-// Copyright (C) 2007-2008 CEA/DEN, EDF R&D, OPEN CASCADE
+// Copyright (C) 2007-2016 CEA/DEN, EDF R&D, OPEN CASCADE
//
-// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
-// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
+// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
+// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
//
-// This library is free software; you can redistribute it and/or
-// modify it under the terms of the GNU Lesser General Public
-// License as published by the Free Software Foundation; either
-// version 2.1 of the License.
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Lesser General Public
+// License as published by the Free Software Foundation; either
+// version 2.1 of the License, or (at your option) any later version.
//
-// This library is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// Lesser General Public License for more details.
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Lesser General Public License for more details.
//
-// You should have received a copy of the GNU Lesser General Public
-// License along with this library; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+// You should have received a copy of the GNU Lesser General Public
+// License along with this library; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
-// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
+// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
//
+
// SMESH SMESHGUI_Selection
// File : SMESHGUI_Selection.h
// Author : Alexander SOLOVYOV, Open CASCADE S.A.S.
virtual void init( const QString&, LightApp_SelectionMgr* );
virtual QVariant parameter( const int, const QString& ) const;
- virtual void processOwner( const LightApp_DataOwner* );
+ virtual QVariant parameter( const QString& ) const;
+ virtual bool processOwner( const LightApp_DataOwner* );
// got from object, not from actor
virtual bool isAutoColor( int ) const;
virtual int numberOfNodes( int ) const;
- virtual QVariant isComputable( int ) const;
- virtual QVariant hasReference( int ) const;
- virtual QVariant isVisible( int ) const;
+ virtual int dim( int ) const;
+ virtual bool isComputable( int ) const;
+ virtual bool isPreComputable( int ) const;
+ virtual bool hasGeomReference( int ) const;
+ virtual bool isEditableHyp( int ) const;
+ virtual bool isVisible( int ) const;
+
+ virtual bool isQuadratic( int ) const;
+ virtual QString quadratic2DMode( int ) const;
+
+ virtual bool isDistributionVisible( int ) const;
+ virtual bool isScalarBarVisible( int ) const;
+ virtual bool hasChildren( int ) const;
+ virtual int nbChildren( int ) const;
+ virtual bool isContainer( int ) const;
- // parameters got from actor return nothing if an actor is not visible
- virtual QList<QVariant> elemTypes( int ) const;
+ // parameters got from actor, return nothing if an actor is not visible
+ virtual QList<QVariant> elemTypes( int, bool ) const; // == objElemTypes w/o actor
virtual QList<QVariant> labeledTypes( int ) const;
virtual QString displayMode( int ) const;
virtual QString shrinkMode( int ) const;
virtual QList<QVariant> entityMode( int ) const;
virtual QString controlMode( int ) const;
+ virtual QString controlMode() const;
+ virtual bool isNumFunctor( int ) const;
virtual QString facesOrientationMode( int ) const;
virtual QString groupType( int ) const;
static int type( const QString&, _PTR(Study) );
static QString typeName( const int );
-
+ static int guiState();
+
bool isImported( const int ) const;
private:
QStringList myTypes;
+ QStringList myControls;
QList<SMESH_Actor*> myActors;
};