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#ifndef RENDERINGATTRIBUTES_H
#define RENDERINGATTRIBUTES_H
#include <state_exports.h>
#include <string>
#include <AttributeSubject.h>

#include <ColorAttribute.h>
#include <float.h>

// ****************************************************************************
// Class: RenderingAttributes
//
// Purpose:
//    This class contains special rendering attributes like antialiasing and stero settings.
//
// Notes:      Autogenerated by xml2atts.
//
// Programmer: xml2atts
// Creation:   omitted
//
// Modifications:
//   
// ****************************************************************************

class STATE_API RenderingAttributes : public AttributeSubject
{
public:
    enum GeometryRepresentation
    {
        Surfaces,
        Wireframe,
        Points
    };
    enum StereoTypes
    {
        RedBlue,
        Interlaced,
        CrystalEyes,
        RedGreen
    };
    enum TriStateMode
    {
        Never,
        Always,
        Auto
    };
    static const int DEFAULT_SCALABLE_AUTO_THRESHOLD;
    static const int DEFAULT_SCALABLE_ACTIVATION_MODE;

    // These constructors are for objects of this class
    RenderingAttributes();
    RenderingAttributes(const RenderingAttributes &obj);
protected:
    // These constructors are for objects derived from this class
    RenderingAttributes(private_tmfs_t tmfs);
    RenderingAttributes(const RenderingAttributes &obj, private_tmfs_t tmfs);
public:
    virtual ~RenderingAttributes();

    virtual RenderingAttributes& operator = (const RenderingAttributes &obj);
    virtual bool operator == (const RenderingAttributes &obj) const;
    virtual bool operator != (const RenderingAttributes &obj) const;
private:
    void Init();
    void Copy(const RenderingAttributes &obj);
public:

    virtual const std::string TypeName() const;
    virtual bool CopyAttributes(const AttributeGroup *);
    virtual AttributeSubject *CreateCompatible(const std::string &) const;
    virtual AttributeSubject *NewInstance(bool) const;

    // Property selection methods
    virtual void SelectAll();
    void SelectSpecularColor();
    void SelectStartCuePoint();
    void SelectEndCuePoint();

    // Property setting methods
    void SetAntialiasing(bool antialiasing_);
    void SetGeometryRepresentation(GeometryRepresentation geometryRepresentation_);
    void SetDisplayListMode(TriStateMode displayListMode_);
    void SetStereoRendering(bool stereoRendering_);
    void SetStereoType(StereoTypes stereoType_);
    void SetNotifyForEachRender(bool notifyForEachRender_);
    void SetScalableActivationMode(TriStateMode scalableActivationMode_);
    void SetScalableAutoThreshold(int scalableAutoThreshold_);
    void SetSpecularFlag(bool specularFlag_);
    void SetSpecularCoeff(float specularCoeff_);
    void SetSpecularPower(float specularPower_);
    void SetSpecularColor(const ColorAttribute &specularColor_);
    void SetDoShadowing(bool doShadowing_);
    void SetShadowStrength(double shadowStrength_);
    void SetDoDepthCueing(bool doDepthCueing_);
    void SetDepthCueingAutomatic(bool depthCueingAutomatic_);
    void SetStartCuePoint(const double *startCuePoint_);
    void SetEndCuePoint(const double *endCuePoint_);
    void SetCompressionActivationMode(TriStateMode compressionActivationMode_);
    void SetColorTexturingFlag(bool colorTexturingFlag_);

    // Property getting methods
    bool                 GetAntialiasing() const;
    GeometryRepresentation GetGeometryRepresentation() const;
    TriStateMode         GetDisplayListMode() const;
    bool                 GetStereoRendering() const;
    StereoTypes          GetStereoType() const;
    bool                 GetNotifyForEachRender() const;
    TriStateMode         GetScalableActivationMode() const;
    int                  GetScalableAutoThreshold() const;
    bool                 GetSpecularFlag() const;
    float                GetSpecularCoeff() const;
    float                GetSpecularPower() const;
    const ColorAttribute &GetSpecularColor() const;
          ColorAttribute &GetSpecularColor();
    bool                 GetDoShadowing() const;
    double               GetShadowStrength() const;
    bool                 GetDoDepthCueing() const;
    bool                 GetDepthCueingAutomatic() const;
    const double         *GetStartCuePoint() const;
          double         *GetStartCuePoint();
    const double         *GetEndCuePoint() const;
          double         *GetEndCuePoint();
    TriStateMode         GetCompressionActivationMode() const;
    bool                 GetColorTexturingFlag() const;

    // Persistence methods
    virtual bool CreateNode(DataNode *node, bool completeSave, bool forceAdd);
    virtual void SetFromNode(DataNode *node);

    // Enum conversion functions
    static std::string GeometryRepresentation_ToString(GeometryRepresentation);
    static bool GeometryRepresentation_FromString(const std::string &, GeometryRepresentation &);
protected:
    static std::string GeometryRepresentation_ToString(int);
public:
    static std::string StereoTypes_ToString(StereoTypes);
    static bool StereoTypes_FromString(const std::string &, StereoTypes &);
protected:
    static std::string StereoTypes_ToString(int);
public:
    static std::string TriStateMode_ToString(TriStateMode);
    static bool TriStateMode_FromString(const std::string &, TriStateMode &);
protected:
    static std::string TriStateMode_ToString(int);
public:

    // Keyframing methods
    virtual std::string               GetFieldName(int index) const;
    virtual AttributeGroup::FieldType GetFieldType(int index) const;
    virtual std::string               GetFieldTypeName(int index) const;
    virtual bool                      FieldsEqual(int index, const AttributeGroup *rhs) const;

    // User-defined methods
    static int GetEffectiveScalableThreshold(TriStateMode mode, int autoThreshold);

    // IDs that can be used to identify fields in case statements
    enum {
        ID_antialiasing = 0,
        ID_geometryRepresentation,
        ID_displayListMode,
        ID_stereoRendering,
        ID_stereoType,
        ID_notifyForEachRender,
        ID_scalableActivationMode,
        ID_scalableAutoThreshold,
        ID_specularFlag,
        ID_specularCoeff,
        ID_specularPower,
        ID_specularColor,
        ID_doShadowing,
        ID_shadowStrength,
        ID_doDepthCueing,
        ID_depthCueingAutomatic,
        ID_startCuePoint,
        ID_endCuePoint,
        ID_compressionActivationMode,
        ID_colorTexturingFlag,
        ID__LAST
    };

private:
    bool           antialiasing;
    int            geometryRepresentation;
    int            displayListMode;
    bool           stereoRendering;
    int            stereoType;
    bool           notifyForEachRender;
    int            scalableActivationMode;
    int            scalableAutoThreshold;
    bool           specularFlag;
    float          specularCoeff;
    float          specularPower;
    ColorAttribute specularColor;
    bool           doShadowing;
    double         shadowStrength;
    bool           doDepthCueing;
    bool           depthCueingAutomatic;
    double         startCuePoint[3];
    double         endCuePoint[3];
    int            compressionActivationMode;
    bool           colorTexturingFlag;

    // Static class format string for type map.
    static const char *TypeMapFormatString;
    static const private_tmfs_t TmfsStruct;
};
#define RENDERINGATTRIBUTES_TMFS "biibibiibffabdbbDDib"

#endif
