Example #1
0
	def mouseReleaseEvent(self,event):
		if self.events_mode == "inspect":
			if self.current_hit != None:
				self.updateGL() # there needs to be a clear or something  in order for the picking to work. This is  bit of hack but our rendering function doesn't take long anyhow
				hit = self.get_hit(event)
				if hit == self.current_hit:
					self.emit(QtCore.SIGNAL("point_selected"),self.current_hit,event)
			else:
				#EM3DSymModel.mouseReleaseEvent(self,event)
				EM3DModel.mouseReleaseEvent(self, event) #behavior in EM3DSymModel is not what we want (needed in sibling classes?)

			self.current_hit = None
		else:
				#EM3DSymModel.mouseReleaseEvent(self,event)
				EM3DModel.mouseReleaseEvent(self, event) #behavior in EM3DSymModel is not what we want (needed in sibling classes?)
Example #2
0
	def mouseReleaseEvent(self,event):
		if self.events_mode == "inspect":
			if self.current_hit != None:
				self.updateGL() # there needs to be a clear or something  in order for the picking to work. This is  bit of hack but our rendering function doesn't take long anyhow
				hit = self.get_hit(event)
				if hit == self.current_hit:
					self.emit(QtCore.SIGNAL("point_selected"),self.current_hit,event)
			else:
				#EM3DSymModel.mouseReleaseEvent(self,event)
				EM3DModel.mouseReleaseEvent(self, event) #behavior in EM3DSymModel is not what we want (needed in sibling classes?)

			self.current_hit = None
		else:
				#EM3DSymModel.mouseReleaseEvent(self,event)
				EM3DModel.mouseReleaseEvent(self, event) #behavior in EM3DSymModel is not what we want (needed in sibling classes?)
Example #3
0
	def mouseReleaseEvent(self, event):
		if self.current_mouse_mode:
			EMLightsDrawer.mouseReleaseEvent(self, event)
		else:
			EM3DModel.mouseReleaseEvent(self, event)
Example #4
0
 def mouseReleaseEvent(self, event):
     if self.current_mouse_mode:
         EMLightsDrawer.mouseReleaseEvent(self, event)
     else:
         EM3DModel.mouseReleaseEvent(self, event)