connect(mySMESHGUI, SIGNAL(SignalCloseAllDialogs()), this, SLOT(reject()));
connect(mySelectionMgr, SIGNAL(currentSelectionChanged()), this, SLOT(onObjectSelectionChanged()));
connect(mySMESHGUI, SIGNAL(SignalVisibilityChanged()), this, SLOT(onVisibilityChanged()));
-
+ connect(mySMESHGUI, SIGNAL(SignalActivatedViewManager()), this, SLOT(onOpenView()));
+ connect(mySMESHGUI, SIGNAL(SignalCloseView()), this, SLOT(onCloseView()));
rb1->setChecked(true); // VSR !!!
onGrpTypeChanged(0); // VSR!!!
// any visible actor of group or submesh of myMesh
SetAppropriateActor();
+ setDefaultGroupColor();
+ if (myName->text().isEmpty())
+ setDefaultName();
+
aString = aList.First()->getName();
myMeshGroupLine->setText(aString);
myMeshGroupLine->home( false );
if (aNbSel == 0 || myActorsList.count() == 0 || myMesh->_is_nil()) return;
+ SUIT_OverrideCursor wc;
+
myIsBusy = true;
int sizeBefore = myElements->count();
if ( myFilterDlg ) myFilterDlg->UnRegisterFilters();
}
+//=================================================================================
+// function : onOpenView()
+// purpose :
+//=================================================================================
+void SMESHGUI_GroupDlg::onOpenView()
+{
+ if ( mySelector ) {
+ SMESH::SetPointRepresentation(false);
+ }
+ else {
+ mySelector = SMESH::GetViewWindow( mySMESHGUI )->GetSelector();
+ mySMESHGUI->EmitSignalDeactivateDialog();
+ setEnabled(true);
+ }
+}
+
+//=================================================================================
+// function : onCloseView()
+// purpose :
+//=================================================================================
+void SMESHGUI_GroupDlg::onCloseView()
+{
+ onDeactivate();
+ mySelector = 0;
+}
+
//=================================================================================
// function : onHelp()
// purpose :
void SMESHGUI_GroupDlg::enterEvent (QEvent*)
{
if (!isEnabled()) {
+ SVTK_ViewWindow* aViewWindow = SMESH::GetViewWindow( mySMESHGUI );
+ if ( aViewWindow && !mySelector) {
+ mySelector = aViewWindow->GetSelector();
+ }
mySMESHGUI->EmitSignalDeactivateDialog();
setEnabled(true);
mySelectionMode = grpNoSelection;
// function : SetAppropriateActor()
// purpose : Find more appropriate of visible actors, set it to myActor, allow picking
// NPAL19389: create a group with a selection in another group.
-// if mesh actor is not visible - find any first visible group or submesh
+// if mesh actor is not visible - find any first visible group or sub-mesh
//=================================================================================
bool SMESHGUI_GroupDlg::SetAppropriateActor()
{
SVTK_ViewWindow* aViewWindow = SMESH::GetCurrentVtkView();
- if (myGeomGroupBtn->isChecked()) { // try current group on geometry actor
- if (!isActor) {
- if (!myGroupOnGeom->_is_nil()) {
- SMESH_Actor* anActor = SMESH::FindActorByObject(myGroupOnGeom);
- if (anActor && anActor->hasIO())
- {
- isActor = true;
- if (aViewWindow && !aViewWindow->isVisible(anActor->getIO()))
- isActor = false;
- else
- myActorsList.append(anActor);
- }
- }
+ if (myGrpTypeGroup->checkedId() > 0) { // try current group on geometry actor
+ SMESH_Actor* anActor = 0;
+ if (!myGroupOnGeom->_is_nil())
+ anActor = SMESH::FindActorByObject(myGroupOnGeom);
+ if (!myGroupOnFilter->_is_nil())
+ anActor = SMESH::FindActorByObject(myGroupOnFilter);
+ if (anActor && anActor->hasIO())
+ {
+ isActor = true;
+ if (aViewWindow && !aViewWindow->isVisible(anActor->getIO()))
+ isActor = false;
+ else
+ myActorsList.append(anActor);
}
- } else {
+ return anActor;
+ }
+ else {
// try mesh actor
SMESH_Actor* anActor = SMESH::FindActorByObject(myMesh);
if (anActor && anActor->hasIO()) {
else
myActorsList.append(anActor);
}
-
+
// try group actor
+ SMESH_Actor* aGroupActor = 0;
if (!isActor && !myGroup->_is_nil()) {
- SMESH_Actor* anActor = SMESH::FindActorByObject(myGroup);
- if (anActor && anActor->hasIO())
- myActorsList.append(anActor);
+ aGroupActor = SMESH::FindActorByObject(myGroup);
+ if (aGroupActor && aGroupActor->hasIO())
+ myActorsList.append(aGroupActor);
}
-
- // try any visible actor of group or submesh of current mesh
+
+ // try any visible actor of group or sub-mesh of current mesh
if (aViewWindow) {
// mesh entry
_PTR(SObject) aSObject = SMESH::FindSObject(myMesh);
if (aSObject) {
CORBA::String_var meshEntry = aSObject->GetID().c_str();
int len = strlen(meshEntry);
-
+
// iterate on all actors in current view window, search for
// any visible actor, that belongs to group or submesh of current mesh
VTK::ActorCollectionCopy aCopy(aViewWindow->getRenderer()->GetActors());
vtkActorCollection *aCollection = aCopy.GetActors();
int nbItems = aCollection->GetNumberOfItems();
for (int i=0; i<nbItems && !isActor; i++)
- {
- SMESH_Actor *anActor = dynamic_cast<SMESH_Actor*>(aCollection->GetItemAsObject(i));
- if (anActor && anActor->hasIO()) {
- Handle(SALOME_InteractiveObject) anIO = anActor->getIO();
- if (aViewWindow->isVisible(anIO)) {
- if (anIO->hasEntry() && strncmp(anIO->getEntry(), meshEntry, len) == 0 && !myActorsList.contains(anActor) )
- myActorsList.append(anActor);
- }
+ {
+ SMESH_Actor *anActor = dynamic_cast<SMESH_Actor*>(aCollection->GetItemAsObject(i));
+ if (anActor && anActor->hasIO()) {
+ Handle(SALOME_InteractiveObject) anIO = anActor->getIO();
+ if (aViewWindow->isVisible(anIO)) {
+ if (anIO->hasEntry() && strncmp(anIO->getEntry(), meshEntry, len) == 0 && !myActorsList.contains(anActor) )
+ myActorsList.append(anActor);
}
}
+ }
}
}
+
+ // Show a standalone group if nothing else is visible (IPAL52227)
+ if ( myActorsList.count() == 1 &&
+ myActorsList[0] == aGroupActor &&
+ aViewWindow && !aViewWindow->isVisible(aGroupActor->getIO()))
+ SMESH::UpdateView( aViewWindow, SMESH::eDisplay, aGroupActor->getIO()->getEntry() );
}
-
+
+
if (myActorsList.count() > 0) {
QListIterator<SMESH_Actor*> it( myActorsList );
while ( it.hasNext() ) {
anActor->SetPickable(true);
}
}
-
+
return ( isActor || (myActorsList.count() > 0) );
}
-
+
//=======================================================================
//function : setShowEntityMode
//purpose : make shown only entity corresponding to my type