ProcessVoidEvent(new TEvent(Mesh_Entry, allViewers));
}
+void SMESH_Swig::UpdateActor( const char* Mesh_Entry ) {
+ class TEvent: public SALOME_Event
+ {
+ private:
+ const char* _entry;
+ public:
+ TEvent( const char* Mesh_Entry ) {
+ _entry = Mesh_Entry;
+ }
+ virtual void Execute() {
+ Handle(SALOME_InteractiveObject) anIO = new SALOME_InteractiveObject
+ ( _entry, "SMESH", "" );
+ SMESH::Update( anIO, true );
+ }
+ };
+
+ ProcessVoidEvent( new TEvent(Mesh_Entry) );
+}
+
void SMESH_Swig::SetName(const char* theEntry,
const char* theName)
{
void EraseActor( const char*, const bool allViewers = false );
+ void UpdateActor( const char* Mesh_Entry );
+
/*!
* \brief Set mesh icon according to compute status
* \param Mesh_Entry - entry of a mesh
void CreateAndDisplayActor( const char* Mesh_Entry );
void EraseActor( const char* Mesh_Entry, const bool allViewers = false );
+ void UpdateActor( const char* Mesh_Entry );
void setSelectionMode( SelectionMode selectionMode);
std::vector<int> getSelected( const char* Mesh_Entry );