<> <> <> <> <<>> DIRECTORY Imager, Menus, Rope, SVInterfaceTypes, SVSceneTypes, SVWindow, ViewerClasses; SVViewersOnScene: CEDAR DEFINITIONS = BEGIN Slice: TYPE = SVSceneTypes.Slice; EditToolData: TYPE = SVInterfaceTypes.EditToolData; MouseButton: TYPE = Menus.MouseButton; Scene: TYPE = SVSceneTypes.Scene; Viewer: TYPE = ViewerClasses.Viewer; ViewerCell: TYPE = SVInterfaceTypes.ViewerCell; SVData: TYPE = SVInterfaceTypes.SVData; ViewerProc: TYPE = PROC [Imager.Context, SVData]; ViewerAssemblyProc: TYPE = PROC [Imager.Context, SVData, Slice]; PaintSceneAllViewers: PROC [paintAction: ATOM, editToolData: EditToolData, scene: Scene, remake: SVWindow.ForegroundParts _ none, backgndOK: BOOL _ FALSE, edited: BOOL _ TRUE, okToClearFeedback: BOOL _ TRUE]; UpdateAllHeaders: PROC [svData: SVData, scene: Scene]; <> SceneNewVersion: PROC [svData: SVData]; <> SceneOldVersion: PROC [svData: SVData, scene: Scene]; <> NotifyOfEmpty: PROC [svData: SVData, from: Scene, to: Scene]; NotifyDestroy: PROC [viewer: Viewer]; NewSelectedViewer: PROC [svData: SVData]; <> ReSelectViewer: PROC [svData: SVData]; <> Split: PROC [svData: SVData, scene: Scene]; NewViewer: PROC [editToolData: EditToolData]; DestroyAllSolidviewsWindows: PROC [editToolData: EditToolData]; FindSceneInAllViewers: PROC [scene: Scene, allViewers: LIST OF ViewerCell] RETURNS [viewerCell: ViewerCell, success: BOOL]; AddSceneToAllViewers: PROC [scene: Scene, allViewers: LIST OF ViewerCell] RETURNS [viewerCell: ViewerCell, newAllViewers: LIST OF ViewerCell]; FindViewerInAllViewers: PROC [viewer: Viewer, allViewers: LIST OF ViewerCell] RETURNS [viewerCell: ViewerCell, before, listCell, after: Viewer, success: BOOL]; FindViewerInViewerCell: PROC [viewer: Viewer, viewerCell: ViewerCell] RETURNS [before, listCell, after: Viewer, success: BOOL]; DeleteViewerFromAllViewers: PROC [viewerCell: ViewerCell, before, listCell, after: Viewer]; AddViewerToViewerCell: PROC [viewer: Viewer, viewerCell: ViewerCell]; LoadScene: PROC [svData: SVData, picName: Rope.ROPE, wdir: Rope.ROPE] RETURNS [scene: Scene, success: BOOL]; SaveScene: PROC [svData: SVData, picName: Rope.ROPE] RETURNS [success: BOOL]; StoreScene: PROC [svData: SVData, scene: Scene, picName: Rope.ROPE] RETURNS [success: BOOL]; END.