Knowing renderer which I click it - vtk

I have a render window where I spread 4 renderers ... how can I know on which of them I made click ? I have seen some examples of how to know the object on I made click, not renderer ...
Thank you.

It should be possible to get the clicked renderer through the interactor of the renderwindow.
e.g.
int x = myRenderWindow->GetInteractor()->GetEventPosition()[0];
int y = myRenderWindow->GetInteractor()->GetEventPosition()[1];
vtkRenderer myPokedRenderer = myRenderWindow->GetInteractor()->FindPokedRenderer(x, y);

Related

Vaadin 10 Dialog emulating Vaadin 8 Window Caption

Using Vaadin Flow Java API I would like to emulate a Vaadin 8 Window feature: particularly I need to emulate Caption behaviour.
I mean a fixed top "Title" not scrollable as the real content of the Dialog. Anyone can tell me some Example I could learn from ?
Thanks in advance
This is the workaround I found.
public MainView() {
Button button = new Button("Click me",
event -> {
Dialog dialog = new Dialog();
HorizontalLayout horizontalLayout = new HorizontalLayout();
VerticalLayout verticalLayout = new VerticalLayout();
Div headerDiv = new Div();
Div bodyDiv = new Div();
bodyDiv.getElement().getStyle().set("overflow", "auto");
bodyDiv.getElement().getStyle().set("max-height", "420px"); // !!!
dialog.add(headerDiv, bodyDiv);
headerDiv.add(horizontalLayout);
bodyDiv.add(verticalLayout);
horizontalLayout.add(new Label("Hi there !"));
for (int i = 1; i <= 20; i++) {
verticalLayout.add(new TextField("TextField_" + i));
}
dialog.open();
});
add(button);
}
The trouble is that I have to fix max-height size to avoid scrolling of all the contained components. So I cannot take advantage from the auto-size behaviour of the Dialog Container. Also tried using setFlexGrow, but I did not reach the solution.
Any Hint ?
In Vaadin 10+ there is no component called Window, but there is component called Dialog. It does not have Title like Window, but otherwise it has similar baseline. I.e. it is popup. Based on your question you have found already that.
Dialog itself is component container, which means you can add components there. I would just create e.g two Divs (the simplest of the layout components in Vaadin 10). I would style the first one to have fixed height and place the Title there. And then I would apply component.getElement().getStyle().set("overflow", "auto") to the other one, which is the actual content body. The mentioned style will enable the scrollable feature. You could potentially use VerticalLayout / HorizontalLayout instead of Div as well depending what you need.
See also: https://vaadin.com/docs/v10/flow/migration/5-components.html

How to set Dialog text position from code?

Good day all,
I have a simple Dialog started after click button, I post my code:
Dialog dialog;
super();
dialog = new Dialog("Dialog example");
dialog.addText(strFmt("Text to show"));
dialog.addText(strfmt("SecondText to show"));
dialog.run();
I will show a Dialog window loollike this :
It's possible to set the position from code the Text: Text to show ?
For example, if I want to centered position the second text how should I do?
I tried to put blanks in the code:
dialog.addText(strfmt(" Text to show"));
But nothing changes, and this I think not good method.
I saw any suggestions on Web but or I do not use well or is not suitable for me: Example-suggestions.
Exist a method to do what I want?
Thanks for help,
enjoy!
You can center the text using the form control:
Dialog dialog = new Dialog("Dialog example");
DialogText t1 = dialog.addText(strFmt("Text to show"));
DialogText t2 = dialog.addText(strfmt("SecondText to show"));
FormStaticTextControl c1 = t1.control();
c1.widthMode(FormWidth::ColumnWidth);
c1.alignment(FormAlignment::Center);
dialog.run();
The first control is now centered (to the surrounding group).
You have to give it ColumnWidth, otherwise the control would have the minimum size and the centering would have no effect.

NSSplitViewItem collapse animation and window setFrame conflicting

I am trying to make a (new in 10.10) NSSplitViewItem collapse and uncollapse whilst moving its containing window so as to keep the whole thing "in place".
The problem is that I am getting a twitch in the animation (as seen here).
The code where I'm doing the collapsing is this:
func togglePanel(panelID: Int) {
if let splitViewItem = self.splitViewItems[panelID] as? NSSplitViewItem {
// Toggle the collapsed state
NSAnimationContext.runAnimationGroup({ context in
// special case for the left panel
if panelID == 0 {
var windowFrame = self.view.window.frame
let panelWidth = splitViewItem.viewController.view.frame.width
if splitViewItem.collapsed {
windowFrame.origin.x -= panelWidth
windowFrame.size.width += panelWidth
} else {
windowFrame.origin.x += panelWidth
windowFrame.size.width -= panelWidth
}
self.view.window.animator().setFrame(windowFrame, display: true)
}
splitViewItem.animator().collapsed = !splitViewItem.collapsed
}, completionHandler: nil)
}
}
I am aware of the "Don't cross the streams" issue (from session 213, WWDC'13) where a window resizing animation running on the main thread and a core animation collapse animation running on a separate thread interfere with each other. Putting the splitViewItem collapse animation onto the main thread seems like the wrong approach and I've got a nagging feeling there's a much better way of doing this that I'm missing.
Since I am not finding any documentation on the NSSplitViewItems anywhere (yet) I would appreciate any insights on this.
I have the little test project on GitHub here if anyone wants a look.
Update The project mentioned has now been updated with the solution.
Thanks,
Teo
The problem is similar to the "don't cross the streams" issue in that there are two drivers to the animation you've created: (1) the split view item (2) the window, and they're not in sync.
In the example from the '13 Cocoa Animations talk, constraints were setup to result in the correct within-window animation as only the window's frame was animated.
Something similar could be tried here -- only animating the window's frame and not the split view item, but since the item manages the constraints used to (un)collapse, the app can't control exactly how within-window content animates:
Instead the split view item animation could completely drive the animation and use NSWindow's -anchorAttributeForOrientation: to describe how the window's frame is affected.
if let splitViewItem = self.splitViewItems[panelID] as? NSSplitViewItem {
let window = self.view.window
if panelID == 0 {
// The Trailing edge of the window is "anchored", alternatively it could be the Right edge
window.setAnchorAttribute(.Trailing, forOrientation:.Horizontal)
}
splitViewItem.animator().collapsed = !splitViewItem.collapsed
}
For anyone using Objective C and targeting 10.11 El Capitan.
This did the trick for me, didn't need to set AnchorAttributes.
splitViewItem.collapsed = YES;

List view with custom view items with partially overlaps (Android)

I want to implement a list in Android that contains some customized views.
My problem is that I want the the views will be put one after the other with a little overlap between them. like in the following schema:
I also want to control this overlap in such a way that when the user clicks on one of the items, they will move apart from each other.
I tried to extend ListView but it seems to be very obscured, any suggestions?
Edit:
This can be more clear:
I did it by setting the divider height to -50dp.
this is exactly what I want to achieve, but somehow it doesn't reflect on my app.
I managed to achieve this by using scroll view with a single relative layout as a child.
I then dynamically place the views by defining a rule and margin:
for (int i = 0; i < 30; i++) {
TextView tv = new TextView(context);
tv.setText("Text \n Text" + i);
tv.setBackgroundColor(i % 2 == 0 ? Color.RED : Color.GREEN);
RelativeLayout.LayoutParams lp = new RelativeLayout.LayoutParams(LayoutParams.MATCH_PARENT, LayoutParams.WRAP_CONTENT);
lp.addRule(RelativeLayout.ALIGN_PARENT_TOP);
lp.leftMargin = 0;
lp.topMargin = (i * 45);
rl.addView(tv, lp);
}
Later, you can control the positioning of the sub-views by changing their y value (for example: if you want to add animation).
This is the final result:
This can probably be achieved by using the Camera.setTranslate function. See Android: Vertical ListView with overlaped rows and Android: vertical 3d listview for similar questions (with solutions)

SetWindowPos() function not moving window?

I have a dialog that I want to place within another dialog and position relative to one of the controls on the main dialog.
void CspAceDlg::DrawResultsArea()
{
CWnd* pTabCtl = GetDlgItem(IDC_BUILDTABS);
CRect rectTabCtl; // Allocate CRect for control's position.
pTabCtl->GetWindowRect(&rectTabCtl);
int resX = rectTabCtl.right + 15;
int resY = rectTabCtl.top;
//RESULTS AREA
results.Create(IDD_RESULTSDIALOG, this);
results.SetWindowPos(this, resX, resY, /*608, 19, */175, 135, SWP_SHOWWINDOW);
results.ShowWindow(SW_SHOW);
}
My problem is that my dialog resource (IDD_REULTSDIALOG) has properties called X Pos and Y Pos that seem to be overriding my SetWindowPos() (and the little property tab in the resource editor won't let me leave these blank). If I set these properties to 0, 0 my dialog appears in the top left corner of the main dialog. If I set them to a number I can guess-and-test place it roughly where I want, but then running the application on different resolutions causes the dialog to appear in different spots. What I really want to do anyway is place the dialog relative to another control on my main dialog (in this case my tab control). Why is my SetWindowPos() being ignored, and how do I fix this? Should I be using a different function?
According to the documentation for SetWindowPos, if you pass in SWP_SHOWWINDOW, the window will not be moved:
If the SWP_SHOWWINDOW or SWP_HIDEWINDOW flag is set, the window cannot be moved or sized.
Figured it out myself, largely due to this thread.
My code came out looking like this:
void CspAceDlg::DrawResultsArea()
{
CRect rectTabCtl; // CRect representing tab control's position.
POINT pResXY;
POINT pResWH;
CWnd* pTabCtl = GetDlgItem(IDC_BUILDTABS);
pTabCtl->GetWindowRect(&rectTabCtl);
pResXY.x = rectTabCtl.right + 15;
pResXY.y = rectTabCtl.top;
pResWH.x = pResXY.x + 175;
pResWH.y = pResXY.y + 135;
ScreenToClient(&pResXY);
ScreenToClient(&pResWH);
//RESULTS AREA
results.Create(IDD_RESULTSDIALOG, this);
//results.SetWindowPos(this, resX, resY, /*608, 19, */175, 135, SWP_SHOWWINDOW);
results.MoveWindow(pResXY.x, pResXY.y, pResWH.x, pResWH.y, TRUE);
results.ShowWindow(SW_SHOW);
}
What fixed this problem for me, was setting the program's compatibility properties to "run this program as an administrator".

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