Man Page for vtkXRenderWindowInteractor
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NAME

vtkXRenderWindowInteractor - an X event driven interface for a RenderWindow

SYNOPSIS


#include "/opt/vtk-c++/graphics/vtkXRenderWindowInteractor.h"

class VTK_EXPORT vtkXRenderWindowInteractor : public vtkRenderWindowInteractor

vtkXRenderWindowInteractor();
~vtkXRenderWindowInteractor();
static vtkXRenderWindowInteractor *New() {return new vtkXRenderWindowInteractor;};
const char *GetClassName() {return "vtkXRenderWindowInteractor";};
void PrintSelf(ostream& os, vtkIndent indent);
virtual void Initialize();
virtual void Initialize(XtAppContext app);
virtual void Start();
void UpdateSize(int,int);
void StartRotate();
void EndRotate();
void StartZoom();
void EndZoom();
void StartPan();
void EndPan();
void SetWidget(Widget);
void SetupNewWindow(int Stereo = 0);
void FinishSettingUpNewWindow();
friend void vtkXRenderWindowInteractorCallback(Widget,XtPointer,
XEvent *,Boolean *);
friend void vtkXRenderWindowInteractorTimer(XtPointer,XtIntervalId *);

DESCRIPTION

vtkXRenderWindowInteractor is a convenience object that provides event bindings to common graphics functions. For example, camera zoom-in/zoom-out, azimuth, and roll. It is one of the window system specific subclasses of vtkRenderWindowInteractor.

SEE ALSO

vtkRenderWindowInteractor vtkXRenderWindow

EVENT BINDINGS

Mouse bindings: Button 1 - rotate; Button 2 - pan; and Button 3 - zoom. The distance from the center of the renderer viewport determines how quickly to rotate, pan and zoom. Keystrokes:
r - reset camera view
w - turn all actors wireframe
s - turn all actors surface
u - execute user defined function
p - pick actor under mouse pointer (if pickable) 3 - toggle in/out of 3D mode (if supported by renderer) e - exit

SUMMARY

vtkXRenderWindowInteractor()
Construct an instance so that the light follows the camera motion.

void SetWidget(Widget foo)
Specify the Xt widget to use for interaction. This method is one of a couple steps that are required for setting up a vtkRenderWindowInteractor as a widget inside of another user interface. You do not need to use this method if the render window will be a standalone window. This is only used when you want the render window to be a subwindow within a larger user interface. In that case, you must tell the render window what X display id to use, and then ask the render window what depth, visual and colormap it wants. Then, you must create an Xt TopLevelShell with those settings. Then you can create the rest of your user interface as a child of the TopLevelShell you created. Eventually, you will create a drawing area or some other widget to serve as the rendering window. You must use the SetWidget method to tell this Interactor about that widget. It's X and it's not terribly easy, but it looks cool.

void Start()
This will start up the X event loop and never return. If you call this method it will loop processing X events until the application is exited.

void Initialize(XtAppContext app)
Initializes the event handlers using an XtAppContext that you have provided. This assumes that you want to own the event loop.

void Initialize()
Initializes the event handlers without an XtAppContext. This is good for when you don't have a user interface, but you still want to have mouse interaction.

void SetupNewWindow(int Stereo)
Setup a new window before a WindowRemap

void FinishSettingUpNewWindow()
Finish setting up a new window after the WindowRemap.


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