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#ifndef _SVX_DLGCTL3D_HXX
#define _SVX_DLGCTL3D_HXX

#include <vcl/ctrl.hxx>
#include <vcl/scrbar.hxx>
#include <vcl/button.hxx>
#include <svl/itemset.hxx>
#include "svx/svxdllapi.h"
#include <basegfx/vector/b3dvector.hxx>

//////////////////////////////////////////////////////////////////////////////

class FmFormModel;
class FmFormPage;
class E3dView;
class E3dPolyScene;
class E3dObject;

//////////////////////////////////////////////////////////////////////////////

#define	PREVIEW_OBJECTTYPE_SPHERE			0x0000
#define	PREVIEW_OBJECTTYPE_CUBE  			0x0001

//////////////////////////////////////////////////////////////////////////////

class SVX_DLLPUBLIC Svx3DPreviewControl : public Control
{
protected:
    FmFormModel*		    mpModel;
    FmFormPage*			    mpFmPage;
    E3dView*			    mp3DView;
    E3dPolyScene*		    mpScene;
    E3dObject*			    mp3DObj;
    sal_uInt16              mnObjectType;

    void Construct();

public:
    Svx3DPreviewControl(Window* pParent, const ResId& rResId);
    Svx3DPreviewControl(Window* pParent, WinBits nStyle = 0);
    ~Svx3DPreviewControl();

    virtual void Paint( const Rectangle& rRect );
    virtual void MouseButtonDown( const MouseEvent& rMEvt );
    virtual void Resize();

    void Reset();
    virtual void SetObjectType(sal_uInt16 nType);
    sal_uInt16 GetObjectType() const { return( mnObjectType ); }
    SfxItemSet Get3DAttributes() const;
    virtual void Set3DAttributes(const SfxItemSet& rAttr);
};

//////////////////////////////////////////////////////////////////////////////

class SVX_DLLPUBLIC Svx3DLightControl : public Svx3DPreviewControl
{
    // Callback for interactive changes
    Link						maUserInteractiveChangeCallback;
    Link						maUserSelectionChangeCallback;
    Link						maChangeCallback;
    Link						maSelectionChangeCallback;

    // lights
    sal_uInt32			        maSelectedLight;

    // extra objects for light control
    E3dObject*					mpExpansionObject;
    E3dObject*					mpLampBottomObject;
    E3dObject*					mpLampShaftObject;
    std::vector< E3dObject* >	maLightObjects;

    // 3d rotations of object
    double						mfRotateX;
    double						mfRotateY;
    double						mfRotateZ;

    // interaction parameters
    Point						maActionStartPoint;
    sal_Int32					mnInteractionStartDistance;
    double						mfSaveActionStartHor;
    double						mfSaveActionStartVer;
    double						mfSaveActionStartRotZ;

    // bitfield
    unsigned					mbMouseMoved : 1;
    unsigned					mbGeometrySelected : 1;

    void Construct2();
    void ConstructLightObjects();
    void AdaptToSelectedLight();
    void TrySelection(Point aPosPixel);

public:
    Svx3DLightControl(Window* pParent, const ResId& rResId);
    Svx3DLightControl(Window* pParent, WinBits nStyle = 0);
    ~Svx3DLightControl();

    virtual void Paint(const Rectangle& rRect);
    virtual void MouseButtonDown(const MouseEvent& rMEvt);
    virtual void Tracking( const TrackingEvent& rTEvt );
    virtual void Resize();

    virtual void SetObjectType(sal_uInt16 nType);

    // register user callback
    void SetUserInteractiveChangeCallback(Link aNew) { maUserInteractiveChangeCallback = aNew; }
    void SetUserSelectionChangeCallback(Link aNew) { maUserSelectionChangeCallback = aNew; }
    void SetChangeCallback(Link aNew) { maChangeCallback = aNew; }
    void SetSelectionChangeCallback(Link aNew) { maSelectionChangeCallback = aNew; }

    // selection checks
    bool IsSelectionValid();
    bool IsGeometrySelected() { return mbGeometrySelected; }

    // get/set position of selected lamp in polar coordinates, Hor:[0..360.0[ and Ver:[-90..90] degrees
    void GetPosition(double& rHor, double& rVer);
    void SetPosition(double fHor, double fVer);

    // get/set rotation of 3D object
    void SetRotation(double fRotX, double fRotY, double fRotZ);
    void GetRotation(double& rRotX, double& rRotY, double& rRotZ);

    void SelectLight(sal_uInt32 nLightNumber);
    virtual void Set3DAttributes(const SfxItemSet& rAttr);
    sal_uInt32 GetSelectedLight() { return maSelectedLight; }

    // light data access
    bool GetLightOnOff(sal_uInt32 nNum) const;
    Color GetLightColor(sal_uInt32 nNum) const;
    basegfx::B3DVector GetLightDirection(sal_uInt32 nNum) const;
};

//////////////////////////////////////////////////////////////////////////////

class SVX_DLLPUBLIC SvxLightCtl3D : public Control
{
private:
    // local controls
    Svx3DLightControl       maLightControl;
    ScrollBar				maHorScroller;
    ScrollBar				maVerScroller;
    PushButton				maSwitcher;

    // callback for interactive changes
    Link					maUserInteractiveChangeCallback;
    Link					maUserSelectionChangeCallback;

public:
    SvxLightCtl3D( Window* pParent, const ResId& rResId);
    SvxLightCtl3D( Window* pParent, WinBits nStyle = 0);
    ~SvxLightCtl3D();

    // react to size changes
    virtual void Resize();
    void NewLayout();

    // check the selection for validity
    void CheckSelection();

    // bring further settings to the outside world
    Svx3DLightControl& GetSvx3DLightControl() { return maLightControl; }

    // register user callback
    void SetUserInteractiveChangeCallback(Link aNew) { maUserInteractiveChangeCallback = aNew; }
    void SetUserSelectionChangeCallback(Link aNew) { maUserSelectionChangeCallback = aNew; }

    virtual void KeyInput( const KeyEvent& rKEvt );
    virtual void GetFocus();
    virtual void LoseFocus();

protected:

    DECL_LINK( InternalInteractiveChange, void*);
    DECL_LINK( InternalSelectionChange, void*);
    DECL_LINK( ScrollBarMove, void*);
    DECL_LINK( ButtonPress, void*);

    // initialize local parameters
    void Init();

    void move( double fDeltaHor, double fDeltaVer );
};

#endif // _SCH_DLGCTL3D_HXX

//////////////////////////////////////////////////////////////////////////////
// eof

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