- SelectionMode previousMode = (SelectionMode)vw->SelectionMode();
- bool switchPointMode = ( previousMode == Node && mySelectionMode != Node ) ||
- ( previousMode != Node && mySelectionMode == Node );
- if ( switchPointMode )
- {
- vtkRenderer* renderer = vw->getRenderer();
- VTK::ActorCollectionCopy actors( renderer->GetActors() );
- vtkActorCollection* collection = actors.GetActors();
- collection->InitTraversal();
- while ( vtkActor* vtkActor = collection->GetNextActor() )
- {
- if ( SMESH_Actor* actor = dynamic_cast<SMESH_Actor*>( vtkActor ) )
- {
- if ( actor->GetVisibility() )
- actor->SetPointRepresentation( mySelectionMode == Node );
- }
- }
- }
- vw->SetSelectionMode( mySelectionMode );
+ SelectionMode previousMode = (SelectionMode)vw->SelectionMode();
+ bool switchPointMode = ( previousMode == Node && mySelectionMode != Node ) ||
+ ( previousMode != Node && mySelectionMode == Node );
+ if ( switchPointMode )
+ {
+ vtkRenderer* renderer = vw->getRenderer();
+ VTK::ActorCollectionCopy actors( renderer->GetActors() );
+ vtkActorCollection* collection = actors.GetActors();
+ collection->InitTraversal();
+ while ( vtkActor* vtkActor = collection->GetNextActor() )
+ {
+ if ( SMESH_Actor* actor = dynamic_cast<SMESH_Actor*>( vtkActor ) )
+ {
+ if ( actor->GetVisibility() )
+ actor->SetPointRepresentation( mySelectionMode == Node );
+ }
+ }
+ }
+ vw->SetSelectionMode( mySelectionMode );