// Helper function to create a fully set up instance of our
// AwesomeImageInteractor, based on the state machine specified in Paint.xml
// as well as its configuration in PaintConfig.xml. Both files are compiled
// into our MyAwesomeLib module as resources.
static AwesomeImageInteractor::Pointer CreateAwesomeImageInteractor()
{
  auto myAwesomeLib = us::ModuleRegistry::GetModule("MyAwesomeLib");

  auto interactor = AwesomeImageInteractor::New();
  interactor->LoadStateMachine("Paint.xml", myAwesomeLib);
  interactor->SetEventConfig("PaintConfig.xml", myAwesomeLib);

  return interactor;
}
Пример #2
0
void mitk::Tool::InitializeStateMachine()
{
  m_InteractorType += ".xml";

  try
  {
    LoadStateMachine( m_InteractorType, us::GetModuleContext()->GetModule() );
    SetEventConfig( "SegmentationToolsConfig.xml", us::GetModuleContext()->GetModule() );
  }
  catch( const std::exception& e )
  {
    MITK_ERROR << "Could not load statemachine pattern " << m_InteractorType << " with exception: " << e.what();
  }
}
Пример #3
0
void mitk::Tool::InitializeStateMachine()
{
  if (m_InteractorType.empty())
    return;

  try
  {
    auto isThisModule = nullptr == m_InteractorModule;

    auto module = isThisModule
      ? us::GetModuleContext()->GetModule()
      : m_InteractorModule;

    LoadStateMachine(m_InteractorType + ".xml", module);
    SetEventConfig(isThisModule ? "SegmentationToolsConfig.xml" : m_InteractorType + "Config.xml", module);
  }
  catch (const std::exception &e)
  {
    MITK_ERROR << "Could not load statemachine pattern " << m_InteractorType << ".xml with exception: " << e.what();
  }
}