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Superclass: vtkObject This class is the common base for all context scene items. You should generally derive from vtkContextItem, rather than this class, as it provides most of the commonly used API. vtkRenderingContext2DPython.vtkAbstractContextItemV.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) -> vtkAbstractContextItem C++: static vtkAbstractContextItem *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkAbstractContextItem C++: vtkAbstractContextItem *NewInstance() V.Update() C++: virtual void Update() Perform any updates to the item that may be necessary before rendering. The scene should take care of calling this on all items before their Paint function is invoked. V.Paint(vtkContext2D) -> bool C++: virtual bool Paint(vtkContext2D *painter) Paint event for the item, called whenever the item needs to be drawn. V.PaintChildren(vtkContext2D) -> bool C++: virtual bool PaintChildren(vtkContext2D *painter) Paint the children of the item, should be called whenever the children need to be rendered. V.ReleaseGraphicsResources() C++: virtual void ReleaseGraphicsResources() Release graphics resources hold by the item. The default implementation is empty. V.AddItem(vtkAbstractContextItem) -> int C++: vtkIdType AddItem(vtkAbstractContextItem *item) Add child items to this item. Increments reference count of item. \return the index of the child item. V.RemoveItem(vtkAbstractContextItem) -> bool C++: bool RemoveItem(vtkAbstractContextItem *item) V.RemoveItem(int) -> bool C++: bool RemoveItem(vtkIdType index) Remove child item from this item. Decrements reference count of item. \param item the item to be removed. \return true on success, false otherwise. V.GetItem(int) -> vtkAbstractContextItem C++: vtkAbstractContextItem *GetItem(vtkIdType index) Get the item at the specified index. \return the item at the specified index (null if index is invalid). V.GetItemIndex(vtkAbstractContextItem) -> int C++: vtkIdType GetItemIndex(vtkAbstractContextItem *item) Get the index of the specified item in itemIndex. \return the item index if found or -1 if not. V.GetNumberOfItems() -> int C++: vtkIdType GetNumberOfItems() Get the number of child items. V.ClearItems() C++: void ClearItems() Remove all child items from this item. V.Raise(int) -> int C++: vtkIdType Raise(vtkIdType index) Raises the child to the top of the item's stack. \return The new index of the item \sa StackAbove(), Lower(), LowerUnder() V.StackAbove(int, int) -> int C++: virtual vtkIdType StackAbove(vtkIdType index, vtkIdType under) Raises the child above the under sibling. If under is invalid, the item is raised to the top of the item's stack. \return The new index of the item \sa Raise(), Lower(), StackUnder() V.Lower(int) -> int C++: vtkIdType Lower(vtkIdType index) Lowers the child to the bottom of the item's stack. \return The new index of the item \sa StackUnder(), Raise(), StackAbove() V.StackUnder(int, int) -> int C++: virtual vtkIdType StackUnder(vtkIdType child, vtkIdType above) Lowers the child under the above sibling. If above is invalid, the item is lowered to the bottom of the item's stack \return The new index of the item \sa Lower(), Raise(), StackAbove() V.Hit(vtkContextMouseEvent) -> bool C++: virtual bool Hit(const vtkContextMouseEvent &mouse) Return true if the supplied x, y coordinate is inside the item. V.GetPickedItem(vtkContextMouseEvent) -> vtkAbstractContextItem C++: virtual vtkAbstractContextItem *GetPickedItem( const vtkContextMouseEvent &mouse) Return the item under the mouse. If no item is under the mouse, the method returns a null pointer. V.MouseEnterEvent(vtkContextMouseEvent) -> bool C++: virtual bool MouseEnterEvent( const vtkContextMouseEvent &mouse) Mouse enter event. Return true if the item holds the event, false if the event can be propagated to other items. V.MouseMoveEvent(vtkContextMouseEvent) -> bool C++: virtual bool MouseMoveEvent( const vtkContextMouseEvent &mouse) Mouse move event. Return true if the item holds the event, false if the event can be propagated to other items. V.MouseLeaveEvent(vtkContextMouseEvent) -> bool C++: virtual bool MouseLeaveEvent( const vtkContextMouseEvent &mouse) Mouse leave event. Return true if the item holds the event, false if the event can be propagated to other items. V.MouseButtonPressEvent(vtkContextMouseEvent) -> bool C++: virtual bool MouseButtonPressEvent( const vtkContextMouseEvent &mouse) Mouse button down event Return true if the item holds the event, false if the event can be propagated to other items. V.MouseButtonReleaseEvent(vtkContextMouseEvent) -> bool C++: virtual bool MouseButtonReleaseEvent( const vtkContextMouseEvent &mouse) Mouse button release event. Return true if the item holds the event, false if the event can be propagated to other items. V.MouseDoubleClickEvent(vtkContextMouseEvent) -> bool C++: virtual bool MouseDoubleClickEvent( const vtkContextMouseEvent &mouse) Mouse button double click event. Return true if the item holds the event, false if the event can be propagated to other items. V.MouseWheelEvent(vtkContextMouseEvent, int) -> bool C++: virtual bool MouseWheelEvent( const vtkContextMouseEvent &mouse, int delta) Mouse wheel event, positive delta indicates forward movement of the wheel. Return true if the item holds the event, false if the event can be propagated to other items. V.KeyPressEvent(vtkContextKeyEvent) -> bool C++: virtual bool KeyPressEvent(const vtkContextKeyEvent &key) Key press event. V.KeyReleaseEvent(vtkContextKeyEvent) -> bool C++: virtual bool KeyReleaseEvent(const vtkContextKeyEvent &key) Key release event. V.SetScene(vtkContextScene) C++: virtual void SetScene(vtkContextScene *scene) Set the vtkContextScene for the item, always set for an item in a scene. V.GetScene() -> vtkContextScene C++: vtkContextScene *GetScene() Get the vtkContextScene for the item, always set for an item in a scene. V.SetParent(vtkAbstractContextItem) C++: virtual void SetParent(vtkAbstractContextItem *parent) Set the parent item. The parent will be set for all items except top level items in a scene. V.GetParent() -> vtkAbstractContextItem C++: vtkAbstractContextItem *GetParent() Get the parent item. The parent will be set for all items except top level items in a tree. V.MapToParent(vtkVector2f) -> vtkVector2f C++: virtual vtkVector2f MapToParent(const vtkVector2f &point) Maps the point to the parent coordinate system. V.MapFromParent(vtkVector2f) -> vtkVector2f C++: virtual vtkVector2f MapFromParent(const vtkVector2f &point) Maps the point from the parent coordinate system. V.MapToScene(vtkVector2f) -> vtkVector2f C++: virtual vtkVector2f MapToScene(const vtkVector2f &point) Maps the point to the scene coordinate system. V.MapFromScene(vtkVector2f) -> vtkVector2f C++: virtual vtkVector2f MapFromScene(const vtkVector2f &point) Maps the point from the scene coordinate system. V.GetVisible() -> bool C++: virtual bool GetVisible() Get the visibility of the item (should it be drawn). V.SetVisible(bool) C++: virtual void SetVisible(bool _arg) Set the visibility of the item (should it be drawn). Visible by default. V.GetInteractive() -> bool C++: virtual bool GetInteractive() Get if the item is interactive (should respond to mouse events). V.SetInteractive(bool) C++: virtual void SetInteractive(bool _arg) Set if the item is interactive (should respond to mouse events). 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