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naming param in method declaration
[modules/smesh.git]
/
src
/
SMESHGUI
/
SMESHGUI_MeshPatternDlg.cxx
diff --git
a/src/SMESHGUI/SMESHGUI_MeshPatternDlg.cxx
b/src/SMESHGUI/SMESHGUI_MeshPatternDlg.cxx
old mode 100755
(executable)
new mode 100644
(file)
index
654e6d6
..
aabcb60
--- a/
src/SMESHGUI/SMESHGUI_MeshPatternDlg.cxx
+++ b/
src/SMESHGUI/SMESHGUI_MeshPatternDlg.cxx
@@
-1,4
+1,4
@@
-// Copyright (C) 2007-20
15
CEA/DEN, EDF R&D, OPEN CASCADE
+// Copyright (C) 2007-20
20
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
@@
-129,7
+129,7
@@
SMESHGUI_MeshPatternDlg::SMESHGUI_MeshPatternDlg( SMESHGUI* theModule )
mySelector = (SMESH::GetViewWindow( mySMESHGUI ))->GetSelector();
mySelector = (SMESH::GetViewWindow( mySMESHGUI ))->GetSelector();
- myHelpFileName = "pattern_mapping
_page
.html";
+ myHelpFileName = "pattern_mapping.html";
Init();
}
Init();
}
@@
-475,7
+475,7
@@
bool SMESHGUI_MeshPatternDlg::onApply()
aParameters << myNode1->text();
if(myType == Type_3d )
aParameters << myNode2->text();
aParameters << myNode1->text();
if(myType == Type_3d )
aParameters << myNode2->text();
- myMesh->SetParameters( aParameters.join(":").to
Latin1
().constData() );
+ myMesh->SetParameters( aParameters.join(":").to
Utf8
().constData() );
}
QList<int> ids;
getIds(ids);
}
QList<int> ids;
getIds(ids);
@@
-504,7
+504,7
@@
bool SMESHGUI_MeshPatternDlg::onApply()
_PTR(SObject) aSO = SMESH::FindSObject(myMesh.in());
SMESH_Actor* anActor = SMESH::FindActorByEntry(aSO->GetID().c_str());
if (!anActor) {
_PTR(SObject) aSO = SMESH::FindSObject(myMesh.in());
SMESH_Actor* anActor = SMESH::FindActorByEntry(aSO->GetID().c_str());
if (!anActor) {
- anActor = SMESH::CreateActor(aSO->Get
Study(), aSO->Get
ID().c_str());
+ anActor = SMESH::CreateActor(aSO->GetID().c_str());
if (anActor) {
SMESH::DisplayActor(SMESH::GetActiveWindow(), anActor);
SMESH::FitAll();
if (anActor) {
SMESH::DisplayActor(SMESH::GetActiveWindow(), anActor);
SMESH::FitAll();
@@
-550,6
+550,7
@@
void SMESHGUI_MeshPatternDlg::onOk()
void SMESHGUI_MeshPatternDlg::reject()
{
mySelectionMgr->clearFilters();
void SMESHGUI_MeshPatternDlg::reject()
{
mySelectionMgr->clearFilters();
+ mySelInput = Mesh;
SMESH::SetPickable();
if ( SVTK_ViewWindow* aViewWindow = SMESH::GetViewWindow( mySMESHGUI ))
aViewWindow->SetSelectionMode(ActorSelection);
SMESH::SetPickable();
if ( SVTK_ViewWindow* aViewWindow = SMESH::GetViewWindow( mySMESHGUI ))
aViewWindow->SetSelectionMode(ActorSelection);
@@
-723,7
+724,7
@@
void SMESHGUI_MeshPatternDlg::resetSelInput()
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onDeactivate
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onDeactivate
-// Purpose : SLOT called when dialog must be deativated
+// Purpose : SLOT called when dialog must be dea
c
tivated
//=======================================================================
void SMESHGUI_MeshPatternDlg::onDeactivate()
{
//=======================================================================
void SMESHGUI_MeshPatternDlg::onDeactivate()
{
@@
-904,7
+905,7
@@
void SMESHGUI_MeshPatternDlg::onNew()
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onReverse
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onReverse
-// Purpose : SLOT. Called when state of "Reverse order..." checkbox chaged
+// Purpose : SLOT. Called when state of "Reverse order..." checkbox cha
n
ged
// Calculate new points of the mesh to be created. Redisplay preview
//=======================================================================
void SMESHGUI_MeshPatternDlg::onReverse (bool)
// Calculate new points of the mesh to be created. Redisplay preview
//=======================================================================
void SMESHGUI_MeshPatternDlg::onReverse (bool)
@@
-1149,7
+1150,7
@@
bool SMESHGUI_MeshPatternDlg::loadFromFile (const QString& theName)
try {
SMESH::SMESH_Pattern_var aPattern = SMESH::GetPattern();
try {
SMESH::SMESH_Pattern_var aPattern = SMESH::GetPattern();
- if (!aPattern->LoadFromFile(theName.to
Latin1
().data()) ||
+ if (!aPattern->LoadFromFile(theName.to
Utf8
().data()) ||
(myType == Type_2d && !aPattern->Is2D())) {
SMESH::SMESH_Pattern::ErrorCode aCode = aPattern->GetErrorCode();
QString aMess;
(myType == Type_2d && !aPattern->Is2D())) {
SMESH::SMESH_Pattern::ErrorCode aCode = aPattern->GetErrorCode();
QString aMess;
@@
-1302,7
+1303,7
@@
vtkUnstructuredGrid* SMESHGUI_MeshPatternDlg::getGrid()
for (int i = 0, n = elemPoints->length(); i < n; i++)
aCellsSize += elemPoints[ i ].length();
for (int i = 0, n = elemPoints->length(); i < n; i++)
aCellsSize += elemPoints[ i ].length();
- // Create unstructured grid and other
useful
l arrays
+ // Create unstructured grid and other
usefu
l arrays
vtkUnstructuredGrid* aGrid = vtkUnstructuredGrid::New();
vtkCellArray* aConnectivity = vtkCellArray::New();
vtkUnstructuredGrid* aGrid = vtkUnstructuredGrid::New();
vtkCellArray* aConnectivity = vtkCellArray::New();
@@
-1343,7
+1344,8
@@
vtkUnstructuredGrid* SMESHGUI_MeshPatternDlg::getGrid()
aCellLocationsArray->SetNumberOfTuples(aNbCells);
aConnectivity->InitTraversal();
aCellLocationsArray->SetNumberOfTuples(aNbCells);
aConnectivity->InitTraversal();
- for (vtkIdType idType = 0, *pts, npts; aConnectivity->GetNextCell(npts, pts); idType++)
+ vtkIdType const *pts(nullptr);
+ for (vtkIdType idType = 0, npts; aConnectivity->GetNextCell(npts, pts); idType++)
aCellLocationsArray->SetValue(idType, aConnectivity->GetTraversalLocation(npts));
aGrid->SetPoints(aPoints);
aCellLocationsArray->SetValue(idType, aConnectivity->GetTraversalLocation(npts));
aGrid->SetPoints(aPoints);
@@
-1400,7
+1402,7
@@
void SMESHGUI_MeshPatternDlg::onTextChanged (const QString& theNewText)
activateSelection();
}
activateSelection();
}
- // hilight entered elements/nodes
+ // hi
gh
light entered elements/nodes
SMDS_Mesh* aMesh = 0;
SMESH_Actor* anActor = SMESH::FindActorByObject(myMesh);
if (anActor)
SMDS_Mesh* aMesh = 0;
SMESH_Actor* anActor = SMESH::FindActorByObject(myMesh);
if (anActor)