//===== // Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost) //===== #include "bbvtkText2D.h" #include "bbvtkPackage.h" #include "vtkTextProperty.h" namespace bbvtk { BBTK_ADD_BLACK_BOX_TO_PACKAGE(vtk,Text2D) BBTK_BLACK_BOX_IMPLEMENTATION(Text2D,bbtk::AtomicBlackBox); //===== // Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost) //===== void Text2D::Process() { // THE MAIN PROCESSING METHOD BODY // Here we simply set the input 'In' value to the output 'Out' // And print out the output value // INPUT/OUTPUT ACCESSORS ARE OF THE FORM : // void bbSet{Input|Output}NAME(const TYPE&) // const TYPE& bbGet{Input|Output}NAME() const // Where : // * NAME is the name of the input/output // (the one provided in the attribute 'name' of the tag 'input') // * TYPE is the C++ type of the input/output // (the one provided in the attribute 'type' of the tag 'input') // bbSetOutputOut( bbGetInputIn() ); // std::cout << "Output value = " <GetPositionCoordinate()->SetCoordinateSystemToWorld(); // _textActor->GetPositionCoordinate()->SetCoordinateSystemToDisplay (); // _textActor->GetPositionCoordinate()->SetCoordinateSystemToNormalizedDisplay (); // _textActor->GetPositionCoordinate()->SetCoordinateSystemToViewport (); // _textActor->GetPositionCoordinate()->SetCoordinateSystemToNormalizedViewport (); // _textActor->GetPositionCoordinate()->SetCoordinateSystemToView (); // _textActor->GetPositionCoordinate()->SetCoordinateSystemToWorld (); if (bbGetInputRenderer()!=NULL) { bbGetInputRenderer()->AddActor2D(_textActor); } } _textActor->SetInput(bbGetInputIn().c_str()); // textActor->SetTextScaleModeToProp(); // textActor->SetDisplayPosition(90, 50); // textActor->GetPosition2Coordinate()->SetCoordinateSystemToNormalizedViewport(); double px=0; double py=0; double spx=1; double spy=1; if (bbGetInputPoint().size()>=2) { px=bbGetInputPoint()[0]; py=bbGetInputPoint()[1]; if (bbGetInputSpacing().size()>=2) { spx=bbGetInputSpacing()[0]; spy=bbGetInputSpacing()[1]; } } // _textActor->SetTextScaleModeToProp(); _textActor->SetPosition( px*spx , py*spy ); printf("EED Text2D::Process px=%f py=%f\n",px,py); // _textActor->SetPosition( 150,150 ); // _textActor->GetPosition2Coordinate()->SetCoordinateSystemToNormalizedViewport(); // _textActor->GetPosition2Coordinate()->SetValue( 0.2 , 0.2 ); // textActor->GetPosition2Coordinate()->SetValue(0.6, 0.1); vtkTextProperty *tprop = _textActor->GetTextProperty(); tprop->SetFontSize( bbGetInputFontSize() ); tprop->SetFontFamilyToArial(); tprop->SetJustificationToCentered(); // tprop->BoldOn(); // tprop->ItalicOn(); // tprop->ShadowOn(); if (bbGetInputColor().size()>=3) { tprop->SetColor( bbGetInputColor()[0] , bbGetInputColor()[1] , bbGetInputColor()[2] ); } tprop->SetOpacity( bbGetInputOpacity() ); } //===== // Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost) //===== void Text2D::bbUserSetDefaultValues() { // SET HERE THE DEFAULT INPUT/OUTPUT VALUES OF YOUR BOX // Here we initialize the input 'In' to 0 _textActor=NULL; bbSetInputIn("VOID"); bbSetInputOpacity(1); bbSetInputFontSize(14); std::vector spc; spc.push_back(1); spc.push_back(1); spc.push_back(1); bbSetInputSpacing(spc); std::vector color; color.push_back(0); color.push_back(0); color.push_back(1); bbSetInputColor(color); bbSetInputRenderer(NULL); } //===== // Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost) //===== void Text2D::bbUserInitializeProcessing() { // THE INITIALIZATION METHOD BODY : // Here does nothing // but this is where you should allocate the internal/output pointers // if any } //===== // Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost) //===== void Text2D::bbUserFinalizeProcessing() { // THE FINALIZATION METHOD BODY : // Here does nothing // but this is where you should desallocate the internal/output pointers // if any } } // EO namespace bbvtk