/*
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file KX_MouseFocusSensor.h
 *  \ingroup ketsji
 *  \brief KX_MouseFocusSensor determines mouse in/out/over events.
 */

#ifndef __KX_MOUSEFOCUSSENSOR_H__
#define __KX_MOUSEFOCUSSENSOR_H__

#include "SCA_MouseSensor.h"

class KX_RayCast;

/**
 * The mouse focus sensor extends the basic SCA_MouseSensor. It has
 * been placed in KX because it needs access to the rasterizer and
 * SuMO.
 *
 * - extend the valid modes?
 * - */
class KX_MouseFocusSensor : public SCA_MouseSensor
{

	Py_Header
	
 public:
	
	KX_MouseFocusSensor(class SCA_MouseManager* eventmgr,
						int startx,
						int starty,
						short int mousemode,
						int focusmode,
						bool bTouchPulse,
						const STR_String& propname,
						bool bFindMaterial,
						bool bXRay,
						KX_Scene* kxscene,
						KX_KetsjiEngine* kxengine,
						SCA_IObject* gameobj);

	virtual ~KX_MouseFocusSensor() { }
	virtual CValue* GetReplica() {
		CValue* replica = new KX_MouseFocusSensor(*this);
		// this will copy properties and so on...
		replica->ProcessReplica();
		return replica;
	};

	virtual void Replace_IScene(SCA_IScene *val)
	{
		m_kxscene= static_cast<KX_Scene *>(val);
	};


	/**
	 * \attention Overrides default evaluate. 
	 */
	virtual bool Evaluate();
	virtual void Init();

	virtual bool IsPositiveTrigger() {
		bool result = m_positive_event;
		if (m_invert) result = !result;
		return result;
	};

	bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
	bool NeedRayCast(KX_ClientObjectInfo* client);
	
	const MT_Point3& RaySource() const;
	const MT_Point3& RayTarget() const;
	const MT_Point3& HitPosition() const;
	const MT_Vector3& HitNormal() const;
	const MT_Vector2& HitUV() const;
	
#ifdef WITH_PYTHON

	/* --------------------------------------------------------------------- */
	/* Python interface ---------------------------------------------------- */
	/* --------------------------------------------------------------------- */

	/* attributes */
	static PyObject*	pyattr_get_ray_source(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
	static PyObject*	pyattr_get_ray_target(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
	static PyObject*	pyattr_get_ray_direction(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
	static PyObject*	pyattr_get_hit_object(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
	static PyObject*	pyattr_get_hit_position(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
	static PyObject*	pyattr_get_hit_normal(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
	static PyObject*	pyattr_get_hit_uv(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
		
#endif  /* WITH_PYTHON */

	/* --------------------------------------------------------------------- */
	SCA_IObject*	m_hitObject;
	void*			m_hitObject_Last; /* only use for comparison, never access */

 private:
	/**
	 * The focus mode. 1 for handling focus, 0 for not handling, 2 for focus on any object
	 */
	int	m_focusmode;

	/**
	 * Flags whether the previous test showed a mouse-over.
	 */
	bool m_mouse_over_in_previous_frame;

	/**
	 * Flags whether changes in hit object should trigger a pulse
	 */
	bool m_bTouchPulse;
	
	/**
	 * Flags get through other objects
	 */
	bool m_bXRay;

	/**
	 * Flags material
	 */
	bool m_bFindMaterial;

	/**
	 * Property or material name
	 */
	STR_String m_propertyname;

	/**
	 * Flags whether the previous test evaluated positive.
	 */
	bool m_positive_event;

	/**
	 * Tests whether the object is in mouse focus for this camera
	 */
	bool ParentObjectHasFocusCamera(KX_Camera *cam);
	
	/**
	 * Tests whether the object is in mouse focus in this scene.
	 */
	bool ParentObjectHasFocus(void);

	/**
	 * (in game world coordinates) the place where the object was hit.
	 */
	MT_Point3        m_hitPosition;

	/**
	 * (in game world coordinates) the position to which to shoot the ray.
	 */
	MT_Point3        m_prevTargetPoint;

	/**
	 * (in game world coordinates) the position from which to shoot the ray.
	 */
	MT_Point3        m_prevSourcePoint;

	/**
	 * (in game world coordinates) the face normal of the vertex where
	 * the object was hit.  */
	MT_Vector3       m_hitNormal;

	/**
	 * UV texture coordinate of the hit point if any, (0,0) otherwise
	 */
	MT_Vector2       m_hitUV;

	/**
	 * The KX scene that holds the camera. The camera position
	 * determines a part of the start location of the picking ray.  */
	KX_Scene* m_kxscene;

	/**
	 * The KX engine is needed for computing the viewport */
	KX_KetsjiEngine* m_kxengine;
};

#endif  /* __KX_MOUSESENSOR */
