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Usage
vtkRenderWindowInteractor provides a platform-independent
interaction mechanism for mouse/key/time events. It serves
as a base class for platform-dependent implementations that
handle routing of mouse/key/timer messages to
vtkInteractorObserver and its subclasses.
vtkRenderWindowInteractor also provides controls for
picking, rendering frame rate, and headlights.
vtkRenderWindowInteractor has changed from previous
implementations and now serves only as a shell to hold user
preferences and route messages to vtkInteractorStyle.
Callbacks are available for many events. Platform specific
subclasses should provide methods for manipulating timers,
TerminateApp, and an event loop if required via Initialize/
Start/Enable/Disable.
To create an instance of class vtkRenderWindowInteractor,
simply invoke its constructor as follows
obj = vtkRenderWindowInteractor
Methods
The class vtkRenderWindowInteractor has several methods that
can be used. They are listed below. Note that the
documentation is translated automatically from the VTK
sources, and may not be completely intelligible. When in
doubt, consult the VTK website. In the methods listed below,
obj is an instance of the vtkRenderWindowInteractor class.
* string = obj.GetClassName ()
* int = obj.IsA (string name)
* vtkRenderWindowInteractor = obj.NewInstance ()
* vtkRenderWindowInteractor = obj.SafeDownCast (vtkObject o)
* obj.Initialize () - Prepare for handling events. This must
be called before the interactor will work.
* obj.ReInitialize () - This Method detects loops of
RenderWindow-Interactor, so objects are freed properly.
* obj.UnRegister (vtkObjectBase o) - This Method detects
loops of RenderWindow-Interactor, so objects are freed
properly.
* obj.Start () - Enable/Disable interactions. By default
interactors are enabled when initialized. Initialize()
must be called prior to enabling/disabling interaction.
These methods are used when a window/widget is being
shared by multiple renderers and interactors. This allows
a "modal" display where one interactor is active when its
data is to be displayed and all other interactors
associated with the widget are disabled when their data is
not displayed.
* obj.Enable () - Enable/Disable interactions. By default
interactors are enabled when initialized. Initialize()
must be called prior to enabling/disabling interaction.
These methods are used when a window/widget is being
shared by multiple renderers and interactors. This allows
a "modal" display where one interactor is active when its
data is to be displayed and all other interactors
associated with the widget are disabled when their data is
not displayed.
* obj.Disable () - Enable/Disable interactions. By default
interactors are enabled when initialized. Initialize()
must be called prior to enabling/disabling interaction.
These methods are used when a window/widget is being
shared by multiple renderers and interactors. This allows
a "modal" display where one interactor is active when its
data is to be displayed and all other interactors
associated with the widget are disabled when their data is
not displayed.
* int = obj.GetEnabled () - Enable/Disable interactions. By
default interactors are enabled when initialized.
Initialize() must be called prior to enabling/disabling
interaction. These methods are used when a window/widget
is being shared by multiple renderers and interactors.
This allows a "modal" display where one interactor is
active when its data is to be displayed and all other
interactors associated with the widget are disabled when
their data is not displayed.
* obj.EnableRenderOn () - Enable/Disable whether
vtkRenderWindowInteractor::Render() calls this-
>RenderWindow->Render().
* obj.EnableRenderOff () - Enable/Disable whether
vtkRenderWindowInteractor::Render() calls this-
>RenderWindow->Render().
* obj.SetEnableRender (bool ) - Enable/Disable whether
vtkRenderWindowInteractor::Render() calls this-
>RenderWindow->Render().
* bool = obj.GetEnableRender () - Enable/Disable whether
vtkRenderWindowInteractor::Render() calls this-
>RenderWindow->Render().
* obj.SetRenderWindow (vtkRenderWindow aren) - Set/Get the
rendering window being controlled by this object.
* vtkRenderWindow = obj.GetRenderWindow () - Set/Get the
rendering window being controlled by this object.
* obj.UpdateSize (int x, int y) - Event loop notification
member for window size change. Window size is measured in
pixels.
* int = obj.CreateTimer (int timerType) - This class
provides two groups of methods for manipulating timers.
The first group (CreateTimer(timerType) and DestroyTimer
()) implicitly use an internal timer id (and are present
for backward compatibility). The second group
(CreateRepeatingTimer(long),CreateOneShotTimer(long),
ResetTimer(int),DestroyTimer(int)) use timer ids so
multiple timers can be independently managed. In the first
group, the CreateTimer() method takes an argument
indicating whether the timer is created the first time
(timerType==VTKI_TIMER_FIRST) or whether it is being reset
(timerType==VTKI_TIMER_UPDATE). (In initial
implementations of VTK this was how one shot and repeating
timers were managed.) In the second group, the create
methods take a timer duration argument (in milliseconds)
and return a timer id. Thus the ResetTimer(timerId) and
DestroyTimer(timerId) methods take this timer id and
operate on the timer as appropriate. Methods are also
available for determining
* int = obj.DestroyTimer () - This class provides two groups
of methods for manipulating timers. The first group
(CreateTimer(timerType) and DestroyTimer()) implicitly use
an internal timer id (and are present for backward
compatibility). The second group (CreateRepeatingTimer
(long),CreateOneShotTimer(long), ResetTimer
(int),DestroyTimer(int)) use timer ids so multiple timers
can be independently managed. In the first group, the
CreateTimer() method takes an argument indicating whether
the timer is created the first time
(timerType==VTKI_TIMER_FIRST) or whether it is being reset
(timerType==VTKI_TIMER_UPDATE). (In initial
implementations of VTK this was how one shot and repeating
timers were managed.) In the second group, the create
methods take a timer duration argument (in milliseconds)
and return a timer id. Thus the ResetTimer(timerId) and
DestroyTimer(timerId) methods take this timer id and
operate on the timer as appropriate. Methods are also
available for determining
* int = obj.CreateRepeatingTimer (long duration) - This
class provides two groups of methods for manipulating
timers. The first group (CreateTimer(timerType) and
DestroyTimer()) implicitly use an internal timer id (and
are present for backward compatibility). The second group
(CreateRepeatingTimer(long),CreateOneShotTimer(long),
ResetTimer(int),DestroyTimer(int)) use timer ids so
multiple timers can be independently managed. In the first
group, the CreateTimer() method takes an argument
indicating whether the timer is created the first time
(timerType==VTKI_TIMER_FIRST) or whether it is being reset
(timerType==VTKI_TIMER_UPDATE). (In initial
implementations of VTK this was how one shot and repeating
timers were managed.) In the second group, the create
methods take a timer duration argument (in milliseconds)
and return a timer id. Thus the ResetTimer(timerId) and
DestroyTimer(timerId) methods take this timer id and
operate on the timer as appropriate. Methods are also
available for determining
* int = obj.CreateOneShotTimer (long duration) - This class
provides two groups of methods for manipulating timers.
The first group (CreateTimer(timerType) and DestroyTimer
()) implicitly use an internal timer id (and are present
for backward compatibility). The second group
(CreateRepeatingTimer(long),CreateOneShotTimer(long),
ResetTimer(int),DestroyTimer(int)) use timer ids so
multiple timers can be independently managed. In the first
group, the CreateTimer() method takes an argument
indicating whether the timer is created the first time
(timerType==VTKI_TIMER_FIRST) or whether it is being reset
(timerType==VTKI_TIMER_UPDATE). (In initial
implementations of VTK this was how one shot and repeating
timers were managed.) In the second group, the create
methods take a timer duration argument (in milliseconds)
and return a timer id. Thus the ResetTimer(timerId) and
DestroyTimer(timerId) methods take this timer id and
operate on the timer as appropriate. Methods are also
available for determining
* int = obj.IsOneShotTimer (int timerId) - This class
provides two groups of methods for manipulating timers.
The first group (CreateTimer(timerType) and DestroyTimer
()) implicitly use an internal timer id (and are present
for backward compatibility). The second group
(CreateRepeatingTimer(long),CreateOneShotTimer(long),
ResetTimer(int),DestroyTimer(int)) use timer ids so
multiple timers can be independently managed. In the first
group, the CreateTimer() method takes an argument
indicating whether the timer is created the first time
(timerType==VTKI_TIMER_FIRST) or whether it is being reset
(timerType==VTKI_TIMER_UPDATE). (In initial
implementations of VTK this was how one shot and repeating
timers were managed.) In the second group, the create
methods take a timer duration argument (in milliseconds)
and return a timer id. Thus the ResetTimer(timerId) and
DestroyTimer(timerId) methods take this timer id and
operate on the timer as appropriate. Methods are also
available for determining
* long = obj.GetTimerDuration (int timerId) - This class
provides two groups of methods for manipulating timers.
The first group (CreateTimer(timerType) and DestroyTimer
()) implicitly use an internal timer id (and are present
for backward compatibility). The second group
(CreateRepeatingTimer(long),CreateOneShotTimer(long),
ResetTimer(int),DestroyTimer(int)) use timer ids so
multiple timers can be independently managed. In the first
group, the CreateTimer() method takes an argument
indicating whether the timer is created the first time
(timerType==VTKI_TIMER_FIRST) or whether it is being reset
(timerType==VTKI_TIMER_UPDATE). (In initial
implementations of VTK this was how one shot and repeating
timers were managed.) In the second group, the create
methods take a timer duration argument (in milliseconds)
and return a timer id. Thus the ResetTimer(timerId) and
DestroyTimer(timerId) methods take this timer id and
operate on the timer as appropriate. Methods are also
available for determining
* int = obj.ResetTimer (int timerId) - This class provides
two groups of methods for manipulating timers. The first
group (CreateTimer(timerType) and DestroyTimer())
implicitly use an internal timer id (and are present for
backward compatibility). The second group
(CreateRepeatingTimer(long),CreateOneShotTimer(long),
ResetTimer(int),DestroyTimer(int)) use timer ids so
multiple timers can be independently managed. In the first
group, the CreateTimer() method takes an argument
indicating whether the timer is created the first time
(timerType==VTKI_TIMER_FIRST) or whether it is being reset
(timerType==VTKI_TIMER_UPDATE). (In initial
implementations of VTK this was how one shot and repeating
timers were managed.) In the second group, the create
methods take a timer duration argument (in milliseconds)
and return a timer id. Thus the ResetTimer(timerId) and
DestroyTimer(timerId) methods take this timer id and
operate on the timer as appropriate. Methods are also
available for determining
* int = obj.DestroyTimer (int timerId) - This class provides
two groups of methods for manipulating timers. The first
group (CreateTimer(timerType) and DestroyTimer())
implicitly use an internal timer id (and are present for
backward compatibility). The second group
(CreateRepeatingTimer(long),CreateOneShotTimer(long),
ResetTimer(int),DestroyTimer(int)) use timer ids so
multiple timers can be independently managed. In the first
group, the CreateTimer() method takes an argument
indicating whether the timer is created the first time
(timerType==VTKI_TIMER_FIRST) or whether it is being reset
(timerType==VTKI_TIMER_UPDATE). (In initial
implementations of VTK this was how one shot and repeating
timers were managed.) In the second group, the create
methods take a timer duration argument (in milliseconds)
and return a timer id. Thus the ResetTimer(timerId) and
DestroyTimer(timerId) methods take this timer id and
operate on the timer as appropriate. Methods are also
available for determining
* int = obj.GetVTKTimerId (int platformTimerId) - This class
provides two groups of methods for manipulating timers.
The first group (CreateTimer(timerType) and DestroyTimer
()) implicitly use an internal timer id (and are present
for backward compatibility). The second group
(CreateRepeatingTimer(long),CreateOneShotTimer(long),
ResetTimer(int),DestroyTimer(int)) use timer ids so
multiple timers can be independently managed. In the first
group, the CreateTimer() method takes an argument
indicating whether the timer is created the first time
(timerType==VTKI_TIMER_FIRST) or whether it is being reset
(timerType==VTKI_TIMER_UPDATE). (In initial
implementations of VTK this was how one shot and repeating
timers were managed.) In the second group, the create
methods take a timer duration argument (in milliseconds)
and return a timer id. Thus the ResetTimer(timerId) and
DestroyTimer(timerId) methods take this timer id and
operate on the timer as appropriate. Methods are also
available for determining
* obj.SetTimerDuration (long ) - Specify the default timer
interval (in milliseconds). (This is used in conjunction
with the timer methods described previously, e.g.,
CreateTimer() uses this value; and CreateRepeatingTimer
(duration) and CreateOneShotTimer(duration) use the
default value if the parameter "duration" is less than or
equal to zero.) Care must be taken when adjusting the
timer interval from the default value of 10
milliseconds–it may adversely affect the
interactors.
* GetTimerDurationMinValue = obj.() - Specify the default
timer interval (in milliseconds). (This is used in
conjunction with the timer methods described previously,
e.g., CreateTimer() uses this value; and
CreateRepeatingTimer(duration) and CreateOneShotTimer
(duration) use the default value if the parameter
"duration" is less than or equal to zero.) Care must be
taken when adjusting the timer interval from the default
value of 10 milliseconds–it may adversely affect the
interactors.
* GetTimerDurationMaxValue = obj.() - Specify the default
timer interval (in milliseconds). (This is used in
conjunction with the timer methods described previously,
e.g., CreateTimer() uses this value; and
CreateRepeatingTimer(duration) and CreateOneShotTimer
(duration) use the default value if the parameter
"duration" is less than or equal to zero.) Care must be
taken when adjusting the timer interval from the default
value of 10 milliseconds–it may adversely affect the
interactors.
* long = obj.GetTimerDuration () - Specify the default timer
interval (in milliseconds). (This is used in conjunction
with the timer methods described previously, e.g.,
CreateTimer() uses this value; and CreateRepeatingTimer
(duration) and CreateOneShotTimer(duration) use the
default value if the parameter "duration" is less than or
equal to zero.) Care must be taken when adjusting the
timer interval from the default value of 10
milliseconds–it may adversely affect the
interactors.
* obj.SetTimerEventId (int ) - These methods are used to
communicate information about the currently firing
CreateTimerEvent or DestroyTimerEvent. The caller of
CreateTimerEvent sets up TimerEventId, TimerEventType and
TimerEventDuration. The observer of CreateTimerEvent
should set up an appropriate platform specific timer based
on those values and set the TimerEventPlatformId before
returning. The caller of DestroyTimerEvent sets up
TimerEventPlatformId. The observer of DestroyTimerEvent
should simply destroy the platform specific timer created
by CreateTimerEvent. See
vtkGenericRenderWindowInteractor's InternalCreateTimer and
InternalDestroyTimer for an example.
* int = obj.GetTimerEventId () - These methods are used to
communicate information about the currently firing
CreateTimerEvent or DestroyTimerEvent. The caller of
CreateTimerEvent sets up TimerEventId, TimerEventType and
TimerEventDuration. The observer of CreateTimerEvent
should set up an appropriate platform specific timer based
on those values and set the TimerEventPlatformId before
returning. The caller of DestroyTimerEvent sets up
TimerEventPlatformId. The observer of DestroyTimerEvent
should simply destroy the platform specific timer created
by CreateTimerEvent. See
vtkGenericRenderWindowInteractor's InternalCreateTimer and
InternalDestroyTimer for an example.
* obj.SetTimerEventType (int ) - These methods are used to
communicate information about the currently firing
CreateTimerEvent or DestroyTimerEvent. The caller of
CreateTimerEvent sets up TimerEventId, TimerEventType and
TimerEventDuration. The observer of CreateTimerEvent
should set up an appropriate platform specific timer based
on those values and set the TimerEventPlatformId before
returning. The caller of DestroyTimerEvent sets up
TimerEventPlatformId. The observer of DestroyTimerEvent
should simply destroy the platform specific timer created
by CreateTimerEvent. See
vtkGenericRenderWindowInteractor's InternalCreateTimer and
InternalDestroyTimer for an example.
* int = obj.GetTimerEventType () - These methods are used to
communicate information about the currently firing
CreateTimerEvent or DestroyTimerEvent. The caller of
CreateTimerEvent sets up TimerEventId, TimerEventType and
TimerEventDuration. The observer of CreateTimerEvent
should set up an appropriate platform specific timer based
on those values and set the TimerEventPlatformId before
returning. The caller of DestroyTimerEvent sets up
TimerEventPlatformId. The observer of DestroyTimerEvent
should simply destroy the platform specific timer created
by CreateTimerEvent. See
vtkGenericRenderWindowInteractor's InternalCreateTimer and
InternalDestroyTimer for an example.
* obj.SetTimerEventDuration (int ) - These methods are used
to communicate information about the currently firing
CreateTimerEvent or DestroyTimerEvent. The caller of
CreateTimerEvent sets up TimerEventId, TimerEventType and
TimerEventDuration. The observer of CreateTimerEvent
should set up an appropriate platform specific timer based
on those values and set the TimerEventPlatformId before
returning. The caller of DestroyTimerEvent sets up
TimerEventPlatformId. The observer of DestroyTimerEvent
should simply destroy the platform specific timer created
by CreateTimerEvent. See
vtkGenericRenderWindowInteractor's InternalCreateTimer and
InternalDestroyTimer for an example.
* int = obj.GetTimerEventDuration () - These methods are
used to communicate information about the currently firing
CreateTimerEvent or DestroyTimerEvent. The caller of
CreateTimerEvent sets up TimerEventId, TimerEventType and
TimerEventDuration. The observer of CreateTimerEvent
should set up an appropriate platform specific timer based
on those values and set the TimerEventPlatformId before
returning. The caller of DestroyTimerEvent sets up
TimerEventPlatformId. The observer of DestroyTimerEvent
should simply destroy the platform specific timer created
by CreateTimerEvent. See
vtkGenericRenderWindowInteractor's InternalCreateTimer and
InternalDestroyTimer for an example.
* obj.SetTimerEventPlatformId (int ) - These methods are
used to communicate information about the currently firing
CreateTimerEvent or DestroyTimerEvent. The caller of
CreateTimerEvent sets up TimerEventId, TimerEventType and
TimerEventDuration. The observer of CreateTimerEvent
should set up an appropriate platform specific timer based
on those values and set the TimerEventPlatformId before
returning. The caller of DestroyTimerEvent sets up
TimerEventPlatformId. The observer of DestroyTimerEvent
should simply destroy the platform specific timer created
by CreateTimerEvent. See
vtkGenericRenderWindowInteractor's InternalCreateTimer and
InternalDestroyTimer for an example.
* int = obj.GetTimerEventPlatformId () - These methods are
used to communicate information about the currently firing
CreateTimerEvent or DestroyTimerEvent. The caller of
CreateTimerEvent sets up TimerEventId, TimerEventType and
TimerEventDuration. The observer of CreateTimerEvent
should set up an appropriate platform specific timer based
on those values and set the TimerEventPlatformId before
returning. The caller of DestroyTimerEvent sets up
TimerEventPlatformId. The observer of DestroyTimerEvent
should simply destroy the platform specific timer created
by CreateTimerEvent. See
vtkGenericRenderWindowInteractor's InternalCreateTimer and
InternalDestroyTimer for an example.
* obj.TerminateApp (void ) - External switching between
joystick/trackball/new? modes. Initial value is a
vtkInteractorStyleSwitch object.
* obj.SetInteractorStyle (vtkInteractorObserver ) - External
switching between joystick/trackball/new? modes. Initial
value is a vtkInteractorStyleSwitch object.
* vtkInteractorObserver = obj.GetInteractorStyle () -
External switching between joystick/trackball/new? modes.
Initial value is a vtkInteractorStyleSwitch object.
* obj.SetLightFollowCamera (int ) - Turn on/off the
automatic repositioning of lights as the camera moves.
Default is On.
* int = obj.GetLightFollowCamera () - Turn on/off the
automatic repositioning of lights as the camera moves.
Default is On.
* obj.LightFollowCameraOn () - Turn on/off the automatic
repositioning of lights as the camera moves. Default is
On.
* obj.LightFollowCameraOff () - Turn on/off the automatic
repositioning of lights as the camera moves. Default is
On.
* obj.SetDesiredUpdateRate (double ) - Set/Get the desired
update rate. This is used by vtkLODActor's to tell them
how quickly they need to render. This update is in effect
only when the camera is being rotated, or zoomed. When the
interactor is still, the StillUpdateRate is used instead.
The default is 15.
* double = obj.GetDesiredUpdateRateMinValue () - Set/Get the
desired update rate. This is used by vtkLODActor's to tell
them how quickly they need to render. This update is in
effect only when the camera is being rotated, or zoomed.
When the interactor is still, the StillUpdateRate is used
instead. The default is 15.
* double = obj.GetDesiredUpdateRateMaxValue () - Set/Get the
desired update rate. This is used by vtkLODActor's to tell
them how quickly they need to render. This update is in
effect only when the camera is being rotated, or zoomed.
When the interactor is still, the StillUpdateRate is used
instead. The default is 15.
* double = obj.GetDesiredUpdateRate () - Set/Get the desired
update rate. This is used by vtkLODActor's to tell them
how quickly they need to render. This update is in effect
only when the camera is being rotated, or zoomed. When the
interactor is still, the StillUpdateRate is used instead.
The default is 15.
* obj.SetStillUpdateRate (double ) - Set/Get the desired
update rate when movement has stopped. For the non-still
update rate, see the SetDesiredUpdateRate method. The
default is 0.0001
* double = obj.GetStillUpdateRateMinValue () - Set/Get the
desired update rate when movement has stopped. For the
non-still update rate, see the SetDesiredUpdateRate
method. The default is 0.0001
* double = obj.GetStillUpdateRateMaxValue () - Set/Get the
desired update rate when movement has stopped. For the
non-still update rate, see the SetDesiredUpdateRate
method. The default is 0.0001
* double = obj.GetStillUpdateRate () - Set/Get the desired
update rate when movement has stopped. For the non-still
update rate, see the SetDesiredUpdateRate method. The
default is 0.0001
* int = obj.GetInitialized () - See whether interactor has
been initialized yet. Default is 0.
* obj.SetPicker (vtkAbstractPicker ) - Set/Get the object
used to perform pick operations. In order to pick
instances of vtkProp, the picker must be a subclass of
vtkAbstractPropPicker, meaning that it can identify a
particular instance of vtkProp.
* vtkAbstractPicker = obj.GetPicker () - Set/Get the object
used to perform pick operations. In order to pick
instances of vtkProp, the picker must be a subclass of
vtkAbstractPropPicker, meaning that it can identify a
particular instance of vtkProp.
* vtkAbstractPropPicker = obj.CreateDefaultPicker () -
Create default picker. Used to create one when none is
specified. Default is an instance of vtkPropPicker.
* obj.ExitCallback () - These methods correspond to the the
Exit, User and Pick callbacks. They allow for the Style to
invoke them.
* obj.UserCallback () - These methods correspond to the the
Exit, User and Pick callbacks. They allow for the Style to
invoke them.
* obj.StartPickCallback () - These methods correspond to the
the Exit, User and Pick callbacks. They allow for the
Style to invoke them.
* obj.EndPickCallback () - These methods correspond to the
the Exit, User and Pick callbacks. They allow for the
Style to invoke them.
* obj.GetMousePosition (int x, int y) - Hide or show the
mouse cursor, it is nice to be able to hide the default
cursor if you want VTK to display a 3D cursor instead.
* obj.HideCursor () - Hide or show the mouse cursor, it is
nice to be able to hide the default cursor if you want VTK
to display a 3D cursor instead.
* obj.ShowCursor () - Hide or show the mouse cursor, it is
nice to be able to hide the default cursor if you want VTK
to display a 3D cursor instead.
* obj.Render () - Render the scene. Just pass the render
call on to the associated vtkRenderWindow.
* obj.FlyTo (vtkRenderer ren, double x, double y, double z)
- Given a position x, move the current camera's focal
point to x. The movement is animated over the number of
frames specified in NumberOfFlyFrames. The LOD desired
frame rate is used.
* obj.FlyTo (vtkRenderer ren, double x) - Given a position
x, move the current camera's focal point to x. The
movement is animated over the number of frames specified
in NumberOfFlyFrames. The LOD desired frame rate is used.
* obj.FlyToImage (vtkRenderer ren, double x, double y) -
Given a position x, move the current camera's focal point
to x. The movement is animated over the number of frames
specified in NumberOfFlyFrames. The LOD desired frame rate
is used.
* obj.FlyToImage (vtkRenderer ren, double x) - Set the
number of frames to fly to when FlyTo is invoked.
* obj.SetNumberOfFlyFrames (int ) - Set the number of frames
to fly to when FlyTo is invoked.
* int = obj.GetNumberOfFlyFramesMinValue () - Set the number
of frames to fly to when FlyTo is invoked.
* int = obj.GetNumberOfFlyFramesMaxValue () - Set the number
of frames to fly to when FlyTo is invoked.
* int = obj.GetNumberOfFlyFrames () - Set the number of
frames to fly to when FlyTo is invoked.
* obj.SetDolly (double ) - Set the total Dolly value to use
when flying to (FlyTo()) a specified point. Negative
values fly away from the point.
* double = obj.GetDolly () - Set the total Dolly value to
use when flying to (FlyTo()) a specified point. Negative
values fly away from the point.
* int = obj. GetEventPosition () - Set/Get information about
the current event. The current x,y position is in the
EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* int = obj. GetLastEventPosition () - Set/Get information
about the current event. The current x,y position is in
the EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* obj.SetLastEventPosition (int , int ) - Set/Get
information about the current event. The current x,y
position is in the EventPosition, and the previous event
position is in LastEventPosition, updated automatically
each time EventPosition is set using its Set() method.
Mouse positions are measured in pixels. The other
information is about key board input.
* obj.SetLastEventPosition (int a[2]) - Set/Get information
about the current event. The current x,y position is in
the EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* obj.SetEventPosition (int x, int y) - Set/Get information
about the current event. The current x,y position is in
the EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* obj.SetEventPosition (int pos[2]) - Set/Get information
about the current event. The current x,y position is in
the EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* obj.SetEventPositionFlipY (int x, int y) - Set/Get
information about the current event. The current x,y
position is in the EventPosition, and the previous event
position is in LastEventPosition, updated automatically
each time EventPosition is set using its Set() method.
Mouse positions are measured in pixels. The other
information is about key board input.
* obj.SetEventPositionFlipY (int pos[2]) - Set/Get
information about the current event. The current x,y
position is in the EventPosition, and the previous event
position is in LastEventPosition, updated automatically
each time EventPosition is set using its Set() method.
Mouse positions are measured in pixels. The other
information is about key board input.
* obj.SetAltKey (int ) - Set/Get information about the
current event. The current x,y position is in the
EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* int = obj.GetAltKey () - Set/Get information about the
current event. The current x,y position is in the
EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* obj.SetControlKey (int ) - Set/Get information about the
current event. The current x,y position is in the
EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* int = obj.GetControlKey () - Set/Get information about the
current event. The current x,y position is in the
EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* obj.SetShiftKey (int ) - Set/Get information about the
current event. The current x,y position is in the
EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* int = obj.GetShiftKey () - Set/Get information about the
current event. The current x,y position is in the
EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* obj.SetKeyCode (char ) - Set/Get information about the
current event. The current x,y position is in the
EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* char = obj.GetKeyCode () - Set/Get information about the
current event. The current x,y position is in the
EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* obj.SetRepeatCount (int ) - Set/Get information about the
current event. The current x,y position is in the
EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* int = obj.GetRepeatCount () - Set/Get information about
the current event. The current x,y position is in the
EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* obj.SetKeySym (string ) - Set/Get information about the
current event. The current x,y position is in the
EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* string = obj.GetKeySym () - Set/Get information about the
current event. The current x,y position is in the
EventPosition, and the previous event position is in
LastEventPosition, updated automatically each time
EventPosition is set using its Set() method. Mouse
positions are measured in pixels. The other information is
about key board input.
* obj.SetEventInformation (int x, int y, int ctrl, int
shift, char keycode, int repeatcount, string keysym) -
Calls SetEventInformation, but flips the Y based on the
current Size[1] value (i.e. y = this->Size[1] - y - 1).
* obj.SetEventInformationFlipY (int x, int y, int ctrl, int
shift, char keycode, int repeatcount, string keysym) - Set
all the keyboard-related event information in one call.
* obj.SetKeyEventInformation (int ctrl, int shift, char
keycode, int repeatcount, string keysym) - This methods
sets the Size ivar of the interactor without actually
changing the size of the window. Normally application
programmers would use UpdateSize if anything. This is
useful for letting someone else change the size of the
rendering window and just letting the interactor know
about the change. The current event width/height (if any)
is in EventSize (Expose event, for example). Window size
is measured in pixels.
* obj.SetSize (int , int ) - This methods sets the Size ivar
of the interactor without actually changing the size of
the window. Normally application programmers would use
UpdateSize if anything. This is useful for letting someone
else change the size of the rendering window and just
letting the interactor know about the change. The current
event width/height (if any) is in EventSize (Expose event,
for example). Window size is measured in pixels.
* obj.SetSize (int a[2]) - This methods sets the Size ivar
of the interactor without actually changing the size of
the window. Normally application programmers would use
UpdateSize if anything. This is useful for letting someone
else change the size of the rendering window and just
letting the interactor know about the change. The current
event width/height (if any) is in EventSize (Expose event,
for example). Window size is measured in pixels.
* int = obj. GetSize () - This methods sets the Size ivar of
the interactor without actually changing the size of the
window. Normally application programmers would use
UpdateSize if anything. This is useful for letting someone
else change the size of the rendering window and just
letting the interactor know about the change. The current
event width/height (if any) is in EventSize (Expose event,
for example). Window size is measured in pixels.
* obj.SetEventSize (int , int ) - This methods sets the Size
ivar of the interactor without actually changing the size
of the window. Normally application programmers would use
UpdateSize if anything. This is useful for letting someone
else change the size of the rendering window and just
letting the interactor know about the change. The current
event width/height (if any) is in EventSize (Expose event,
for example). Window size is measured in pixels.
* obj.SetEventSize (int a[2]) - This methods sets the Size
ivar of the interactor without actually changing the size
of the window. Normally application programmers would use
UpdateSize if anything. This is useful for letting someone
else change the size of the rendering window and just
letting the interactor know about the change. The current
event width/height (if any) is in EventSize (Expose event,
for example). Window size is measured in pixels.
* int = obj. GetEventSize () - This methods sets the Size
ivar of the interactor without actually changing the size
of the window. Normally application programmers would use
UpdateSize if anything. This is useful for letting someone
else change the size of the rendering window and just
letting the interactor know about the change. The current
event width/height (if any) is in EventSize (Expose event,
for example). Window size is measured in pixels.
* vtkRenderer = obj.FindPokedRenderer (int , int ) - When an
event occurs, we must determine which Renderer the event
occurred within, since one RenderWindow may contain
multiple renderers.
* vtkObserverMediator = obj.GetObserverMediator () - Return
the object used to mediate between vtkInteractorObservers
contending for resources. Multiple interactor observers
will often request different resources (e.g., cursor
shape); the mediator uses a strategy to provide the
resource based on priority of the observer plus the
particular request (default versus non-default cursor
shape).
* obj.SetUseTDx (bool ) - Use a 3DConnexion device. Initial
value is false. If VTK is not build with the TDx option,
this is no-op. If VTK is build with the TDx option, and a
device is not connected, a warning is emitted. It is must
be called before the first Render to be effective,
otherwise it is ignored.
* bool = obj.GetUseTDx () - Use a 3DConnexion device.
Initial value is false. If VTK is not build with the TDx
option, this is no-op. If VTK is build with the TDx
option, and a device is not connected, a warning is
emitted. It is must be called before the first Render to
be effective, otherwise it is ignored.
* FreeMat_Documentation
* Visualization_Toolkit_Rendering_Classes
* Generated on Thu Jul 25 2013 17:18:35 for FreeMat by
doxygen_ 1.8.1.1
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