ELF>p@@65 #$UH@dH%(HD$81HHt$HD$HFHD$$D$ t0H|$1HT$8dH+%(uhH@]@HT$H|$H5|$HtHt+HH5HPtHuH1Huff.fUSHHdH%(HD$81HHt$HD$HFHD$$D$ HD$t6H|$1HT$8dH+%(utHH[]fHt$H|$tHl$H=HtHH=uHuHc@HH8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(u9H8HHuҐHuHHff.@H8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(u9H8HHuҐHuHHff.@SH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(u7H0[fDHHuӐHuHcSH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=HG(HtL$9L$t:H111HT$(dH+%(u;H0[fDHHuӐHx@HuHcff.SH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=HG(HtL$9L$t:H111HT$(dH+%(u;H0[fDHHuӐHx@HuHcff.UH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=HG(HtL$9L$t:H111HT$(dH+%(uH(HtD$9D$t;H111HT$(dH+%(uLH8HHuҐu$HHuHH@f.z uHf.z uH9tHDHG8H@HHHG0HG8HG@HGHSafeDownCastvtkObjectBasevtkImageViewerIsTypeOfOffScreenRenderingOnOffScreenRenderingOffGetOffScreenRenderingGetWholeZMaxGetWholeZMinGetInputGetImageMapperGetActor2DGetRenderWindowGetRendererSetRenderWindowvtkRenderWindowSetOffScreenRenderingSetupInteractorvtkRenderWindowInteractorGetPositionGetColorLevelGetSizeGetColorWindowGetZSliceSetInputDatavtkImageDataSetInputConnectionvtkAlgorithmOutputGetWindowNameSetWindowIdSetParentIdSetDisplayIdSetZSliceSetColorLevelSetColorWindowIsANewInstanceSetSizeSetPositionRendervtkObjectUH=Hu]ÐHH=tH]vtkImageViewer - Display a 2d image. Superclass: vtkObject vtkImageViewer is a convenience class for displaying a 2d image. It packages up the functionality found in vtkRenderWindow, vtkRenderer, vtkActor2D and vtkImageMapper into a single easy to use class. Behind the scenes these four classes are actually used to to provide the required functionality. vtkImageViewer is simply a wrapper around them. @sa vtkRenderWindow vtkRenderer vtkImageMapper vtkActor2D vtkInteractionImagePython.vtkImageViewerV.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Return 1 if this class type is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Return 1 if this class is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. V.SafeDownCast(vtkObjectBase) -> vtkImageViewer C++: static vtkImageViewer *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkImageViewer C++: vtkImageViewer *NewInstance() V.GetWindowName() -> string C++: char *GetWindowName() Get name of rendering window V.Render() C++: virtual void Render(void) Render the resulting image. V.SetInputData(vtkImageData) C++: void SetInputData(vtkImageData *in) Set/Get the input to the viewer. V.GetInput() -> vtkImageData C++: vtkImageData *GetInput() Set/Get the input to the viewer. V.SetInputConnection(vtkAlgorithmOutput) C++: virtual void SetInputConnection(vtkAlgorithmOutput *input) Set/Get the input to the viewer. V.GetWholeZMin() -> int C++: int GetWholeZMin() What is the possible Min/ Max z slices available. V.GetWholeZMax() -> int C++: int GetWholeZMax() What is the possible Min/ Max z slices available. V.GetZSlice() -> int C++: int GetZSlice() Set/Get the current Z Slice to display V.SetZSlice(int) C++: void SetZSlice(int s) Set/Get the current Z Slice to display V.GetColorWindow() -> float C++: double GetColorWindow() Sets window/level for mapping pixels to colors. V.GetColorLevel() -> float C++: double GetColorLevel() Sets window/level for mapping pixels to colors. V.SetColorWindow(float) C++: void SetColorWindow(double s) Sets window/level for mapping pixels to colors. V.SetColorLevel(float) C++: void SetColorLevel(double s) Sets window/level for mapping pixels to colors. V.SetDisplayId(void) C++: void SetDisplayId(void *a) These are here for using a tk window. V.SetWindowId(void) C++: void SetWindowId(void *a) These are here for using a tk window. V.SetParentId(void) C++: void SetParentId(void *a) These are here for using a tk window. V.GetPosition() -> (int, int) C++: int *GetPosition() Set/Get the position in screen coordinates of the rendering window. V.SetPosition(int, int) C++: void SetPosition(int a, int b) V.SetPosition([int, int]) C++: virtual void SetPosition(int a[2]) Set/Get the position in screen coordinates of the rendering window. V.GetSize() -> (int, int) C++: int *GetSize() Set/Get the size of the window in screen coordinates in pixels. V.SetSize(int, int) C++: void SetSize(int a, int b) V.SetSize([int, int]) C++: virtual void SetSize(int a[2]) Set/Get the size of the window in screen coordinates in pixels. V.GetRenderWindow() -> vtkRenderWindow C++: virtual vtkRenderWindow *GetRenderWindow() Get the internal objects V.SetRenderWindow(vtkRenderWindow) C++: void SetRenderWindow(vtkRenderWindow *renWin) Get the internal objects V.GetRenderer() -> vtkRenderer C++: virtual vtkRenderer *GetRenderer() Get the internal objects V.GetImageMapper() -> vtkImageMapper C++: virtual vtkImageMapper *GetImageMapper() Get the internal objects V.GetActor2D() -> vtkActor2D C++: virtual vtkActor2D *GetActor2D() Get the internal objects V.SetupInteractor(vtkRenderWindowInteractor) C++: void SetupInteractor(vtkRenderWindowInteractor *) Create and attach an interactor for this window V.SetOffScreenRendering(int) C++: void SetOffScreenRendering(int) Create a window in memory instead of on the screen. This may not be supported for every type of window and on some windows you may need to invoke this prior to the first render. V.GetOffScreenRendering() -> int C++: int GetOffScreenRendering() Create a window in memory instead of on the screen. This may not be supported for every type of window and on some windows you may need to invoke this prior to the first render. V.OffScreenRenderingOn() C++: void OffScreenRenderingOn() Create a window in memory instead of on the screen. This may not be supported for every type of window and on some windows you may need to invoke this prior to the first render. V.OffScreenRenderingOff() C++: void OffScreenRenderingOff() Create a window in memory instead of on the screen. This may not be supported for every type of window and on some windows you may need to invoke this prior to the first render. 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