+//----------------------------------------------------------------------------
+double vvSlicerManager::GetOverlayColorWindow() const
+{
+ if (mSlicers.size())
+ return mSlicers[0]->GetOverlayColorWindow();
+ return -1;
+}
+//----------------------------------------------------------------------------
+
+//----------------------------------------------------------------------------
+double vvSlicerManager::GetOverlayColorLevel() const
+{
+ if (mSlicers.size())
+ return mSlicers[0]->GetOverlayColorLevel();
+ return -1;
+}
+//----------------------------------------------------------------------------
+
+//----------------------------------------------------------------------------
+bool vvSlicerManager::GetLinkOverlayWindowLevel() const
+{
+ if (mSlicers.size())
+ return mSlicers[0]->GetLinkOverlayWindowLevel();
+ return -1;
+}
+//----------------------------------------------------------------------------
+
+//------------------------------------------------------------------------------
+void vvSlicerManager::ResetTransformationToIdentity(const std::string actorType)
+{
+ if(actorType == "image")
+ for(unsigned int i=0; i<this->GetImage()->GetTransform().size(); i++)
+ this->GetImage()->GetTransform()[i]->Identity();
+ else if(actorType == "overlay")
+ for(unsigned int i=0; i<this->GetImage()->GetTransform().size(); i++)
+ this->GetSlicer(0)->GetOverlay()->GetTransform()[i]->Identity();
+ else if(actorType == "fusion")
+ for(unsigned int i=0; i<this->GetImage()->GetTransform().size(); i++)
+ this->GetSlicer(0)->GetFusion()->GetTransform()[i]->Identity();
+ else if(actorType == "fusionSequence") //TODO: Check what should really be done here
+ for(unsigned int i=0; i<this->GetImage()->GetTransform().size(); i++)
+ this->GetSlicer(0)->GetFusion()->GetTransform()[i]->Identity();
+ else if(actorType == "vf")
+ for(unsigned int i=0; i<this->GetImage()->GetTransform().size(); i++)
+ this->GetVF()->GetTransform()[i]->Identity();
+ else
+ return;
+
+ for(int i=0; i< this->GetNumberOfSlicers(); i++){
+ this->GetSlicer(i)->ForceUpdateDisplayExtent();
+ this->GetSlicer(i)->ResetCamera();
+ this->GetSlicer(i)->Render();
+ }
+}
+//------------------------------------------------------------------------------