Add function to erase an actor in current viewer or in all viewers where it is displayed (patch from vsv - PPGP dev)

This commit is contained in:
vsr 2012-10-02 08:17:28 +00:00
parent 5f62c18c48
commit b398c3a304
3 changed files with 44 additions and 0 deletions

View File

@ -37,6 +37,9 @@
// SALOME GUI includes
#include <SUIT_Session.h>
#include <SUIT_ViewManager.h>
#include <SALOME_Prs.h>
#include <SUIT_ViewWindow.h>
#include <VTKViewer_ViewModel.h>
#include <SALOME_Event.h>
#include <SalomeApp_Application.h>
@ -575,6 +578,44 @@ void SMESH_Swig::CreateAndDisplayActor( const char* Mesh_Entry )
ProcessVoidEvent(new TEvent(Mesh_Entry));
}
void SMESH_Swig::EraseActor( const char* Mesh_Entry, const bool allViewers )
{
class TEvent: public SALOME_Event
{
private:
const char* _entry;
bool _allViewers;
public:
TEvent(const char* Mesh_Entry, const bool allViewers ) {
_entry = Mesh_Entry;
_allViewers = allViewers;
}
virtual void Execute() {
SUIT_Session* aSession = SUIT_Session::session();
SUIT_Application* anApplication = aSession->activeApplication();
SalomeApp_Application* anApp = dynamic_cast<SalomeApp_Application*>(anApplication);
SMESHGUI_Displayer* aDisp = new SMESHGUI_Displayer(anApp);
ViewManagerList aManagers;
if ( !_allViewers ) {
aManagers << anApp->activeViewManager();
}
else {
aManagers = anApp->viewManagers();
}
foreach( SUIT_ViewManager* aMgr, aManagers ) {
if ( aMgr && aMgr->getType() == VTKViewer_Viewer::Type() ) {
SALOME_View* aSalomeView = dynamic_cast<SALOME_View*>(aMgr->getViewModel());
if (aSalomeView) {
aDisp->Erase(_entry,true, true, aSalomeView);
}
}
}
}
};
ProcessVoidEvent(new TEvent(Mesh_Entry, allViewers));
}
void SMESH_Swig::SetName(const char* theEntry,
const char* theName)
{

View File

@ -65,6 +65,8 @@ public:
void SetName( const char*, const char* );
void EraseActor( const char*, const bool allViewers = false );
/*!
* \brief Set mesh icon according to compute status
* \param Mesh_Entry - entry of a mesh

View File

@ -75,4 +75,5 @@ class SMESH_Swig
void SetMeshIcon(const char* Mesh_Entry, const bool isComputed, const bool isEmpty);
void CreateAndDisplayActor( const char* Mesh_Entry );
void EraseActor( const char* Mesh_Entry, const bool allViewers = false );
};