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

  Program:   Visualization Toolkit
  Module:    vtkXOpenGLRenderWindow.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 vtkXOpenGLRenderWindow - OpenGL rendering window
// .SECTION Description
// vtkXOpenGLRenderWindow is a concrete implementation of the abstract class
// vtkRenderWindow. vtkOpenGLRenderer interfaces to the OpenGL graphics
// library. Application programmers should normally use vtkRenderWindow
// instead of the OpenGL specific version.

#ifndef vtkXOpenGLRenderWindow_h
#define vtkXOpenGLRenderWindow_h

#include "vtkRenderingOpenGL2Module.h" // For export macro
#include <stack> // for ivar
#include "vtkOpenGLRenderWindow.h"
#include <X11/Xlib.h> // Needed for X types used in the public interface
#include <X11/Xutil.h> // Needed for X types used in the public interface

class vtkIdList;
class vtkXOpenGLRenderWindowInternal;

class VTKRENDERINGOPENGL2_EXPORT vtkXOpenGLRenderWindow : public vtkOpenGLRenderWindow
{
public:
  static vtkXOpenGLRenderWindow *New();
  vtkTypeMacro(vtkXOpenGLRenderWindow, vtkOpenGLRenderWindow);
  void PrintSelf(ostream& os, vtkIndent indent);

  // Description:
  // Begin the rendering process.
  virtual void Start(void);

  // Description:
  // End the rendering process and display the image.
  virtual void Frame(void);

  // Description:
  // Initialize the window for rendering.
  virtual void WindowInitialize(void);

  // Description:
  // Initialize the rendering window.  This will setup all system-specific
  // resources.  This method and Finalize() must be symmetric and it
  // should be possible to call them multiple times, even changing WindowId
  // in-between.  This is what WindowRemap does.
  virtual void Initialize(void);

  // Description:
  // "Deinitialize" the rendering window.  This will shutdown all system-specific
  // resources.  After having called this, it should be possible to destroy
  // a window that was used for a SetWindowId() call without any ill effects.
  virtual void Finalize(void);

  // Description:
  // Change the window to fill the entire screen.
  virtual void SetFullScreen(int);

  // Description:
  // Resize the window.
  virtual void WindowRemap(void);

  // Description:
  // Set the preferred window size to full screen.
  virtual void PrefFullScreen(void);

  // Description:
  // Specify the size of the rendering window in pixels.
  virtual void SetSize(int,int);
  virtual void SetSize(int a[2]) {this->SetSize(a[0], a[1]);}

  // Description:
  // Get the X properties of an ideal rendering window.
  virtual Colormap GetDesiredColormap();
  virtual Visual  *GetDesiredVisual();
  virtual XVisualInfo     *GetDesiredVisualInfo();
  virtual int      GetDesiredDepth();

  // Description:
  // Prescribe that the window be created in a stereo-capable mode. This
  // method must be called before the window is realized. This method
  // overrides the superclass method since this class can actually check
  // whether the window has been realized yet.
  virtual void SetStereoCapableWindow(int capable);

  // Description:
  // Make this window the current OpenGL context.
  void MakeCurrent();

  // Description:
  // Tells if this window is the current OpenGL context for the calling thread.
  virtual bool IsCurrent();

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

  // Description:
  // Get report of capabilities for the render window
  const char *ReportCapabilities();

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

  // Description:
  // Xwindow get set functions
  virtual void *GetGenericDisplayId()
    {
      return this->GetDisplayId();
    }

  virtual void *GetGenericWindowId();
  virtual void *GetGenericParentId()
    {
      return reinterpret_cast<void *>(this->ParentId);
    }

  virtual void *GetGenericContext();
  virtual void *GetGenericDrawable()
    {
      return reinterpret_cast<void *>(this->WindowId);
    }

  // Description:
  // Get the current size of the screen in pixels.
  virtual int     *GetScreenSize();

  // Description:
  // Get the position in screen coordinates (pixels) of the window.
  virtual int     *GetPosition();

  // Description:
  // Get this RenderWindow's X display id.
  Display *GetDisplayId();

  // Description:
  // Set the X display id for this RenderWindow to use to a pre-existing
  // X display id.
  void     SetDisplayId(Display *);
  void     SetDisplayId(void *);

  // Description:
  // Get this RenderWindow's parent X window id.
  Window   GetParentId();

  // Description:
  // Sets the parent of the window that WILL BE created.
  void     SetParentId(Window);
  void     SetParentId(void *);

  // Description:
  // Get this RenderWindow's X window id.
  Window   GetWindowId();

  // Description:
  // Set this RenderWindow's X window id to a pre-existing window.
  void     SetWindowId(Window);
  void     SetWindowId(void *);

  // Description:
  // Specify the X window id to use if a WindowRemap is done.
  void     SetNextWindowId(Window);

  // Description:
  // Set the window id of the new window once a WindowRemap is done.
  // This is the generic prototype as required by the vtkRenderWindow
  // parent.
  void     SetNextWindowId(void *);

  void     SetWindowName(const char *);

  // Description:
  // Initialize the render window from the information associated
  // with the currently activated OpenGL context.
  virtual bool InitializeFromCurrentContext();

  // Description:
  // Move the window to a new position on the display.
  void     SetPosition(int,int);
  void     SetPosition(int a[2]) {this->SetPosition(a[0], a[1]);};

  // 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.
  void HideCursor();
  void ShowCursor();

  // Description:
  // Change the shape of the cursor
  virtual void SetCurrentCursor(int);

  // Description:
  // Check to see if a mouse button has been pressed or mouse wheel activated.
  // All other events are ignored by this method.
  // This is a useful check to abort a long render.
  virtual  int GetEventPending();

  // Description:
  // Set this RenderWindow's X window id to a pre-existing window.
  void     SetWindowInfo(char *info);

  // Description:
  // Set the window info that will be used after WindowRemap()
  void     SetNextWindowInfo(char *info);

  // Description:
  // Sets the X window id of the window that WILL BE created.
  void     SetParentInfo(char *info);

  // Description:
  // This computes the size of the render window
  // before calling the supper classes render
  void Render();

  // Description:
  // Render without displaying the window.
  void SetOffScreenRendering(int i);

  // Description
  // Ability to push and pop this window's context
  // as the current context. The idea being to
  // if needed make this window's context current
  // and when done releasing resources restore
  // the prior context
  virtual void PushContext();
  virtual void PopContext();

protected:
  vtkXOpenGLRenderWindow();
  ~vtkXOpenGLRenderWindow();

  vtkXOpenGLRenderWindowInternal *Internal;

  Window   ParentId;
  Window   WindowId;
  Window   NextWindowId;
  Display *DisplayId;
  Colormap ColorMap;
  int      OwnWindow;
  int      OwnDisplay;
  int      ScreenSize[2];
  int      CursorHidden;
  int      ForceMakeCurrent;
  int      UsingHardware;
  char    *Capabilities;

  std::stack<Display *> DisplayStack;
  std::stack<Drawable> DrawableStack;
  std::stack<void *> ContextStack;

  // we must keep track of the cursors we are using
  Cursor XCCrosshair;
  Cursor XCArrow;
  Cursor XCSizeAll;
  Cursor XCSizeNS;
  Cursor XCSizeWE;
  Cursor XCSizeNE;
  Cursor XCSizeNW;
  Cursor XCSizeSE;
  Cursor XCSizeSW;
  Cursor XCHand;


  void CreateAWindow();
  void DestroyWindow();
  void CreateOffScreenWindow(int width, int height);
  void DestroyOffScreenWindow();
  void ResizeOffScreenWindow(int width, int height);
  void CloseDisplay();


private:
  vtkXOpenGLRenderWindow(const vtkXOpenGLRenderWindow&) VTK_DELETE_FUNCTION;
  void operator=(const vtkXOpenGLRenderWindow&) VTK_DELETE_FUNCTION;
};



#endif
