[vtkusers] Interactor still interacts... why ?

John Biddiscombe jbiddiscombe at skippingmouse.co.uk
Fri Jun 27 09:04:11 EDT 2003


subclass vtkInteractorStyle instead and then do
interactor->SetInteractorStyle(MyStlye)
JB

RPD - A Graphical Pipeline Editor for VTK
http://www.skippingmouse.co.uk


----- Original Message ----- 
From: "de Boer Ingo" <I.deBoer at polytec.de>
To: <vtkusers at vtk.org>
Sent: Friday, June 27, 2003 9:39 AM
Subject: [vtkusers] Interactor still interacts... why ?



Hi,

I am trying to write my own windows interactor. But it seems that
only overwriting the OnButton function isn't enough ?! What more to
do ? I have written a small sample based on the cube example. Allthough
I have overwritten all the functions I can still interact with my mouse.
Debugging showed, that the functions from vtkRenderWindowInteractor are
called and not from vtkMyInteractor !!

any hints ?

thanks,
  Ingo

############################################################################
#

class vtkMyInteractor : public vtkRenderWindowInteractor
{
public:
   vtkMyInteractor::vtkMyInteractor() : vtkRenderWindowInteractor() {}
   vtkMyInteractor::~vtkMyInteractor() {};

   void OnRButtonDown(HWND wnd, UINT nFlags, int X, int Y) {};
   void OnRButtonUp  (HWND wnd, UINT nFlags, int X, int Y) {};
   void OnMButtonDown(HWND wnd, UINT nFlags, int X, int Y) {};
   void OnMButtonUp  (HWND wnd, UINT nFlags, int X, int Y) {};
   void OnLButtonDown(HWND wnd, UINT nFlags, int X, int Y) {};
   void OnLButtonUp  (HWND wnd, UINT nFlags, int X, int Y) {};

};

int main( int argc, char *argv[] )
{
  int i;
  static float x[8][3]={{0,0,0}, {1,0,0}, {1,1,0}, {0,1,0},
                        {0,0,1}, {1,0,1}, {1,1,1}, {0,1,1}};
  static vtkIdType pts[6][4]={{0,1,2,3}, {4,5,6,7}, {0,1,5,4},
                        {1,2,6,5}, {2,3,7,6}, {3,0,4,7}};

  // We'll create the building blocks of polydata including data attributes.
  vtkPolyData *cube = vtkPolyData::New();
  vtkPoints *points = vtkPoints::New();
  vtkCellArray *polys = vtkCellArray::New();
  vtkFloatArray *scalars = vtkFloatArray::New();

  // Load the point, cell, and data attributes.
  for (i=0; i<8; i++) points->InsertPoint(i,x[i]);
  for (i=0; i<6; i++) polys->InsertNextCell(4,pts[i]);
  for (i=0; i<8; i++) scalars->InsertTuple1(i,i);

  // We now assign the pieces to the vtkPolyData.
  cube->SetPoints(points);
  points->Delete();
  cube->SetPolys(polys);
  polys->Delete();
  cube->GetPointData()->SetScalars(scalars);
  scalars->Delete();

  // Now we'll look at it.
  vtkPolyDataMapper *cubeMapper = vtkPolyDataMapper::New();
      cubeMapper->SetInput(cube);
      cubeMapper->SetScalarRange(0,7);
  vtkActor *cubeActor = vtkActor::New();
      cubeActor->SetMapper(cubeMapper);

  // The usual rendering stuff.
  vtkCamera *camera = vtkCamera::New();
      camera->SetPosition(1,1,1);
      camera->SetFocalPoint(0,0,0);

  vtkRenderer *renderer = vtkRenderer::New();
  vtkRenderWindow *renWin = vtkRenderWindow::New();
    renWin->AddRenderer(renderer);

  vtkMyInteractor *iren = (vtkMyInteractor *)vtkMyInteractor::New();
    iren->SetRenderWindow(renWin);

  renderer->AddActor(cubeActor);
      renderer->SetActiveCamera(camera);
      renderer->ResetCamera();
      renderer->SetBackground(1,1,1);

  renWin->SetSize(300,300);

  // interact with data
  renWin->Render();
  iren->Start();

  // Clean up

  cube->Delete();
  cubeMapper->Delete();
  cubeActor->Delete();
  camera->Delete();
  renderer->Delete();
  renWin->Delete();
  iren->Delete();

  return 0;
}
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