ELF>x^@@+*  !"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$8dH+%(HH[]DHt$H|$tHl$H=HtHH=uHuHc@HH=tH@H8fnFdH%(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$(dH+%(u]H0[fDHHuӐt$HHuHcHH`H;tЉf.UH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(uVH@]f.HHuϐHt$ H|$tt$ HHuHHDATUSH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uYHD$Ho(Ht!\$ +\$$tJH|$1HT$8dH+%(H@[]A\HHuːHt$H|$tD$$Ld$uXHELH@H;ulH=tLH=u)HeHcZfDLLH=tL븐HЉfATH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$uDH(HtD$9D$tIH11E1HD$(dH+%(H0LA\@HHufHHRxH;IMtoI$H5LPtZHuLIHoHbL1HHP@L8fE1H"DIjfATL%H HH5LuLHLA\ATIUHHt HH5LHtHmtH]A\HH]A\AWAVAUATUHSHfnFdH%(HD$x1HHt$HD$HGfnȉD$(fbfD$ Hm(L|$1LH|$04AHcH$H\$0Et IcHH$L4H|$PAHcHD$Ld$PEt IcIHD$HD$ +D$$LLd$PE1MtHD$XI9tLH|$0HD$8H9t HtHD$xdH+%(HĈL[]A\A]A^A_f.HHf.DHL_DLLIEH$HSH)H6AE)D1HDoH $HH9uDAt3Hω4H4HA9~LLA9~DDEHD$IT$H)H{AFnD1Hf.AoHL$HH9uDAt6HωA4H4HA9~ALLA9~ ADDD$$HELHH8E~BIc1 HH9t/H $ 9 tHuDH1LfE~,Ic1 @HH9tH\$ A9 tHt7Ld$PE1HvL-IEeE1UDLLLHH&DD1AH|$HH9ufDD1H<$HH9uHHATUHHfnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uJHo(Ht!D$ +D$$tDH|$1HT$8dH+%(HH]A\fHHuѐLd$Ht$LtHt$ LtD$$T$ t$u)HEHHuHHtfHH8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(uLH8HHuҐu$HHuHH@ff.H8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(uLH8HHuҐu$HHuHH@ff.H8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(uLH8HHuҐu$HpHuHH@ff.H8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(uLH8HHuҐu$HHuHH@HSafeDownCastvtkObjectBasevtkXRenderWindowInteractorIsTypeOfBreakLoopFlagOffBreakLoopFlagOnGetBreakLoopFlagSetBreakLoopFlagIsANewInstanceGetMousePositionUpdateSizeDisableEnableTerminateAppInitializeHHvtkRenderWindowInteractorvtkObjectUH=Hu]ÐHH=tHH=tH]vtkXRenderWindowInteractor - an X event driven interface for a RenderWindow Superclass: vtkRenderWindowInteractor vtkXRenderWindowInteractor is a convenience object that provides event bindings to common graphics functions. For example, camera and actor functions such as zoom-in/zoom-out, azimuth, roll, and pan. IT is one of the window system specific subclasses of vtkRenderWindowInteractor. Please see vtkRenderWindowInteractor documentation for event bindings. @sa vtkRenderWindowInteractor vtkXOpenGL2RenderWindow I've been though this and deleted all I think should go, tried to create the basic structure and if you're lucky it might even work! but frankly I doubt it vtkRenderingOpenGL2Python.vtkXRenderWindowInteractorV.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) -> vtkXRenderWindowInteractor C++: static vtkXRenderWindowInteractor *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkXRenderWindowInteractor C++: vtkXRenderWindowInteractor *NewInstance() V.Initialize() C++: void Initialize() override; Initializes the event handlers without an XtAppContext. This is good for when you don't have a user interface, but you still want to have mouse interaction. V.TerminateApp() C++: void TerminateApp() override; Break the event loop on 'q','e' keypress. Want more ??? V.GetBreakLoopFlag() -> int C++: virtual int GetBreakLoopFlag() The BreakLoopFlag is checked in the Start() method. Setting it to anything other than zero will cause the interactor loop to terminate and return to the calling function. V.SetBreakLoopFlag(int) C++: void SetBreakLoopFlag(int) The BreakLoopFlag is checked in the Start() method. Setting it to anything other than zero will cause the interactor loop to terminate and return to the calling function. V.BreakLoopFlagOff() C++: void BreakLoopFlagOff() The BreakLoopFlag is checked in the Start() method. Setting it to anything other than zero will cause the interactor loop to terminate and return to the calling function. V.BreakLoopFlagOn() C++: void BreakLoopFlagOn() The BreakLoopFlag is checked in the Start() method. Setting it to anything other than zero will cause the interactor loop to terminate and return to the calling function. V.Enable() C++: void Enable() override; Enable/Disable interactions. By default interactors are enabled when initialized. Initialize() must be called prior to enabling/disabling interaction. These methods are used when a window/widget is being shared by multiple renderers and interactors. This allows a "modal" display where one interactor is active when its data is to be displayed and all other interactors associated with the widget are disabled when their data is not displayed. V.Disable() C++: void Disable() override; Enable/Disable interactions. By default interactors are enabled when initialized. Initialize() must be called prior to enabling/disabling interaction. These methods are used when a window/widget is being shared by multiple renderers and interactors. This allows a "modal" display where one interactor is active when its data is to be displayed and all other interactors associated with the widget are disabled when their data is not displayed. V.UpdateSize(int, int) C++: void UpdateSize(int, int) override; Update the Size data member and set the associated RenderWindow's size. V.GetMousePosition([int, ...], [int, ...]) C++: void GetMousePosition(int *x, int *y) override; Re-defines virtual function to get mouse position by querying X-server. 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