<div class="gmail_quote">On Wed, Aug 18, 2010 at 2:31 PM, Eric E. Monson <span dir="ltr"><<a href="mailto:emonson@cs.duke.edu">emonson@cs.duke.edu</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
Hey,<br>
<br>
Has anyone tried using the 2D API with multiple renderers / viewports (like in Charts/Testing/Cxx/TestMultipleChartRenderers.cxx), but actually including interaction? The way the mouse events are coded in things like vtkChartXY, it's based on vtkContextMouseEvent mouse.ScreenPos, which doesn't seem to take viewports into account, but just looks at where the mouse is in the window. (e.g. If I have chart in the top half of a render window, to control selections I have to interact with the bottom half of the window, as if the chart was being rendered there.)<br>
<br></blockquote><div>This is the post I had intended to reply to. I am aware of this issue, and when Rob added the support for multiple viewports we discussed how we might deal with mouse interaction in multiple viewports. I wonder if anyone more experienced with mouse interaction as it pertains to the multiple viewports might shed some light on how we should deal with this.</div>
<div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
Since I just started to play with multiple viewports to test some possibilities, I was wondering if there are standard ways of dealing with the mouse position mapping that I'm not aware of?<br>
<br></blockquote><div>It seems like this would have come up in the work on widgets too. I am not sure, my plan was to place multiple charts in the scene as I know I can make that work. It requires a few changes to the chart code to set a fixed size, and then a class to place/resize child objects in the scene.</div>
<div><br></div><div>Marcus</div>--<br clear="all">Marcus D. Hanwell, Ph.D.<br>R&D Engineer, Kitware Inc.<br><div>(518) 881-4937 </div></div>