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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, SbBoolcopyconnections)
       [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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