#include <vector>
#include <V3d_Viewer.hxx>
-class Handle_PrsMgr_PresentableObject;
-class Handle_AIS_InteractiveContext;
+class PrsMgr_PresentableObject;
+class AIS_InteractiveContext;
class HYDROGUI_ZLayersIterator
{
public:
- HYDROGUI_ZLayersIterator( const Handle_V3d_Viewer& );
+ HYDROGUI_ZLayersIterator( const Handle(V3d_Viewer)& );
~HYDROGUI_ZLayersIterator();
- void Init( const Handle_V3d_Viewer& );
+ void Init( const Handle(V3d_Viewer)& );
bool More() const;
void Next();
int LayerId() const;
std::vector<int> myZLayers;
int myIndex;
int myNewZLayer;
- Handle_V3d_Viewer myViewer;
+ Handle(V3d_Viewer) myViewer;
};
-void SetPrsZLayer( const Handle_PrsMgr_PresentableObject& thePresentableObject,
+void SetPrsZLayer( const Handle(PrsMgr_PresentableObject)& thePresentableObject,
const int theMode, const int theLayerId );
-void UpdateZLayersOfHilightPresentationsOfDisplayedObjects( const Handle_AIS_InteractiveContext&, int theLayer );
-void SetZLayerSettings( const Handle_V3d_Viewer&, int theLayerId, bool theIsOrdered );
-int CreateTopZLayer( const Handle_V3d_Viewer& );
+void UpdateZLayersOfHilightPresentationsOfDisplayedObjects( const Handle(AIS_InteractiveContext)&, int theLayer );
+void SetZLayerSettings( const Handle(V3d_Viewer)&, int theLayerId, bool theIsOrdered );
+int CreateTopZLayer( const Handle(V3d_Viewer)& );
#endif