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Several events are overloaded from its superclass vtkInteractorStyle, hence the mouse bindings are different. (The bindings keep the camera's view plane normal perpendicular to the x-y plane.) In summary the mouse events for 2D image interaction are as follows: - Left Mouse button triggers window level events - CTRL Left Mouse spins the camera around its view plane normal - SHIFT Left Mouse pans the camera - CTRL SHIFT Left Mouse dollys (a positional zoom) the camera - Middle mouse button pans the camera - Right mouse button dollys the camera. - SHIFT Right Mouse triggers pick events If SetInteractionModeToImageSlicing() is called, then some of the mouse events are changed as follows: - CTRL Left Mouse slices through the image - SHIFT Middle Mouse slices through the image - CTRL Right Mouse spins the camera If SetInteractionModeToImage3D() is called, then some of the mouse events are changed as follows: - SHIFT Left Mouse rotates the camera for oblique slicing - SHIFT Middle Mouse slices through the image - CTRL Right Mouse also slices through the image In all modes, the following key bindings are in effect: - R Reset the Window/Level - X Reset to a sagittal view - Y Reset to a coronal view - Z Reset to an axial view Note that the renderer's actors are not moved; instead the camera is moved. @sa vtkInteractorStyle vtkInteractorStyleTrackballActor vtkInteractorStyleJoystickCamera vtkInteractorStyleJoystickActor vtkInteractionStylePython.vtkInteractorStyleImageV.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) -> vtkInteractorStyleImage C++: static vtkInteractorStyleImage *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleImage C++: vtkInteractorStyleImage *NewInstance() V.GetWindowLevelStartPosition() -> (int, int) C++: int *GetWindowLevelStartPosition() V.GetWindowLevelCurrentPosition() -> (int, int) C++: int *GetWindowLevelCurrentPosition() V.OnMouseMove() C++: void OnMouseMove() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. V.OnLeftButtonDown() C++: void OnLeftButtonDown() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. V.OnLeftButtonUp() C++: void OnLeftButtonUp() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. V.OnMiddleButtonDown() C++: void OnMiddleButtonDown() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. V.OnMiddleButtonUp() C++: void OnMiddleButtonUp() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. V.OnRightButtonDown() C++: void OnRightButtonDown() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. V.OnRightButtonUp() C++: void OnRightButtonUp() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. V.OnChar() C++: void OnChar() override; Override the "fly-to" (f keypress) for images. V.WindowLevel() C++: virtual void WindowLevel() V.Pick() C++: virtual void Pick() V.Slice() C++: virtual void Slice() V.StartWindowLevel() C++: virtual void StartWindowLevel() V.EndWindowLevel() C++: virtual void EndWindowLevel() V.StartPick() C++: virtual void StartPick() V.EndPick() C++: virtual void EndPick() V.StartSlice() C++: virtual void StartSlice() V.EndSlice() C++: virtual void EndSlice() V.SetInteractionMode(int) C++: virtual void SetInteractionMode(int _arg) Set/Get current mode to 2D or 3D. The default is 2D. In 3D mode, it is possible to rotate the camera to view oblique slices. In Slicing mode, it is possible to slice through the data, but not to generate oblique views by rotating the camera. V.GetInteractionModeMinValue() -> int C++: virtual int GetInteractionModeMinValue() Set/Get current mode to 2D or 3D. The default is 2D. In 3D mode, it is possible to rotate the camera to view oblique slices. In Slicing mode, it is possible to slice through the data, but not to generate oblique views by rotating the camera. V.GetInteractionModeMaxValue() -> int C++: virtual int GetInteractionModeMaxValue() Set/Get current mode to 2D or 3D. The default is 2D. In 3D mode, it is possible to rotate the camera to view oblique slices. In Slicing mode, it is possible to slice through the data, but not to generate oblique views by rotating the camera. V.GetInteractionMode() -> int C++: virtual int GetInteractionMode() Set/Get current mode to 2D or 3D. The default is 2D. In 3D mode, it is possible to rotate the camera to view oblique slices. In Slicing mode, it is possible to slice through the data, but not to generate oblique views by rotating the camera. V.SetInteractionModeToImage2D() C++: void SetInteractionModeToImage2D() Set/Get current mode to 2D or 3D. The default is 2D. In 3D mode, it is possible to rotate the camera to view oblique slices. In Slicing mode, it is possible to slice through the data, but not to generate oblique views by rotating the camera. V.SetInteractionModeToImage3D() C++: void SetInteractionModeToImage3D() Set/Get current mode to 2D or 3D. The default is 2D. In 3D mode, it is possible to rotate the camera to view oblique slices. In Slicing mode, it is possible to slice through the data, but not to generate oblique views by rotating the camera. V.SetInteractionModeToImageSlicing() C++: void SetInteractionModeToImageSlicing() Set/Get current mode to 2D or 3D. The default is 2D. In 3D mode, it is possible to rotate the camera to view oblique slices. In Slicing mode, it is possible to slice through the data, but not to generate oblique views by rotating the camera. V.SetXViewRightVector(float, float, float) C++: void SetXViewRightVector(double, double, double) V.SetXViewRightVector((float, float, float)) C++: void SetXViewRightVector(double a[3]) V.GetXViewRightVector() -> (float, float, float) C++: double *GetXViewRightVector() V.SetXViewUpVector(float, float, float) C++: void SetXViewUpVector(double, double, double) V.SetXViewUpVector((float, float, float)) C++: void SetXViewUpVector(double a[3]) V.GetXViewUpVector() -> (float, float, float) C++: double *GetXViewUpVector() V.SetYViewRightVector(float, float, float) C++: void SetYViewRightVector(double, double, double) V.SetYViewRightVector((float, float, float)) C++: void SetYViewRightVector(double a[3]) V.GetYViewRightVector() -> (float, float, float) C++: double *GetYViewRightVector() V.SetYViewUpVector(float, float, float) C++: void SetYViewUpVector(double, double, double) V.SetYViewUpVector((float, float, float)) C++: void SetYViewUpVector(double a[3]) V.GetYViewUpVector() -> (float, float, float) C++: double *GetYViewUpVector() V.SetZViewRightVector(float, float, float) C++: void SetZViewRightVector(double, double, double) V.SetZViewRightVector((float, float, float)) C++: void SetZViewRightVector(double a[3]) V.GetZViewRightVector() -> (float, float, float) C++: double *GetZViewRightVector() V.SetZViewUpVector(float, float, float) C++: void SetZViewUpVector(double, double, double) V.SetZViewUpVector((float, float, float)) C++: void SetZViewUpVector(double a[3]) V.GetZViewUpVector() -> (float, float, float) C++: double *GetZViewUpVector() V.SetImageOrientation((float, float, float), (float, float, float) ) C++: void SetImageOrientation(const double leftToRight[3], const double bottomToTop[3]) Set the view orientation, in terms of the horizontal and vertical directions of the computer screen. The first vector gives the direction that will correspond to moving horizontally left-to-right across the screen, and the second vector gives the direction that will correspond to moving bottom-to-top up the screen. This method changes the position of the camera to provide the desired view. V.SetCurrentImageNumber(int) C++: virtual void SetCurrentImageNumber(int i) Set the image to use for WindowLevel interaction. Any images for which the Pickable flag is off are ignored. Images are counted back-to-front, so 0 is the rearmost image. Negative values can be used to count front-to-back, so -1 is the frontmost image, -2 is the image behind that one, etc. The default is to use the frontmost image for interaction. If the specified image does not exist, then no WindowLevel interaction will take place. V.GetCurrentImageNumber() -> int C++: int GetCurrentImageNumber() V.GetCurrentImageProperty() -> vtkImageProperty C++: vtkImageProperty *GetCurrentImageProperty() Get the current image property, which is set when StartWindowLevel is called immediately before StartWindowLevelEvent is generated. This is the image property of the topmost vtkImageSlice in the renderer or nullptr if no image actors are present. 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