Seg3D
2.4
Seg3D is a free volume segmentation and processing tool developed by the NIH Center for Integrative Biomedical Computing at the University of Utah Scientific Computing and Imaging (SCI) Institute.
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Public Member Functions | |
StateHandler (const std::string &type_str, bool auto_id) | |
template<class HANDLE , class T > | |
bool | add_state (const std::string &key, HANDLE &state, const T &default_value) |
Add a local state variable with default value. | |
template<class HANDLE , class T > | |
bool | add_state (const std::string &key, HANDLE &state, const T &default_value, const T &min_value, const T &max_value, const T &step) |
Add a local state variable with default value and min and max. | |
template<class HANDLE > | |
bool | add_state (const std::string &key, HANDLE &state) |
Add a local state variable without default value. | |
template<class HANDLE > | |
bool | add_state (const std::string &key, HANDLE &state, const std::string &default_option, const std::string &option_list) |
Add a local state variable with option list. | |
template<class HANDLE > | |
bool | add_state (const std::string &key, HANDLE &state, const std::string &default_option, const std::vector< std::string > option_list) |
Add a local state variable with option list. | |
template<class HANDLE > | |
bool | add_state (const std::string &key, HANDLE &state, const std::string &default_option, const std::vector< OptionLabelPair > option_list) |
Add a local state variable with option list. | |
template<class HANDLE > | |
bool | add_state (const std::string &key, HANDLE &state, const std::vector< std::string > &default_options, const std::vector< OptionLabelPair > option_list) |
Add a local state variable with option list. | |
template<class HANDLE > | |
bool | add_state (const std::string &key, HANDLE &state, const std::vector< std::string > &default_options, const std::string &option_list) |
Add a local state variable with option list. | |
template<class HANDLE , class T > | |
bool | add_state (const std::string &key, HANDLE &state, const std::vector< T > &default_value) |
Add a local state variable without default value. | |
void | invalidate () |
this function is called when you need to delete something from the state engine, but may have More... | |
bool | is_valid () |
returns true if the function hasn't been invalidated | |
void | mark_as_project_data () |
Mask the states that are added to this state handler as project data. | |
void | do_not_save_id_number () |
The id number of the statehandler will not be saved. | |
void | set_initializing (bool initializing) |
bool | load_states (const StateIO &state_io) |
Load the states into the StateIO variable. | |
bool | save_states (StateIO &state_io) |
Save the states into the StateIO variable. | |
const std::string & | get_statehandler_id () const |
The id of the handler that will be the prefix of the state variables. | |
const std::string & | get_statehandler_id_base () const |
The id of the handler that will be the prefix of the state variables. | |
size_t | get_statehandler_id_number () const |
The id number of the handler that will be at the end of the prefix. | |
Protected Member Functions | |
virtual void | clean_up () |
This function is called by invalidate to clean up stuff in the statehandler subclasses. | |
void | enable_signals (bool enabled) |
This function enables/disables signals in the state variables. | |
virtual bool | pre_load_states (const StateIO &state_io) |
virtual bool | post_load_states (const StateIO &state_io) |
virtual bool | pre_save_states (StateIO &state_io) |
virtual bool | post_save_states (StateIO &state_io) |
virtual void | state_changed () |
virtual int | get_session_priority () |
virtual int | get_version () |
Get the version number of this class, this one is used for versioning of session files. | |
int | get_loaded_version () |
Get the version number of the data that was loaded. | |
void | set_loaded_version (int loaded_version) |
Set the version number of the data that was loaded. | |
Protected Member Functions inherited from Core::ConnectionHandler | |
void | add_connection (const boost::signals2::connection &connection) |
void | add_connection (const ConnectionHandlerConnectionHandle &connection) |
void | disconnect_all () |
Friends | |
class | StateEngine |
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protectedvirtual |
Returns the session priority of the state handler. State handlers with higher priorities gets loaded earlier than those with lower priorities. By default this functions returns -1, which means that the state handler won't be saved/loaded by the state engine.
Reimplemented in Seg3D::ViewerManager, Seg3D::ToolManager, Seg3D::LayerManager, and Seg3D::InterfaceManager.
void Core::StateHandler::invalidate | ( | ) |
this function is called when you need to delete something from the state engine, but may have
NOTE: This is needed to ensure that all states are removed from the state engine while the UI can still have lingering handles to the object. This situation occurs because of the Qt and Application thread to be separate and the messaging is synchronous without any
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protectedvirtual |
This virtual function can be implemented in the StateHandlers and will be called after its states are loaded. If it doesn't succeed it needs to return false.
Reimplemented in Seg3D::LayerManager, Seg3D::Project, Seg3D::Viewer, Seg3D::ViewerManager, Seg3D::LayerGroup, Seg3D::MaskLayer, Seg3D::ToolManager, Seg3D::DataLayer, Seg3D::LargeVolumeLayer, Seg3D::SpeedlineTool, and Core::TransferFunction.
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protectedvirtual |
This virtual function can be implemented in the StateHandlers and will be called after its states are saved. If it doesn't succeed it needs to return false.
Reimplemented in Seg3D::LayerManager, Seg3D::Layer, Seg3D::ViewerManager, Seg3D::LayerGroup, Seg3D::ToolManager, and Core::TransferFunction.
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protectedvirtual |
This virtual function can be implemented in the StateHandlers and will be called before its states are loaded. If it doesn't succeed it needs to return false.
Reimplemented in Seg3D::LayerManager, Seg3D::Viewer, Seg3D::ViewerManager, and Seg3D::ToolManager.
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protectedvirtual |
This virtual function can be implemented in the StateHandlers and will be called before its states are saved. If it doesn't succeed it needs to return false.
Reimplemented in Seg3D::LayerManager, Seg3D::Project, Seg3D::MaskLayer, Seg3D::ToolManager, Seg3D::DataLayer, and Seg3D::LargeVolumeLayer.
void Core::StateHandler::set_initializing | ( | bool | initializing | ) |
This function denotes whether a state handler is initializing or not. During the initializing phase signals and thread checking are turned off
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protectedvirtual |
This function is called when any of the state variables are changed and can be overloaded to implement a general function that needs to be called each time the state is updated.