view Framework/Scene2D/ColorSceneLayer.h @ 1347:bfd77672d825 broker

Moved Application/Samples/* to Application/Samples/Deprecated/*
author Benjamin Golinvaux <bgo@osimis.io>
date Tue, 07 Apr 2020 14:29:01 +0200
parents 2d8ab34c8c91
children 30deba7bc8e2
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/**
 * Stone of Orthanc
 * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics
 * Department, University Hospital of Liege, Belgium
 * Copyright (C) 2017-2020 Osimis S.A., Belgium
 *
 * This program is free software: you can redistribute it and/or
 * modify it under the terms of the GNU Affero 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
 * Affero General Public License for more details.
 * 
 * You should have received a copy of the GNU Affero General Public License
 * along with this program. If not, see <http://www.gnu.org/licenses/>.
 **/


#pragma once

#include "ISceneLayer.h"
#include "Color.h"

#include <Core/Enumerations.h>  // For ORTHANC_OVERRIDE

namespace OrthancStone
{
  // TODO - Is this needed?
  class ColorSceneLayer : public ISceneLayer
  {
  private:
    Color    color_;
    uint64_t revision_;

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

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

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

    void SetColor(uint8_t red,
                  uint8_t green,
                  uint8_t blue)
    {
      color_ = Color(red, green, blue);
      BumpRevision();
    }

    void SetColor(const Color& color)
    {
      color_ = color;
      BumpRevision();
    }

    const Color& GetColor() const
    {
      return color_;
    }
  };
}