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Datamap Editor

Synopsis

edit Graphics Display Kit Datamap

DatamapEditor

macro DatamapEditor {
GDview_templ &view_in<NEportLevels={2,0}>;
GDobject_templ &obj_in<NEportLevels={2,0}> {
DatamapTempl &dmap<NEportLevels={0,2}>;
};
ilink vis;
macro Read_Colormap {
file map_file<NEportLevels={0,1}> {
name+nres<NEportLevels={3,0}> =>
<-.<-.DatamapEditorUI.shell_menu.UIfileDialog.filename;
};
int off => file_skip_lines(map_file,0,1);
float Colormap<NEportLevels={1,2},NEx=275.,NEy=352.>[256][4] => file_array_ascii
(map_file, off, 4, {1,1,1,1});
};
DMAP.DatamapEdit DatamapEdit {
dmap_in => <-.obj_in.dmap;
dmapLibrary => Templates.DATAMAPS;
curDmapName => <-.DatamapEditorUI.shell_menu.UIselectionDialog.selectedItem;
controlPointModel = 0;
controlPointData => <-.Read_Colormap.Colormap;
addRange => <-.DatamapEditorUI.AddRangeButton.do;
deleteRange => <-.DatamapEditorUI.DeleteRangeButton.do;
curRange => <-.DatamapEditorUI.curRange;
};
GMOD.instancer DatamapEditorInst {
Group => <-.DatamapEditorUI;
Value+nres => <-.vis;
};
macro DatamapEditorUI<instanced=0> {
DatamapTempl+IPort2 &dmapIn => <-.obj_in.dmap;
.
.
.
};
};

Description

DatamapEditor defines a shell containing the necessary controls to edit the datamap of a subobject. It contains both a datamap editor subobject (DatamapEdit) and a user interface (DatamapEditorUI).

Input

view_in

A view. The DatamapEditor edits the view's picked camera.

obj_in

An object. obj_in can be any group object with a datamap.

vis

An integer indicating whether the DatamapEditor's user interface should appear: 0 means no; 1 means yes. Typically, you should want the user interface to appear when the user selects a pulldown menu choice (a UIcmd object). To accomplish thi, you connect vis to the UIcmd object's do element.

Example

Libraries.Main.Viewer3D Libraries.Main.Viewer2D Libraries.Main.Viewer

File

v/view.v

See also related modules

DatamapEdit

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