visualdynamics.gui.main_window¶
main_window
¶
Main application window: project tree, 3D/plot/table views, unit selector.
Classes:
| Name | Description |
|---|---|
MainWindow |
The app: a project tree, and panes that read whatever is picked. |
Classes¶
MainWindow
¶
Bases: QMainWindow
The app: a project tree, and panes that read whatever is picked.
The window holds a Project and nothing else — the same object a
script builds, with the same verbs on it — so a project built by
clicking and one built by calling are the same project and open in
each other. Every button here is one of those verbs plus a sentence
in the status bar; nothing is computed in this file that a script
cannot compute without it.
What it adds is the reading: which pane suits what is selected, which of several ways to read it is wanted, and the editing of the things that are edited rather than computed — units, channel tables, geometry, the report.
offscreen_3d replaces the embedded VTK view with an off-screen plotter — VTK's Qt widget cannot run under Qt's offscreen platform, so headless tests use this to exercise the full render path.
Methods:
| Name | Description |
|---|---|
set_playing |
Start or stop the animation. |
choose_appearance |
File → Appearance: remember the choice and wear it now. |
apply_theme |
Adopt a light/dark theme (default: the one chosen — this |
closeEvent |
Shut every VTK view down before Qt destroys the widgets. |
add_object |
Add an object, keeping names unique. |
show_object |
Give an object already in the project its row in the tree. |
current_reference |
(kind, object, index-or-component) for the selected tree item. |
current_object |
The object owning the selection (a child resolves to its parent). |
selected_references |
[(kind, name, object, detail)] for every selected tree item. |
object_item |
The object-level item for a selection (walks up to the test). |
delete_selected |
Remove what is selected: entities while editing or when entity |
acts_for |
[(verb, label, icon, handler, tooltip)] the selection can |
refresh_selected |
Recompute the selected stale object — the bar's Recompute, |
generate_report_act |
The bar's Generate Report: the typed report at once, or the |
refresh_object |
Recompute a stale object in place — the badge's click. |
linked_group |
The linked member names beside |
link_role |
The role of |
set_link_role |
Declare an object group the Basis of comparisons — explicit, |
linked_geometry |
(geometry name, geometry) linked with |
unlink_selected |
Take the selected objects out of their groups; a group left |
set_project_type |
Declare what kind of test this project is — the tree then |
work_up |
The tree bar's Automatic: the project verb, with every |
delete_entity_rows |
Delete the rows selected in the edit table. |
define_units |
Declare units for what is selected. |
set_active_geometry |
Choose the geometry every other object is checked against. |
refresh_compatibility |
Re-check the test and repaint the tree. |
show_units_panel |
Open the units pane on one data object, leaving the plot up. |
rename_selected |
Start inline editing of the selected name. |
rename_object |
Rename an object from code, numbering a taken name the way |
edit_entities |
Edit a geometry's nodes, coordinate systems, a family of its |
set_add_mode |
Toggle creating things by clicking in the 3D view. |
merge_groups_act |
The project's |
tie_selected |
Tie the selected elements: to the nearest nodes of an element group, |
set_rotate_mode |
Show the rings, and take over the mouse while one is dragged. |
reset_rotation |
Put the frame back to no rotation, keeping where it sits. |
hover_at |
Light up whatever is under this pixel; returns the entity. |
select_entity |
Select the table row for an entity picked in the 3D view. |
about |
The version and what it is: an alpha, to be checked, with |
check_for_updates |
File → Check for Updates: ask visualdynamics.org for the |
dragEnterEvent |
Anywhere on the window will do. |
event |
Keyboard focus is parked while the window is inactive. |
import_paths |
Import several files, reporting any failures once at the end. |
save_test |
Save the whole project — every object, under its name — one file. |
copy_selected |
Cmd/Ctrl+C in the tree: the selected objects onto the |
paste_objects |
Cmd/Ctrl+V in the tree: whatever the clipboard holds that |
save_selected |
Write the selected object, in whichever form is asked for. |
render_current |
Render everything selected: geometries overlay, curves share axes. |
name_object_group |
Name the object group |
add_matches |
Commit the selected MAC squares to the matched modes for |
compute_spectra |
Averaged spectra from the selected time history, one record |
project_onto_basis |
The other set sampled at the Basis set's DOFs, added as a |
transform_selection |
The selected record through the selected shape set — modal |
generate_typed_report |
Generate the reports the project's declared type calls for: |
extract_sine_levels |
Each specification tone's level, read out of the recording |
compute_psds |
Averaged auto-power spectral densities from the selected |
compute_octave |
A spectrum on proportional bands, added beside it — the |
compute_frfs |
FRFs from the selected time history, added beside it. |
compute_multiple_coherence |
Multiple coherence from the selected time history. |
compute_srs |
Shock response spectra from the selected time history — one |
filter_data |
The selected time history through its filter, every |
truncate_data |
The selected time history cut to its span, every channel, |
generate_rigid_body_modes |
The six rigid-body mode shapes of the selected geometry, |
merge_nodes_act |
Make the selected geometry's coincident nodes one node — how |
new_geometry_act |
An empty geometry in the project, in the display length unit, |
add_plane_act |
Plates typed into the selected geometry, in the pane beside |
add_block_act |
Bricks typed into the selected geometry, in the same pane: a |
close_mesh_pane |
Put the pane away, with the preview and the gizmo. |
set_creator_name |
File → Creator Name…: the name an exported ESCDF file records |
set_view_act |
Keep the view on screen as the selected geometry's default: |
solve_modes_act |
The normal modes of the selected geometry, built from its |
integrate_history |
One integration of the selected time history — acceleration |
differentiate_history |
One differentiation of the selected time history — |
compute_cpsds |
The full cross-spectral matrix from the selected time |
generate_report |
A new Report object from a starter template, opened to edit. |
export_report_template |
Write the selected report on its own, as a template another |
reports_from_runs |
File → Reports from Runs…: |
export_report |
Write the selected report as one self-contained HTML file. |
merge_selected |
Replace the selected objects with their combination. |
start_modal_fit |
Fit real normal modes to the selected FRFs, one mode at a time. |
refine_all_modes |
Re-fit every confirmed mode's residues together, poles held — |
find_next_mode |
Put the cursor on the next mode worth fitting. |
fit_pending_mode |
Fit at the cursor without confirming, and restate everything. |
Attributes:
| Name | Type | Description |
|---|---|---|
objects |
Project
|
The project's objects: a mapping of name to object. |
speed |
float
|
How fast the animation runs, as a multiple of the normal rate. |
editing_family |
str | None
|
The element family being added to, read off the editing |
element_type |
tuple[int, int]
|
(type code, node count) a click builds: the family being |
Source code in src/visualdynamics/gui/main_window.py
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Attributes¶
editing_family
property
¶
The element family being added to, read off the editing scope: the family row's own, an element group row's from what the element group holds, an element row's from the element. None outside the elements table.
element_type
property
¶
(type code, node count) a click builds: the family being edited says what, and an element group that holds nothing yet takes a triangle, the smallest face.
Methods:¶
set_playing
¶
Start or stop the animation.
Source code in src/visualdynamics/gui/main_window.py
choose_appearance
¶
File → Appearance: remember the choice and wear it now. 'system' means follow the platform again.
Source code in src/visualdynamics/gui/main_window.py
apply_theme
¶
Adopt a light/dark theme (default: the one chosen — this launch's flag, the remembered appearance, or the OS).
Source code in src/visualdynamics/gui/main_window.py
closeEvent
¶
Shut every VTK view down before Qt destroys the widgets.
Without this, closing the window after a 3D view has rendered segfaults: the render window is torn down with its GL context still live. All three of them, not just the scene — the stage and the MAC bars have the same interactor, the same GL context and the same timers, and the scene-only version left them to take their chances (Brandon's crash report, 2026-08-30).
Source code in src/visualdynamics/gui/main_window.py
add_object
¶
add_object(name: str, obj: Any, alternate: str | None = None, source: str | None = None, key: Any = None) -> str
Add an object, keeping names unique.
alternate is tried first on a clash. source is the file it was
read from and key what that file's reader called it; both go on the
tooltip, because the name carries neither.
Source code in src/visualdynamics/gui/main_window.py
show_object
¶
Give an object already in the project its row in the tree.
The store and the showing are separate: a project verb — a computation, a fit, a projection — puts the result in the project, and this is how the window catches up with it.
Source code in src/visualdynamics/gui/main_window.py
current_reference
¶
(kind, object, index-or-component) for the selected tree item.
Source code in src/visualdynamics/gui/main_window.py
current_object
¶
selected_references
¶
[(kind, name, object, detail)] for every selected tree item.
Source code in src/visualdynamics/gui/main_window.py
object_item
¶
The object-level item for a selection (walks up to the test).
Source code in src/visualdynamics/gui/main_window.py
delete_selected
¶
Remove what is selected: entities while editing or when entity rows are picked in the tree, whole objects otherwise.
Source code in src/visualdynamics/gui/main_window.py
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acts_for
¶
[(verb, label, icon, handler, tooltip)] the selection can take, in the bar's order.
names is the selection; left out, it is read from the tree,
a record pick counting as its object. The project row selected
offers the one act the project itself has, its report; a stale
object offers Recompute first, ahead of anything else it can do.
Source code in src/visualdynamics/gui/main_window.py
refresh_selected
¶
Recompute the selected stale object — the bar's Recompute, the same act as the badge's click.
generate_report_act
¶
The bar's Generate Report: the typed report at once, or the choice of templates for an untyped project — and the templates the user has saved, beside the built-in ones, whenever there are any (2026-09-08).
Source code in src/visualdynamics/gui/main_window.py
refresh_object
¶
Recompute a stale object in place — the badge's click.
Source code in src/visualdynamics/gui/main_window.py
linked_group
¶
The linked member names beside name, or None.
link_role
¶
The role of name's object group — 'Basis', or None for an
unroled or unlinked object. The Basis group defines the DOF
space comparisons happen in: other sets project onto its DOFs,
its modes are the MAC rows and the frequency-error baseline.
Source code in src/visualdynamics/gui/main_window.py
set_link_role
¶
Declare an object group the Basis of comparisons — explicit, so nothing downstream has to guess which group is which.
Source code in src/visualdynamics/gui/main_window.py
linked_geometry
¶
linked_geometry(name: str) -> tuple[str, Geometry] | None
(geometry name, geometry) linked with name, or None —
explicit knowledge, never a guess.
Source code in src/visualdynamics/gui/main_window.py
unlink_selected
¶
Take the selected objects out of their groups; a group left with one member dissolves.
Source code in src/visualdynamics/gui/main_window.py
set_project_type
¶
Declare what kind of test this project is — the tree then shows a gray slot for everything that kind of report expects.
The type never pre-selects a reading: a time history opens plain whatever the project is (Brandon, 2026-08-30).
Source code in src/visualdynamics/gui/main_window.py
work_up
¶
The tree bar's Automatic: the project verb, with every object it made given its row and the report — the last thing made — opened.
Source code in src/visualdynamics/gui/main_window.py
delete_entity_rows
¶
Delete the rows selected in the edit table.
Source code in src/visualdynamics/gui/main_window.py
define_units
¶
Declare units for what is selected.
With individual records selected, only those get units; selecting an object (or its category) covers all of its records.
Source code in src/visualdynamics/gui/main_window.py
set_active_geometry
¶
Choose the geometry every other object is checked against.
Source code in src/visualdynamics/gui/main_window.py
refresh_compatibility
¶
Re-check the test and repaint the tree.
Runs when the project changes — import, delete, rename, or a new active geometry — not on selection or render.
Source code in src/visualdynamics/gui/main_window.py
show_units_panel
¶
Open the units pane on one data object, leaving the plot up.
An FRF gets two tables — its response channels and its reference channels — because a matrix of N×M records has only N+M channel units to name. Everything else fills the first table alone.
Source code in src/visualdynamics/gui/main_window.py
rename_selected
¶
Start inline editing of the selected name.
The project's own row included. top_level_item walks up to
the project and answers None when it is already there — which is
right for finding an object's row and wrong here, and left
Rename silently doing nothing on the one row that carries the
project's name.
Source code in src/visualdynamics/gui/main_window.py
rename_object
¶
Rename an object from code, numbering a taken name the way
Project.add does; returns the name used.
Source code in src/visualdynamics/gui/main_window.py
edit_entities
¶
Edit a geometry's nodes, coordinate systems, a family of its elements or one of its element groups in a table beside the model.
Source code in src/visualdynamics/gui/main_window.py
set_add_mode
¶
Toggle creating things by clicking in the 3D view.
Source code in src/visualdynamics/gui/main_window.py
merge_groups_act
¶
The project's merge_groups, and what it did, said.
Source code in src/visualdynamics/gui/main_window.py
tie_selected
¶
Tie the selected elements: to the nearest nodes of an element group, chosen from a menu, or to a second selection — picked next, and tied on the second press.
Source code in src/visualdynamics/gui/main_window.py
set_rotate_mode
¶
Show the rings, and take over the mouse while one is dragged.
Source code in src/visualdynamics/gui/main_window.py
reset_rotation
¶
Put the frame back to no rotation, keeping where it sits.
Source code in src/visualdynamics/gui/main_window.py
hover_at
¶
Light up whatever is under this pixel; returns the entity.
Source code in src/visualdynamics/gui/main_window.py
select_entity
¶
Select the table row for an entity picked in the 3D view.
The same rule for every kind of entity: a plain click selects only what was clicked, the modifier adds to the selection, and clicking something already selected takes it back out.
Source code in src/visualdynamics/gui/main_window.py
about
¶
The version and what it is: an alpha, to be checked, with the contact address. The one place a user can read the version without the network or a relaunch.
Source code in src/visualdynamics/gui/main_window.py
check_for_updates
¶
File → Check for Updates: ask visualdynamics.org for the latest version and say what it found.
A check, never an update — update.py explains the line: an
updater that runs what it fetched without verifying a
signature is remote code execution with a friendly name, and
there is no signing identity yet. So a newer version is
offered as a page to open, in the browser, where the release
is (and where a private release wants the user's own login).
The fetch runs off the main thread: the check is the least
important thing the application does and must never be why it
is slow.
It is patient (ASKED_TIMEOUT) and it reports why it
failed. Somebody who chose this menu item is waiting on news,
and "could not reach visualdynamics.org" is not news — a proxy,
a filtered domain, an unverifiable certificate and a slow
network all read the same, and none can be told apart from
outside the program (Brandon, 2026-09-23: a work machine that
could not check, and an afternoon of commands to find out why).
This menu item is the only place the application checks; there
is no check on startup.
The packaged macOS app hands the whole job to Sparkle instead
(updater.py, 2026-09-28): it checks, downloads, verifies the
update's signature and replaces the app, in its own window.
Source code in src/visualdynamics/gui/main_window.py
dragEnterEvent
¶
Anywhere on the window will do.
Dropping on the tree alone made a target of whatever the tree happened to be that moment — and on a fresh window it is sized to no content at all, a strip about 90 px wide. Missing it does nothing at all, which reads as the drop being ignored, so the file gets dragged over again. The window is the thing being aimed at; let it take the file.
Source code in src/visualdynamics/gui/main_window.py
event
¶
Keyboard focus is parked while the window is inactive.
macOS 26 with Qt 6.11 discards a Finder drop released over the rect of the widget that held focus when the app deactivated: draggingEntered and draggingUpdated are answered Copy, and the release still arrives as draggingExited — no drop, no error, nothing. The tree is the first focusable widget, so on a fresh window it held focus and the one dead spot in the window was the very widget whose status line says "drag files onto the tree". Proven by swizzling the NSView's dragging methods and toggling nothing but focus; the full hunt is in the log for commit that introduced this.
Three shapes of this fix failed first, each for a reason worth keeping:
- Parking when the drag enters is too late. The drag's source deactivated the app before the first enter, and the platform state that kills the drop is set by then.
clearFocus()at deactivation is in time but does nothing: focus-to-nobody leaves the platform's input state armed. Only a genuine handoff to another widget runs the full teardown.- Disabling input methods on the tree changes nothing — the poison is the focus itself, not the input context.
So focus is handed to a zero-size widget whose rect nothing can hit, and handed back on activation. An inactive window has no keyboard, so nothing is lost in between.
Source code in src/visualdynamics/gui/main_window.py
import_paths
¶
Import several files, reporting any failures once at the end.
Dropped images are not their own objects: they land together in the project's Photos object, created on first use.
Source code in src/visualdynamics/gui/main_window.py
save_test
¶
Save the whole project — every object, under its name — one file.
Source code in src/visualdynamics/gui/main_window.py
copy_selected
¶
Cmd/Ctrl+C in the tree: the selected objects onto the clipboard, as objects and as files.
Source code in src/visualdynamics/gui/main_window.py
paste_objects
¶
Cmd/Ctrl+V in the tree: whatever the clipboard holds that this tree can take.
save_selected
¶
Write the selected object, in whichever form is asked for.
One verb, because Save As and Export were the same act with two names — pick an object, pick a file, write it — and a user who wanted a UNV had to know that the second menu entry existed and that the first would not offer it.
The format is the dialog's file-type list, which is where a save
dialog has always asked. .vdyn is first because it is the only
form that comes back whole; the rest are what this particular
object can be written as, so a mode shape is never offered a
format that cannot hold one — said in the list rather than in an
error afterwards.
Source code in src/visualdynamics/gui/main_window.py
render_current
¶
Render everything selected: geometries overlay, curves share axes.
Source code in src/visualdynamics/gui/main_window.py
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name_object_group
¶
Name the object group member is in — asked in a dialog when
name is not given — and paint it on the bracket. The name is
what an ESCDF activity is called on export.
Source code in src/visualdynamics/gui/main_window.py
add_matches
¶
Commit the selected MAC squares to the matched modes for this pair of sets — the project creates or extends the object, links it to the Basis group, and keeps the MAC values that were displayed (a name-matched recompute would not reproduce a projected comparison).
Source code in src/visualdynamics/gui/main_window.py
compute_spectra
¶
Averaged spectra from the selected time history, one record per channel, added to the project beside it.
Source code in src/visualdynamics/gui/main_window.py
project_onto_basis
¶
The other set sampled at the Basis set's DOFs, added as a new object — the project does the projection and the linking.
Source code in src/visualdynamics/gui/main_window.py
transform_selection
¶
The selected record through the selected shape set — modal
responses from physical, or physical from modal — added to the
project by the verb a script calls. No pane and no preview: a
transform has no settings (Brandon, 2026-09-04), so it is an
act like Integrate, and the account it leaves is on the status
line and on the object's transform_report.
Source code in src/visualdynamics/gui/main_window.py
generate_typed_report
¶
Generate the reports the project's declared type calls for: one, or for a random-and-sine project a random report and a sine report (2026-10-05, when the combined report retired).
Source code in src/visualdynamics/gui/main_window.py
extract_sine_levels
¶
Each specification tone's level, read out of the recording and added beside it — the project verb, with the tree kept in step and the result selected so the comparison is one click.
Source code in src/visualdynamics/gui/main_window.py
compute_psds
¶
Averaged auto-power spectral densities from the selected time history, one record per channel, added beside it.
Source code in src/visualdynamics/gui/main_window.py
compute_octave
¶
A spectrum on proportional bands, added beside it — the Octave Bands panel's own act, making exactly the steps its preview draws with the spacing set beside them.
Source code in src/visualdynamics/gui/main_window.py
compute_frfs
¶
FRFs from the selected time history, added beside it.
Asks which estimator first. The three differ in where they assume the noise is — on the response, on the reference, or on both — and that is not something the data can say; it is a statement about the instrumentation, which the person who ran the test is the one holding.
The drives are the history's own excitation channels and the frames are the ones a PSD would use, so the FRFs, the PSDs and the multiple coherence beside them all describe one measurement.
Source code in src/visualdynamics/gui/main_window.py
compute_multiple_coherence
¶
Multiple coherence from the selected time history.
Over the same frames a PSD would be averaged from, so the two describe one measurement — the averaging view sets both.
With no averaging set at all, Project.compute_multiple_coherence
works one out and stores it on the history, the way the shock
calculator stores the events it detects. Storing it is the
point: a coherence that quietly averaged differently from the
PSD beside it would describe a different measurement, and the
whole reason it follows the averaging is so that it does not.
This says which of the two happened.
Source code in src/visualdynamics/gui/main_window.py
compute_srs
¶
Shock response spectra from the selected time history — one curve per channel per shock, added beside it.
The shocks come from the history itself, the way averaging does:
whatever the shock view has on it at the time. With none,
Project.compute_srs runs the detector first, so the calculator
answers rather than asking the user to go and find the events by
hand.
Source code in src/visualdynamics/gui/main_window.py
filter_data
¶
The selected time history through its filter, every
channel, added beside it. The settings are the history's own;
with none set, the suggestion is adopted — same contract as
Project.filter_data.
Source code in src/visualdynamics/gui/main_window.py
truncate_data
¶
The selected time history cut to its span, every channel, added beside it. The span is the history's own; with none set, this refuses and says where to set one — keeping the whole record is not an act, so there is no suggestion to adopt the way Filter Data adopts one.
Source code in src/visualdynamics/gui/main_window.py
generate_rigid_body_modes
¶
The six rigid-body mode shapes of the selected geometry, about the point the rigid-body pane shows, added to its group — the same verb a script calls, so provenance and the badge follow.
Source code in src/visualdynamics/gui/main_window.py
merge_nodes_act
¶
Make the selected geometry's coincident nodes one node — how planes meshed apart are tied where they meet. The tolerance is asked in the display unit.
Source code in src/visualdynamics/gui/main_window.py
new_geometry_act
¶
An empty geometry in the project, in the display length unit, selected so its bar offers Add Plane.
Source code in src/visualdynamics/gui/main_window.py
add_plane_act
¶
Plates typed into the selected geometry, in the pane beside
the view (MeshPanel, 2026-10-02): a center, widths with one at
zero, an element size; each Add the project's add_plane.
Source code in src/visualdynamics/gui/main_window.py
add_block_act
¶
Bricks typed into the selected geometry, in the same pane: a
center, three widths, an element size; each Add the project's
add_block.
close_mesh_pane
¶
Put the pane away, with the preview and the gizmo.
Source code in src/visualdynamics/gui/main_window.py
set_creator_name
¶
File → Creator Name…: the name an exported ESCDF file records as its creator, remembered between launches.
Source code in src/visualdynamics/gui/main_window.py
set_view_act
¶
Keep the view on screen as the selected geometry's default: how it and everything drawn on it open, in the app, the report and exported figures (Brandon, 2026-09-27).
Source code in src/visualdynamics/gui/main_window.py
solve_modes_act
¶
The normal modes of the selected geometry, built from its element groups' properties: the two numbers the solution takes are asked for once, and the shapes land in the geometry's group.
Source code in src/visualdynamics/gui/main_window.py
integrate_history
¶
One integration of the selected time history — acceleration to velocity, velocity to displacement — added beside it.
Source code in src/visualdynamics/gui/main_window.py
differentiate_history
¶
One differentiation of the selected time history — displacement to velocity, velocity to acceleration — added beside it.
Source code in src/visualdynamics/gui/main_window.py
compute_cpsds
¶
The full cross-spectral matrix from the selected time history — every channel against every channel — added beside it.
Source code in src/visualdynamics/gui/main_window.py
generate_report
¶
A new Report object from a starter template, opened to edit.
Templates bind symbolically — '@basis:Frf' and friends, resolved against the object groups at render time — so the report depends on the project's structure, never on what anyone named their objects.
Source code in src/visualdynamics/gui/main_window.py
export_report_template
¶
Write the selected report on its own, as a template another project can load — into the templates folder by default, which is where Generate Report looks.
Source code in src/visualdynamics/gui/main_window.py
reports_from_runs
¶
File → Reports from Runs…: visualdynamics.run_report over a
batch of controller runs, asked in a dialog and run with the
bar and Cancel.
Nothing in the open project is touched: each run is worked up in a project of its own, exactly as the script does it, and its report written to disk. The window's unit system is the one the reports are written in, so they read the way the window does.
Source code in src/visualdynamics/gui/main_window.py
export_report
¶
Write the selected report as one self-contained HTML file.
Source code in src/visualdynamics/gui/main_window.py
merge_selected
¶
Replace the selected objects with their combination.
Source code in src/visualdynamics/gui/main_window.py
start_modal_fit
¶
Fit real normal modes to the selected FRFs, one mode at a time.
The measured CMIF stays solid while the fit's synthesis climbs onto it dashed. A cursor sits on the largest residual peak, and the frequencies on screen are what narrow the search — zoom to say where to look, and the cursor rides the zoom rather than being left off-screen; the table beside the plot lists the fitted modes plus the pending one; Find Mode previews a fit at the cursor, Confirm Mode adopts it and moves to the next residual peak — the natural next mode, since a confirmed peak collapses. A co-selected shape set seeds the session and receives every change in place.
Source code in src/visualdynamics/gui/main_window.py
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refine_all_modes
¶
Re-fit every confirmed mode's residues together, poles held — see ModalFitSession.refine_residues for what this repairs.
Source code in src/visualdynamics/gui/main_window.py
find_next_mode
¶
Put the cursor on the next mode worth fitting.
The largest CMIF peak left in the residual, inside what the plot is showing — which is what Confirm already moves to once a mode is taken. This is that on its own, for hunting before committing to anything.
Source code in src/visualdynamics/gui/main_window.py
fit_pending_mode
¶
Fit at the cursor without confirming, and restate everything.
There is no button for this any more. Dragging fits as it goes and the MAC follows a moment after the cursor stops, so by the time anyone reached for Fit Mode the work was already done — the button was asking for something it had.
It stays as a method because it is the whole view restated at once, which a caller that changed something out of band still wants: a damping typed into the table, or a script driving the fit with no cursor to drag.