/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkRenderWindow.h

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
// .NAME vtkRenderWindow - create a window for renderers to draw into
// .SECTION Description
// vtkRenderWindow is an abstract object to specify the behavior of a
// rendering window. A rendering window is a window in a graphical user
// interface where renderers draw their images. Methods are provided to 
// synchronize the rendering process, set window size, and control double
// buffering.  The window also allows rendering in stereo.  The interlaced
// render stereo type is for output to a VRex stereo projector.  All of the
// odd horizontal lines are from the left eye, and the even lines are from
// the right eye.  The user has to make the render window aligned with the 
// VRex projector, or the eye will be swapped.

// .SECTION Caveats 
// In VTK versions 4 and later, the vtkWindowToImageFilter class is
// part of the canonical way to output an image of a window to a file
// (replacing the obsolete SaveImageAsPPM method for vtkRenderWindows
// that existed in 3.2 and earlier).  Connect one of these filters to
// the output of the window, and filter's output to a writer such as
// vtkPNGWriter.

// .SECTION see also
// vtkRenderer vtkRenderWindowInteractor vtkWindowToImageFilter

#ifndef __vtkRenderWindow_h
#define __vtkRenderWindow_h

#include "vtkWindow.h"

class vtkFloatArray;
class vtkRenderWindowInteractor;
class vtkRenderer;
class vtkRendererCollection;
class vtkUnsignedCharArray;

// lets define the different types of stereo
#define VTK_STEREO_CRYSTAL_EYES 1
#define VTK_STEREO_RED_BLUE     2
#define VTK_STEREO_INTERLACED   3
#define VTK_STEREO_LEFT         4
#define VTK_STEREO_RIGHT        5
#define VTK_STEREO_DRESDEN      6

#define VTK_CURSOR_DEFAULT  0
#define VTK_CURSOR_ARROW    1
#define VTK_CURSOR_SIZENE   2
#define VTK_CURSOR_SIZENW   3
#define VTK_CURSOR_SIZESW   4
#define VTK_CURSOR_SIZESE   5
#define VTK_CURSOR_SIZENS   6
#define VTK_CURSOR_SIZEWE   7
#define VTK_CURSOR_SIZEALL  8
#define VTK_CURSOR_HAND     9

class VTK_RENDERING_EXPORT vtkRenderWindow : public vtkWindow
{
public:
  vtkTypeRevisionMacro(vtkRenderWindow,vtkWindow);
  void PrintSelf(ostream& os, vtkIndent indent);

  // Description:
  // Construct an instance of  vtkRenderWindow with its screen size 
  // set to 300x300, borders turned on, positioned at (0,0), double 
  // buffering turned on.
  static vtkRenderWindow *New();

  // Description:
  // Add a renderer to the list of renderers.
  virtual void AddRenderer(vtkRenderer *);

  // Description:
  // Remove a renderer from the list of renderers.
  void RemoveRenderer(vtkRenderer *);

  // Description:
  // What rendering library has the user requested
  static const char *GetRenderLibrary();

  // Description:
  // Return the collection of renderers in the render window.
  vtkRendererCollection *GetRenderers() {return this->Renderers;};

  // Description:
  // Ask each renderer owned by this RenderWindow to render its image and 
  // synchronize this process.
  virtual void Render();

  // Description:
  // Initialize the rendering process.
  virtual void Start() = 0;
  
  // Description:
  // A termination method performed at the end of the rendering process
  // to do things like swapping buffers (if necessary) or similar actions.
  virtual void Frame() = 0;

  // Description:
  // Performed at the end of the rendering process to generate image.
  // This is typically done right before swapping buffers.
  virtual void CopyResultFrame();

  // Description:
  // Create an interactor to control renderers in this window. We need
  // to know what type of interactor to create, because we might be in
  // X Windows or MS Windows. 
  virtual vtkRenderWindowInteractor *MakeRenderWindowInteractor();

  // Description:
  // Hide or Show the mouse cursor, it is nice to be able to hide the
  // default cursor if you want VTK to display a 3D cursor instead.
  // Set cursor position in window (note that (0,0) is the lower left 
  // corner).
  virtual void HideCursor() = 0;
  virtual void ShowCursor() = 0;
  virtual void SetCursorPosition(int , int ) {};

  // Description:
  // Change the shape of the cursor
  vtkSetMacro(CurrentCursor,int);
  vtkGetMacro(CurrentCursor,int);

  // Description:
  // Turn on/off rendering full screen window size.
  virtual void SetFullScreen(int) = 0;
  vtkGetMacro(FullScreen,int);
  vtkBooleanMacro(FullScreen,int);

  // Description:
  // Turn on/off window manager borders. Typically, you shouldn't turn the 
  // borders off, because that bypasses the window manager and can cause
  // undesirable behavior.
  vtkSetMacro(Borders,int);
  vtkGetMacro(Borders,int);
  vtkBooleanMacro(Borders,int);

  // Description:
  // Prescribe that the window be created in a stereo-capable mode. This
  // method must be called before the window is realized. Default is off.
  vtkGetMacro(StereoCapableWindow,int);
  vtkBooleanMacro(StereoCapableWindow,int);
  virtual void SetStereoCapableWindow(int capable);

  // Description:
  // Turn on/off stereo rendering.
  vtkGetMacro(StereoRender,int);
  void SetStereoRender(int stereo);
  vtkBooleanMacro(StereoRender,int);

  // Description:
  // Turn on/off the use of alpha bitplanes.
  vtkSetMacro(AlphaBitPlanes, int);
  vtkGetMacro(AlphaBitPlanes, int);
  vtkBooleanMacro(AlphaBitPlanes, int);
  
  // Description:
  // Turn on/off point smoothing. Default is off.
  // This must be applied before the first Render.
  vtkSetMacro(PointSmoothing,int);
  vtkGetMacro(PointSmoothing,int);
  vtkBooleanMacro(PointSmoothing,int);

  // Description:
  // Turn on/off line smoothing. Default is off.
  // This must be applied before the first Render.
  vtkSetMacro(LineSmoothing,int);
  vtkGetMacro(LineSmoothing,int);
  vtkBooleanMacro(LineSmoothing,int);

  // Description:
  // Turn on/off polygon smoothing. Default is off.
  // This must be applied before the first Render.
  vtkSetMacro(PolygonSmoothing,int);
  vtkGetMacro(PolygonSmoothing,int);
  vtkBooleanMacro(PolygonSmoothing,int);

  // Description:
  // Set/Get what type of stereo rendering to use.
  vtkGetMacro(StereoType,int);
  vtkSetMacro(StereoType,int);
  void SetStereoTypeToCrystalEyes() 
    {this->SetStereoType(VTK_STEREO_CRYSTAL_EYES);};
  void SetStereoTypeToRedBlue() 
    {this->SetStereoType(VTK_STEREO_RED_BLUE);};
  void SetStereoTypeToInterlaced() 
    {this->SetStereoType(VTK_STEREO_INTERLACED);};
  void SetStereoTypeToLeft() 
    {this->SetStereoType(VTK_STEREO_LEFT);};
  void SetStereoTypeToRight() 
    {this->SetStereoType(VTK_STEREO_RIGHT);};
  void SetStereoTypeToDresden() 
    {this->SetStereoType(VTK_STEREO_DRESDEN);};  
  char *GetStereoTypeAsString();

  // Description:
  // Update the system, if needed, due to stereo rendering. For some stereo 
  // methods, subclasses might need to switch some hardware settings here.
  virtual void StereoUpdate();

  // Description:
  // Intermediate method performs operations required between the rendering
  // of the left and right eye.
  virtual void StereoMidpoint();

  // Description:
  // Handles work required once both views have been rendered when using
  // stereo rendering.
  virtual void StereoRenderComplete();

  // Description:
  // Remap the rendering window. This probably only works on UNIX right now.
  // It is useful for changing properties that can't normally be changed
  // once the window is up.
  virtual void WindowRemap() = 0;
  
  // Description:
  // Turn on/off buffer swapping between images. 
  vtkSetMacro(SwapBuffers,int);
  vtkGetMacro(SwapBuffers,int);
  vtkBooleanMacro(SwapBuffers,int);
  
  // Description:
  // Set/Get the pixel data of an image, transmitted as RGBRGBRGB. The
  // front argument indicates if the front buffer should be used or the back 
  // buffer. It is the caller's responsibility to delete the resulting 
  // array. It is very important to realize that the memory in this array
  // is organized from the bottom of the window to the top. The origin
  // of the screen is in the lower left corner. The y axis increases as
  // you go up the screen. So the storage of pixels is from left to right
  // and from bottom to top.
  virtual int SetPixelData(int, int, int, int, unsigned char *,int) = 0;
  virtual int SetPixelData(int, int, int, int, vtkUnsignedCharArray*,
                           int ) = 0;

  // Description:
  // Same as Get/SetPixelData except that the image also contains an alpha
  // component. The image is transmitted as RGBARGBARGBA... each of which is a
  // float value. The "blend" parameter controls whether the SetRGBAPixelData
  // method blends the data with the previous contents of the frame buffer
  // or completely replaces the frame buffer data.
  virtual float *GetRGBAPixelData(int ,int ,int ,int ,int ) = 0;
  virtual int GetRGBAPixelData(int, int, int, int, int, vtkFloatArray* ) = 0;
  virtual int SetRGBAPixelData(int ,int ,int ,int ,float *,int,
                               int blend=0) = 0;
  virtual int SetRGBAPixelData(int, int, int, int, vtkFloatArray*,
                               int, int blend=0) = 0;
  virtual void ReleaseRGBAPixelData(float *data)=0;
  virtual unsigned char *GetRGBACharPixelData(int ,int ,int ,int ,int ) = 0;
  virtual int GetRGBACharPixelData(int ,int, int, int, int,
                                   vtkUnsignedCharArray*) = 0;
  virtual int SetRGBACharPixelData(int ,int ,int ,int ,unsigned char *, int,
                                   int blend=0) = 0;
  virtual int SetRGBACharPixelData(int, int, int, int,
                                   vtkUnsignedCharArray *,
                                   int, int blend=0) = 0;

  // Description:
  // Set/Get the zbuffer data from the frame buffer.
  virtual float *GetZbufferData(int, int, int, int ) = 0;
  virtual int GetZbufferData( int, int, int, int, vtkFloatArray*) = 0;
  virtual int SetZbufferData(int, int, int, int, float *) = 0;
  virtual int SetZbufferData( int, int, int, int, vtkFloatArray * ) = 0;

  // Description:
  // Set the number of frames for doing antialiasing. The default is
  // zero. Typically five or six will yield reasonable results without
  // taking too long.
  vtkGetMacro(AAFrames,int);
  vtkSetMacro(AAFrames,int);

  // Description:
  // Set the number of frames for doing focal depth. The default is zero.
  // Depending on how your scene is organized you can get away with as
  // few as four frames for focal depth or you might need thirty.
  // One thing to note is that if you are using focal depth frames,
  // then you will not need many (if any) frames for antialiasing. 
  vtkGetMacro(FDFrames,int);
  vtkSetMacro(FDFrames,int);

  // Description:
  // Set the number of sub frames for doing motion blur. The default is zero.
  // Once this is set greater than one, you will no longer see a new frame
  // for every Render().  If you set this to five, you will need to do 
  // five Render() invocations before seeing the result. This isn't
  // very impressive unless something is changing between the Renders.
  // Changing this value may reset the current subframe count.
  vtkGetMacro(SubFrames,int);
  virtual void SetSubFrames(int subFrames);

  // Description:
  // This flag is set if the window hasn't rendered since it was created
  vtkGetMacro(NeverRendered,int);

  // Description:
  // This is a flag that can be set to interrupt a rendering that is in
  // progress.
  vtkGetMacro(AbortRender,int);
  vtkSetMacro(AbortRender,int);
  vtkGetMacro(InAbortCheck,int);
  vtkSetMacro(InAbortCheck,int);
  virtual int CheckAbortStatus();

  vtkGetMacro(IsPicking,int);
  vtkSetMacro(IsPicking,int);
  vtkBooleanMacro(IsPicking,int);
  
  // Description:
  // Check to see if a mouse button has been pressed.  All other events
  // are ignored by this method.  Ideally, you want to abort the render
  // on any event which causes the DesiredUpdateRate to switch from
  // a high-quality rate to a more interactive rate.  
  virtual int GetEventPending() = 0;

  // Description:
  // Are we rendering at the moment
  virtual int  CheckInRenderStatus() { return this->InRender; }

  // Description:
  // Clear status (after an exception was thrown for example)
  virtual void ClearInRenderStatus() { this->InRender = 0; }

  // Description:
  // Set/Get the desired update rate. This is used with
  // the vtkLODActor class. When using level of detail actors you
  // need to specify what update rate you require. The LODActors then
  // will pick the correct resolution to meet your desired update rate
  // in frames per second. A value of zero indicates that they can use
  // all the time they want to.
  void SetDesiredUpdateRate(double);
  vtkGetMacro(DesiredUpdateRate,double);

  // Description:
  // Get the number of layers for renderers.  Each renderer should have
  // its layer set individually.  Some algorithms iterate through all layers,
  // so it is not wise to set the number of layers to be exorbitantly large
  // (say bigger than 100).
  vtkGetMacro(NumberOfLayers, int);
  vtkSetClampMacro(NumberOfLayers, int, 1, VTK_LARGE_INTEGER);

  // Description:
  // Get the interactor associated with this render window
  vtkGetObjectMacro(Interactor,vtkRenderWindowInteractor);

  // Description:
  // Set the interactor to the render window
  void SetInteractor(vtkRenderWindowInteractor *);

  // Description:
  // This Method detects loops of RenderWindow<->Interactor,
  // so objects are freed properly.
  virtual void UnRegister(vtkObjectBase *o);
  
  // Description:
  // Dummy stubs for vtkWindow API.
  virtual void SetDisplayId(void *) = 0;
  virtual void SetWindowId(void *)  = 0;
  virtual void SetNextWindowId(void *) = 0;
  virtual void SetParentId(void *)  = 0;
  virtual void *GetGenericDisplayId() = 0;
  virtual void *GetGenericWindowId() = 0;
  virtual void *GetGenericParentId() = 0;
  virtual void *GetGenericContext() = 0;
  virtual void *GetGenericDrawable() = 0;
  virtual void SetWindowInfo(char *) = 0;
  virtual void SetNextWindowInfo(char *) = 0;
  virtual void SetParentInfo(char *) = 0;

  // Description:
  // Make this the current window. 
  virtual void MakeCurrent() = 0;

  // Description:
  // If called, allow MakeCurrent() to skip cache-check when called.
  // MakeCurrent() reverts to original behavior of cache-checking
  // on the next render.
  virtual void SetForceMakeCurrent() {};

  // Description:
  // Get report of capabilities for the render window
  virtual const char *ReportCapabilities() { return "Not Implemented";};

  // Description:
  // Does this render window support OpenGL? 0-false, 1-true
  virtual int SupportsOpenGL() { return 0;};

  // Description:
  // Is this render window using hardware acceleration? 0-false, 1-true
  virtual int IsDirect() { return 0;};

  // Description:
  // This method should be defined by the subclass. How many bits of
  // precision are there in the zbuffer?
  virtual int GetDepthBufferSize() = 0;

protected:
  vtkRenderWindow();
  ~vtkRenderWindow();

  virtual void DoStereoRender();
  virtual void DoFDRender();
  virtual void DoAARender();

  vtkRendererCollection *Renderers;
  int Borders;
  int FullScreen;
  int OldScreen[5];
  int PointSmoothing;
  int LineSmoothing;
  int PolygonSmoothing;
  int StereoRender;
  int StereoType;
  int StereoStatus; // used for keeping track of what's going on
  int StereoCapableWindow;
  int AlphaBitPlanes;
  vtkRenderWindowInteractor *Interactor;
  unsigned char* StereoBuffer; // used for red blue stereo
  float *AccumulationBuffer;   // used for many techniques
  unsigned int AccumulationBufferSize;
  int AAFrames;
  int FDFrames;
  int SubFrames;               // number of sub frames
  int CurrentSubFrame;         // what one are we on
  unsigned char *ResultFrame;  // used for any non immediate rendering
  int   SwapBuffers;
  double DesiredUpdateRate;
  int   AbortRender;
  int   InAbortCheck;
  int   InRender;
  int   NeverRendered;
  int   NumberOfLayers;
  int CurrentCursor;
  int IsPicking;

private:
  vtkRenderWindow(const vtkRenderWindow&);  // Not implemented.
  void operator=(const vtkRenderWindow&);  // Not implemented.
};

// Description:
// Return the stereo type as a character string.
inline char *vtkRenderWindow::GetStereoTypeAsString(void)
{
  switch ( this->StereoType )
    {
    case VTK_STEREO_CRYSTAL_EYES:
      return (char *)"CrystalEyes";
    case VTK_STEREO_RED_BLUE:
      return (char *)"RedBlue";
    case VTK_STEREO_LEFT:
      return (char *)"Left";
    case VTK_STEREO_RIGHT:
      return (char *)"Right";
    case VTK_STEREO_DRESDEN:
      return (char *)"DresdenDisplay";
    default:
      return (char *)"";
    }
}

#endif


