountArray [protected]
std::vector<GLsizei> tlp::GlVertexArrayManager::linesRenderingCountArray [protected]
std::vector<unsigned int> tlp::GlVertexArrayManager::nodeToPointIndexVector [protected]
std::vector<Color> tlp::GlVertexArrayManager::pointsColorsArray [protected]
std::vector<Coord> tlp::GlVertexArrayManager::pointsCoordsArray [protected]
std::vector<std::vector<GLuint> > tlp::GlVertexArrayManager::quadsBottomOutlineIndexArray [protected]
std::vector<Color> tlp::GlVertexArrayManager::quadsColorsArray [protected]
std::vector<Coord> tlp::GlVertexArrayManager::quadsCoordsArray [protected]
std::vector<GLint> tlp::GlVertexArrayManager::quadsIndexArray [protected]
std::vector<GLsizei> tlp::GlVertexArrayManager::quadsIndexCountArray [protected]
std::map<float, std::vector<GLsizei> > tlp::GlVertexArrayManager::quadsOutlineRenderingCountArray [protected]
std::map<float, std::vector<const GLuint* > > tlp::GlVertexArrayManager::quadsOutlineRenderingIndexArray [protected]
std::map<float, std::vector<GLsizei> > tlp::GlVertexArrayManager::quadsOutlineSelectedRenderingCountArray [protected]
std::map<float, std::vector<const GLuint* > > tlp::GlVertexArrayManager::quadsOutlineSelectedRenderingIndexArray [protected]
std::vector<GLsizei> tlp::GlVertexArrayManager::quadsRenderingCountArray [protected]
std::vector<std::vector<GLuint> > tlp::GlVertexArrayManager::quadsTopOutlineIndexArray [protected]


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