/****************************************************************************

 Copyright (C) 2002-2014 Gilles Debunne. All rights reserved.

 This file is part of the QGLViewer library version 2.8.0.

 http://www.libqglviewer.com - contact@libqglviewer.com

 This file may be used under the terms of the GNU General Public License 
 versions 2.0 or 3.0 as published by the Free Software Foundation and
 appearing in the LICENSE file included in the packaging of this file.
 In addition, as a special exception, Gilles Debunne gives you certain 
 additional rights, described in the file GPL_EXCEPTION in this package.

 libQGLViewer uses dual licensing. Commercial/proprietary software must
 purchase a libQGLViewer Commercial License.

 This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
 WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.

*****************************************************************************/

#ifndef QGLVIEWER_MANIPULATED_FRAME_H
#define QGLVIEWER_MANIPULATED_FRAME_H

#include "frame.h"
#include "mouseGrabber.h"
#include "qglviewer.h"

#include <QDateTime>
#include <QString>
#include <QElapsedTimer>

namespace qglviewer {
/*! \brief A ManipulatedFrame is a Frame that can be rotated and translated
  using the mouse. \class ManipulatedFrame manipulatedFrame.h
  QGLViewer/manipulatedFrame.h

  It converts the mouse motion into a translation and an orientation updates. A
  ManipulatedFrame is used to move an object in the scene. Combined with object
  selection, its MouseGrabber properties and a dynamic update of the scene, the
  ManipulatedFrame introduces a great reactivity in your applications.

  A ManipulatedFrame is attached to a QGLViewer using
  QGLViewer::setManipulatedFrame(): \code init() { setManipulatedFrame( new
  ManipulatedFrame() ); }

  draw()
  {
        glPushMatrix();
        glMultMatrixd(manipulatedFrame()->matrix());
        // draw the manipulated object here
        glPopMatrix();
  }
  \endcode
  See the <a href="../examples/manipulatedFrame.html">manipulatedFrame
  example</a> for a complete application.

  Mouse events are normally sent to the QGLViewer::camera(). You have to press
  the QGLViewer::FRAME state key (default is \c Control) to move the
  QGLViewer::manipulatedFrame() instead. See the <a href="../mouse.html">mouse
  page</a> for a description of mouse button bindings.

  <h3>Inherited functionalities</h3>

  A ManipulatedFrame is an overloaded instance of a Frame. The powerful
  coordinate system transformation functions (Frame::coordinatesOf(),
  Frame::transformOf(), ...) can hence be applied to a ManipulatedFrame.

  A ManipulatedFrame is also a MouseGrabber. If the mouse cursor gets within a
  distance of 10 pixels from the projected position of the ManipulatedFrame, the
  ManipulatedFrame becomes the new QGLViewer::mouseGrabber(). It can then be
  manipulated directly, without any specific state key, object selection or GUI
  intervention. This is very convenient to directly move some objects in the
  scene (typically a light). See the <a
  href="../examples/mouseGrabber.html">mouseGrabber example</a> as an
  illustration. Note that QWidget::setMouseTracking() needs to be enabled in
  order to use this feature (see the MouseGrabber documentation).

  <h3>Advanced functionalities</h3>

  A QGLViewer can handle at most one ManipulatedFrame at a time. If you want to
  move several objects in the scene, you simply have to keep a list of the
  different ManipulatedFrames, and to activate the right one (using
  QGLViewer::setManipulatedFrame()) when needed. This can for instance be done
  according to an object selection: see the <a href="../examples/luxo.html">luxo
  example</a> for an illustration.

  When the ManipulatedFrame is being manipulated using the mouse (mouse pressed
  and not yet released), isManipulated() returns \c true. This might be used to
  trigger a specific action or display (as is done with QGLViewer::fastDraw()).

  The ManipulatedFrame also emits a manipulated() signal each time its state is
  modified by the mouse. This signal is automatically connected to the
  QGLViewer::update() slot when the ManipulatedFrame is attached to a viewer
  using QGLViewer::setManipulatedFrame().

  You can make the ManipulatedFrame spin() if you release the rotation mouse
  button while moving the mouse fast enough (see spinningSensitivity()). See
  also translationSensitivity() and rotationSensitivity() for sensitivity
  tuning. \nosubgrouping */
class QGLVIEWER_EXPORT ManipulatedFrame : public Frame, public MouseGrabber {
#ifndef DOXYGEN
  friend class Camera;
  friend class ::QGLViewer;
#endif

  Q_OBJECT

public:
  ManipulatedFrame();
  /*! Virtual destructor. Empty. */
  virtual ~ManipulatedFrame() {}

  ManipulatedFrame(const ManipulatedFrame &mf);
  ManipulatedFrame &operator=(const ManipulatedFrame &mf);

Q_SIGNALS:
  /*! This signal is emitted when ever the ManipulatedFrame is manipulated (i.e.
  rotated or translated) using the mouse. Connect this signal to any object that
  should be notified.

  Note that this signal is automatically connected to the QGLViewer::update()
  slot, when the ManipulatedFrame is attached to a viewer using
  QGLViewer::setManipulatedFrame(), which is probably all you need.

  Use the QGLViewer::QGLViewerPool() if you need to connect this signal to all
  the viewers.

  See also the spun(), modified(), interpolated() and
  KeyFrameInterpolator::interpolated() signals' documentations. */
  void manipulated();

  /*! This signal is emitted when the ManipulatedFrame isSpinning().

  Note that for the QGLViewer::manipulatedFrame(), this signal is automatically
  connected to the QGLViewer::update() slot.

  Connect this signal to any object that should be notified. Use the
  QGLViewer::QGLViewerPool() if you need to connect this signal to all the
  viewers.

  See also the manipulated(), modified(), interpolated() and
  KeyFrameInterpolator::interpolated() signals' documentations. */
  void spun();

  /*! @name Manipulation sensitivity */
  //@{
public Q_SLOTS:
  /*! Defines the rotationSensitivity(). */
  void setRotationSensitivity(qreal sensitivity) {
    rotationSensitivity_ = sensitivity;
  }
  /*! Defines the translationSensitivity(). */
  void setTranslationSensitivity(qreal sensitivity) {
    translationSensitivity_ = sensitivity;
  }
  /*! Defines the spinningSensitivity(), in pixels per milliseconds. */
  void setSpinningSensitivity(qreal sensitivity) {
    spinningSensitivity_ = sensitivity;
  }
  /*! Defines the wheelSensitivity(). */
  void setWheelSensitivity(qreal sensitivity) {
    wheelSensitivity_ = sensitivity;
  }
  /*! Defines the zoomSensitivity(). */
  void setZoomSensitivity(qreal sensitivity) { zoomSensitivity_ = sensitivity; }

public:
  /*! Returns the influence of a mouse displacement on the ManipulatedFrame
  rotation.

  Default value is 1.0. With an identical mouse displacement, a higher value
  will generate a larger rotation (and inversely for lower values). A 0.0 value
  will forbid ManipulatedFrame mouse rotation (see also constraint()).

  See also setRotationSensitivity(), translationSensitivity(),
  spinningSensitivity() and wheelSensitivity(). */
  qreal rotationSensitivity() const { return rotationSensitivity_; }
  /*! Returns the influence of a mouse displacement on the ManipulatedFrame
  translation.

  Default value is 1.0. You should not have to modify this value, since with 1.0
  the ManipulatedFrame precisely stays under the mouse cursor.

  With an identical mouse displacement, a higher value will generate a larger
  translation (and inversely for lower values). A 0.0 value will forbid
  ManipulatedFrame mouse translation (see also constraint()).

  \note When the ManipulatedFrame is used to move a \e Camera (see the
  ManipulatedCameraFrame class documentation), after zooming on a small region
  of your scene, the camera may translate too fast. For a camera, it is the
  Camera::pivotPoint() that exactly matches the mouse displacement. Hence,
  instead of changing the translationSensitivity(), solve the problem by
  (temporarily) setting the Camera::pivotPoint() to a point on the zoomed region
  (see the QGLViewer::RAP_FROM_PIXEL mouse binding in the <a
  href="../mouse.html">mouse page</a>).

  See also setTranslationSensitivity(), rotationSensitivity(),
  spinningSensitivity() and wheelSensitivity(). */
  qreal translationSensitivity() const { return translationSensitivity_; }
  /*! Returns the minimum mouse speed required (at button release) to make the
  ManipulatedFrame spin().

  See spin(), spinningQuaternion() and startSpinning() for details.

  Mouse speed is expressed in pixels per milliseconds. Default value is 0.3 (300
  pixels per second). Use setSpinningSensitivity() to tune this value. A higher
  value will make spinning more difficult (a value of 100.0 forbids spinning in
  practice).

  See also setSpinningSensitivity(), translationSensitivity(),
  rotationSensitivity() and wheelSensitivity(). */
  qreal spinningSensitivity() const { return spinningSensitivity_; }

  /*! Returns the zoom sensitivity.

  Default value is 1.0. A higher value will make the zoom faster.
  Use a negative value to invert the zoom in and out directions.

  See also setZoomSensitivity(), translationSensitivity(), rotationSensitivity()
  wheelSensitivity() and spinningSensitivity(). */
  qreal zoomSensitivity() const { return zoomSensitivity_; }
  /*! Returns the mouse wheel sensitivity.

  Default value is 1.0. A higher value will make the wheel action more efficient
  (usually meaning a faster zoom). Use a negative value to invert the zoom in
  and out directions.

  See also setWheelSensitivity(), translationSensitivity(),
  rotationSensitivity() zoomSensitivity() and spinningSensitivity(). */
  qreal wheelSensitivity() const { return wheelSensitivity_; }
  //@}

  /*! @name Spinning */
  //@{
public:
  /*! Returns \c true when the ManipulatedFrame is spinning.

  During spinning, spin() rotates the ManipulatedFrame by its
  spinningQuaternion() at a frequency defined when the ManipulatedFrame
  startSpinning().

  Use startSpinning() and stopSpinning() to change this state. Default value is
  \c false. */
  bool isSpinning() const { return isSpinning_; }
  /*! Returns the incremental rotation that is applied by spin() to the
   ManipulatedFrame orientation when it isSpinning().

   Default value is a null rotation (identity Quaternion). Use
   setSpinningQuaternion() to change this value.

   The spinningQuaternion() axis is defined in the ManipulatedFrame coordinate
   system. You can use Frame::transformOfFrom() to convert this axis from an
   other Frame coordinate system. */
  Quaternion spinningQuaternion() const { return spinningQuaternion_; }
public Q_SLOTS:
  /*! Defines the spinningQuaternion(). Its axis is defined in the
  ManipulatedFrame coordinate system. */
  void setSpinningQuaternion(const Quaternion &spinningQuaternion) {
    spinningQuaternion_ = spinningQuaternion;
  }
  virtual void startSpinning(int updateInterval);
  /*! Stops the spinning motion started using startSpinning(). isSpinning() will
    return \c false after this call. */
  virtual void stopSpinning() {
    spinningTimer_.stop();
    isSpinning_ = false;
  }
protected Q_SLOTS:
  virtual void spin();
private Q_SLOTS:
  void spinUpdate();
  //@}

  /*! @name Mouse event handlers */
  //@{
protected:
  virtual void mousePressEvent(QMouseEvent *const event, Camera *const camera);
  virtual void mouseMoveEvent(QMouseEvent *const event, Camera *const camera);
  virtual void mouseReleaseEvent(QMouseEvent *const event,
                                 Camera *const camera);
  virtual void mouseDoubleClickEvent(QMouseEvent *const event,
                                     Camera *const camera);
  virtual void wheelEvent(QWheelEvent *const event, Camera *const camera);
  //@}

public:
  /*! @name Current state */
  //@{
  bool isManipulated() const;
  /*! Returns the \c MouseAction currently applied to this ManipulatedFrame.

    Will return QGLViewer::NO_MOUSE_ACTION unless a mouse button is being
   pressed and has been bound to this QGLViewer::MouseHandler.

   The binding between mouse buttons and key modifiers and MouseAction is set
   using QGLViewer::setMouseBinding(Qt::Key key, Qt::KeyboardModifiers
   modifiers, Qt::MouseButton buttons, MouseHandler handler, MouseAction action,
   bool withConstraint).
    */
  QGLViewer::MouseAction currentMouseAction() const { return action_; }
  //@}

  /*! @name MouseGrabber implementation */
  //@{
public:
  virtual void checkIfGrabsMouse(int x, int y, const Camera *const camera);
  //@}

  /*! @name XML representation */
  //@{
public:
  virtual QDomElement domElement(const QString &name,
                                 QDomDocument &document) const;
public Q_SLOTS:
  virtual void initFromDOMElement(const QDomElement &element);
//@}

#ifndef DOXYGEN
protected:
  Quaternion deformedBallQuaternion(int x, int y, qreal cx, qreal cy,
                                    const Camera *const camera);

  QGLViewer::MouseAction action_;
  Constraint *previousConstraint_; // When manipulation is without Contraint.

  virtual void startAction(
      int ma,
      bool withConstraint = true); // int is really a QGLViewer::MouseAction
  void computeMouseSpeed(const QMouseEvent *const e);
  int mouseOriginalDirection(const QMouseEvent *const e);

  /*! Returns a screen scaled delta from event's position to prevPos_, along the
          X or Y direction, whichever has the largest magnitude. */
  qreal deltaWithPrevPos(QMouseEvent *const event, Camera *const camera) const;
  /*! Returns a normalized wheel delta, proportionnal to wheelSensitivity(). */
  qreal wheelDelta(const QWheelEvent *event) const;

  // Previous mouse position (used for incremental updates) and mouse press
  // position.
  QPoint prevPos_, pressPos_;

private:
  void zoom(qreal delta, const Camera *const camera);

#endif // DOXYGEN

private:
  // Sensitivity
  qreal rotationSensitivity_;
  qreal translationSensitivity_;
  qreal spinningSensitivity_;
  qreal wheelSensitivity_;
  qreal zoomSensitivity_;

  // Mouse speed and spinning
  QElapsedTimer last_move_time;
  qreal mouseSpeed_;
  int delay_;
  bool isSpinning_;
  QTimer spinningTimer_;
  Quaternion spinningQuaternion_;

  // Whether the SCREEN_TRANS direction (horizontal or vertical) is fixed or
  // not.
  bool dirIsFixed_;

  // MouseGrabber
  bool keepsGrabbingMouse_;
};

} // namespace qglviewer

#endif // QGLVIEWER_MANIPULATED_FRAME_H
