1 // Copyright (C) 2007-2013 CEA/DEN, EDF R&D, OPEN CASCADE
3 // This library is free software; you can redistribute it and/or
4 // modify it under the terms of the GNU Lesser General Public
5 // License as published by the Free Software Foundation; either
6 // version 2.1 of the License.
8 // This library is distributed in the hope that it will be useful,
9 // but WITHOUT ANY WARRANTY; without even the implied warranty of
10 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
11 // Lesser General Public License for more details.
13 // You should have received a copy of the GNU Lesser General Public
14 // License along with this library; if not, write to the Free Software
15 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
17 // See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
20 // SMESH SMESHGUI : GUI for SMESH component
21 // File : libSMESH_Swig.i
22 // Author : Nicolas REJNERI, Open CASCADE S.A.S.
27 #include "libSMESH_Swig.h"
30 /* Exception handler for all functions */
33 class PyAllowThreadsGuard
36 // Py_BEGIN_ALLOW_THREADS
37 PyAllowThreadsGuard() { _save = PyEval_SaveThread(); }
38 // Py_END_ALLOW_THREADS
39 ~PyAllowThreadsGuard() { PyEval_RestoreThread(_save); }
44 PyAllowThreadsGuard guard;
57 void Init(int studyID);
59 const char* AddNewMesh(const char* IOR);
60 const char* AddNewHypothesis(const char* IOR);
61 const char* AddNewAlgorithms(const char* IOR);
63 void SetShape(const char* ShapeEntry, const char* MeshEntry);
65 void SetHypothesis(const char* Mesh_Or_SubMesh_Entry, const char* Hypothesis_Entry);
66 void SetAlgorithms(const char* Mesh_Or_SubMesh_Entry, const char* Algorithms_Entry);
68 void UnSetHypothesis(const char* Applied_Hypothesis_Entry );
70 const char* AddSubMesh (const char* Mesh_Entry, const char* SM_IOR, int ST);
71 const char* AddSubMeshOnShape (const char* Mesh_Entry, const char* GeomShape_Entry, const char* SM_IOR, int ST);
73 void SetName(const char* Entry, const char* Name);
75 void SetMeshIcon(const char* Mesh_Entry, const bool isComputed, const bool isEmpty);
77 void CreateAndDisplayActor( const char* Mesh_Entry );
78 void EraseActor( const char* Mesh_Entry, const bool allViewers = false );