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//=============================================================================
//
//                               OpenFlipper
//        Copyright (C) 2008 by Computer Graphics Group, RWTH Aachen
//                           www.openflipper.org
//
//-----------------------------------------------------------------------------
//
//                                License
//
//  OpenFlipper is free software: you can redistribute it and/or modify
//  it under the terms of the GNU Lesser General Public License as published by
//  the Free Software Foundation, either version 3 of the License, or
//  (at your option) any later version.
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//
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//  OpenFlipper is distributed in the hope that it will be useful,
//  but WITHOUT ANY WARRANTY; without even the implied warranty of
//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//  GNU Lesser General Public License for more details.
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//
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//  You should have received a copy of the GNU Lesser General Public License
//  along with OpenFlipper.  If not, see <http://www.gnu.org/licenses/>.
//
//-----------------------------------------------------------------------------
//
//   $Revision$
//   $Author$
//   $Date$
//
//=============================================================================




//
// C++ Interface: BasePlugin
//
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// Description:
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//
//
// Author: Jan Moebius <jan_moebius@web.de>, (C) 2007
//

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#ifndef BASEINTERFACE_HH
#define BASEINTERFACE_HH
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 #include <QtGui>
 #include <QMenuBar>
 #include <OpenFlipper/common/Types.hh>
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 /** \brief Interface class from which all plugins have to be created.
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  *
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  * You have to implement at least name and description for your plugin.
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  * All other functions and signals are optional. If you want to implement or use
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  * them just add them to your plugin header.
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  *
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  * See \ref pluginProgramming for a tutorial on plugin programming.
  *
  * Also see \ref dataFlow diagrams for a detailed overview of
  * OpenFlipper's data flow and interface function calls.
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 */
class BaseInterface {
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   //===========================================================================
    /** @name Initialization
    * @{ */
   //===========================================================================
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  private slots:
      /**  \brief Initialize Plugin
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       *
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       *   This slot is called if the plugin is loaded and has to be initialized. All initialization stuff
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       *   in this slot has to stay inside the plugin, no external signals are allowed here (and will be ignored).
       *   Don't create any objects via pluginfunctions here. Use the pluginsInitialized() slot for external
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       *   initialization. After execution of this slot your plugin should be fully functional.
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       *   Only gui elements may be uninitialized and should be created in pluginsInitialized().
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      */
      virtual void initializePlugin() {};
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      /**  \brief Initialize Plugin step 2
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       *
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       *   This slot is called if all plugins are loaded and the core is ready. Here you can create objects,
       *   set Textures and everything which will involve signals to the core.
      */
      virtual void pluginsInitialized() {};
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  /** @} */

  //===========================================================================
  /** @name Object/View updates
  * @{ */
  //===========================================================================

  signals :
    /** \brief Update current view in Main Application
      *
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      *  Emit this Signal if the viewer widget in the main application should update the current view.
      *  If you do an updatedObject the core will trigger an update itself and you don't have to care
      *  about it.
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    */
    virtual void updateView() {};

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    /** \brief An object has been changed or added by this plugin
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      *
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      *  Emit this Signal, if you updated any part of an object (e.g. source/target ).\n
      *  If you changed the element itself (geometry, topology,..) you also have to emit this signal.\n
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      *  Dont emit this Signal in BaseInterface::slotObjectUpdated() as this causes an endless Loop!!
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      *  Give the id of the new object as parameter or -1 if you updated all objects or deleted an object.
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      *
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      *  The parameter has to be the id of the object or -1 if refering to all or deleted objects.
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      */
    virtual void updatedObject(int ) {};

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    /** \brief An object has been shown or hidden
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      *
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      *  Emit this Signal, if you changed the visibility of an object.
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      *  This is required to reset the near and far plane for the viewers to provide
      *  an optimal view.
      *
      */
    virtual void visibilityChanged( ) {};

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    /**  \brief The active object has been switched by this plugin
      *
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      *   This signal is used to tell the other plugins that the active object has been changed.\n
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      *   You should only do this if you are writing a plugin that manages the objects(e.g. DatacontrolPlugin).\n
    */
    virtual void activeObjectChanged() {};

  private slots:

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    /**  \brief An object has been updated by another plugin
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      *
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      *   This slot is called by the main aplication if the number or status of existing objects changed or if
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      *   an existing object has been changed. This could mean, that objects are added or deleted
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      *   or that an existing object with the given id has been modified.
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      *   If you store local information about one of these Objects, you should check if its still valid!\n
      *   Dont emit BaseInterface::updatedObject(int) in this slot as this causes an endless Loop!!
      *   You dont need to call updateView as the core triggers a redraw itself.
      *  @param _identifier Identifier of the updated/new object or -1 if one is deleted
    */
    virtual void slotObjectUpdated( int /*_identifier*/ ) {};

    /**  \brief Called if the whole scene is cleared
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      *
      * This slot is called if the main application cleared the whole scene. No objects will remain in memory
      * and all destructors of the objects are called before this signal is emitted.
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      *
      */
    virtual void slotAllCleared( ) {};

      /**  \brief The active object has changed
      *
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      *   This slot is called by the main aplication if the currently active object has changed.\n
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      *   This means that the selection of target objects has changed.
    */
    virtual void slotActiveObjectChanged() {};

  /** @} */

  //===========================================================================
  /** @name Plugin identification
  * @{ */
  //===========================================================================
  public :

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    /** \brief Return a name for the plugin
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      *
      * This Function has to return the name of the plugin.
    */
    virtual QString name() = 0;

    /** \brief Return a description of what the plugin is doing
      *
      * This function has to return a basic description of the plugin
      */
    virtual QString description() = 0;
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  public slots:
      /** \brief Return a version string for your plugin
       *
       * This function will be used to determin the current version of your plugin.
       * Should have the form x.x.x ( you do not need to give that many subversions )
       */
      virtual QString version() { return QString("-1"); };

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  signals:
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      /**  \brief Set a description for a public slot
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       *
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       *   public slots of each plugin are automaticly available for scripting. \n
       *   Use this Signal to add a description for your slot so that everyone knows what it is used for. \n
       *
       *   @param _slotName the name of the slot
       *   @param _slotDescription a description for the slot
       *   @param _parameters list of parameters
       *   @param _descriptions list of descriptions for the parameters (_descriptions[i] corresponds to _parameters[i])
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      */
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      virtual void setSlotDescription(QString     /*_slotName*/,    QString     /*_slotDescription*/,
                                      QStringList /*_parameters*/, QStringList /*_descriptions*/) {};
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  /** @} */

  private slots :

    /** This function is called when the application exits or when your plugin is about to be unloaded.
      * Here you can clean up your plugin, delete local variables...
      */
    virtual void exit(){};

    /** Using this function you can inform the core that your plugin can run without creating a widget.
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      * If your plugin does not implement this function, it will not be loaded in scripting mode without gui.
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      * You dont have to do anything in this function.
      */
    virtual void noguiSupported( ) {} ;

  public :

    /// Destructor
    virtual ~BaseInterface() {};
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};

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Q_DECLARE_INTERFACE(BaseInterface,"OpenFlipper.BaseInterface/1.0")
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#endif // BASEINTERFACE_HH