Mercurial > hg > orthanc-stone
view Applications/Samples/SampleApplicationContext.h @ 221:d7b2590744f8 am
wip: building applications reusable in SDL and WASM
author | am@osimis.io |
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date | Mon, 11 Jun 2018 14:01:02 +0200 |
parents | |
children | 84844649a8fd |
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/** * Stone of Orthanc * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics * Department, University Hospital of Liege, Belgium * Copyright (C) 2017-2018 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 "../../Framework/Viewport/WidgetViewport.h" #include "../../Framework/Volumes/ISlicedVolume.h" #include "../../Framework/Volumes/IVolumeLoader.h" #include "../../Framework/Widgets/IWorldSceneInteractor.h" #include "../../Platforms/Generic/OracleWebService.h" #include "../BasicApplicationContext.h" #include <list> #include <boost/thread.hpp> namespace OrthancStone { class SampleApplicationContext : public BasicApplicationContext { private: typedef std::list<ISlicedVolume*> SlicedVolumes; // this is actually used by the samples and shall be moved to a SampleApplicationContext typedef std::list<IVolumeLoader*> VolumeLoaders; typedef std::list<IWorldSceneInteractor*> Interactors; SlicedVolumes slicedVolumes_; VolumeLoaders volumeLoaders_; Interactors interactors_; public: SampleApplicationContext(Orthanc::WebServiceParameters& orthanc); virtual ~SampleApplicationContext(); ISlicedVolume& AddSlicedVolume(ISlicedVolume* volume); IVolumeLoader& AddVolumeLoader(IVolumeLoader* loader); IWorldSceneInteractor& AddInteractor(IWorldSceneInteractor* interactor); }; }