view OrthancStone/Sources/Scene2D/MacroSceneLayer.h @ 2102:9f7604d6b581 deep-learning

integration mainline->deep-learning
author Sebastien Jodogne <s.jodogne@gmail.com>
date Tue, 14 Nov 2023 11:45:17 +0100
parents 07964689cb0b
children c23eef785569
line wrap: on
line source

/**
 * Stone of Orthanc
 * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics
 * Department, University Hospital of Liege, Belgium
 * Copyright (C) 2017-2023 Osimis S.A., Belgium
 * Copyright (C) 2021-2023 Sebastien Jodogne, ICTEAM UCLouvain, Belgium
 *
 * This program 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.
 *
 * This program 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.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this program. If not, see
 * <http://www.gnu.org/licenses/>.
 **/


#pragma once

#include "ISceneLayer.h"

#include <Compatibility.h>  // For ORTHANC_OVERRIDE

#include <deque>
#include <set>

namespace OrthancStone
{
  /**
   * A "macro layer" is a group of sublayers that are handled as a
   * whole, and that share the same depth in the scene.
   **/
  class MacroSceneLayer : public ISceneLayer
  {
  private:
    // A deque is used because we need to quickly add new layers, and
    // to randomly access the layers
    std::deque<ISceneLayer*>  layers_;
    uint64_t                  revision_;
    std::set<size_t>          recycledLayers_;

    void CheckInvariant() const;

  protected:
    void BumpRevision()
    {
      // this is *not* thread-safe!!!  => (SJO) no problem, Stone assumes mono-threading
      revision_++;
    }

  public:
    MacroSceneLayer() :
      revision_(0)
    {
    }

    virtual ~MacroSceneLayer()
    {
      Clear();
    }

    void Clear();      

    size_t AddLayer(ISceneLayer* layer);  // takes ownership

    size_t GetSize() const
    {
      return layers_.size();
    }

    void UpdateLayer(size_t index,
                     ISceneLayer* layer);  // takes ownership

    bool HasLayer(size_t index) const;

    void DeleteLayer(size_t index);

    const ISceneLayer& GetLayer(size_t i) const;

    virtual ISceneLayer* Clone() const ORTHANC_OVERRIDE;

    virtual Type GetType() const ORTHANC_OVERRIDE
    {
      return Type_Macro;
    }

    virtual void GetBoundingBox(Extent2D& target) const ORTHANC_OVERRIDE;

    virtual uint64_t GetRevision() const ORTHANC_OVERRIDE
    {
      return revision_;
    }
  };
}