/*!  \file kfbxmanipulators.h

 */

#ifndef FBXFILESDK_KFBXPLUGINS_KFBXMANIPULATORS_H

#define FBXFILESDK_KFBXPLUGINS_KFBXMANIPULATORS_H



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



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

#include <fbxfilesdk/fbxfilesdk_def.h>



#include <fbxfilesdk/kfbxplugins/kfbxobject.h>

#include <fbxfilesdk/kfbxplugins/kfbxcamera.h>

#include <fbxfilesdk/kfbxmath/kfbxvector2.h>

#include <fbxfilesdk/kfbxmath/kfbxvector4.h>



#include <fbxfilesdk/fbxfilesdk_nsbegin.h>



class KFbxCamManip_state;



/** This class can be used to provide basic camera manipulation in any program using this library.

  * \nosubgrouping

  */

class KFBX_DLL KFbxCameraManipulator : public KFbxObject

{

	KFBXOBJECT_DECLARE(KFbxCameraManipulator, KFbxObject);



public:

	enum eAlignment {eNoAlignment, eCameraToLookAt, eLookAtToCamera};

	enum eAction {eNoAction, eOrbit, eDolly, ePan};



    /** Set the camera used for the manipulation.

	*	\param	pCamera		Camera that will be used for the manipulation.

	*	\param	pCamAlign	How the camera should be aligned during camera manipulator initialization. */

	void Initialize(const KFbxCamera& pCamera, eAlignment pCamAlign);



    /** Begin manipulation of the camera.

	*	\param	pAction	The action performed for this manipulation scope.

	*	\param	pMouseX	Horizontal position of the mouse cursor.

	*	\param	pMouseY	Vertical position of the mouse cursor.

	*	\return			If TRUE, manipulation successfully initialized. */

	bool ManipBegin(eAction pAction, int pMouseX, int pMouseY);



    /** Notify manipulation of latest input.

	*	\param	pMouseX	Horizontal position of the mouse cursor.

	*	\param	pMouseY	Vertical position of the mouse cursor. */

	bool ManipNotify(int pMouseX, int pMouseY);



    /** End manipulation. */

	void ManipEnd();



	/** Retrieve current manipulation action. */

	eAction GetCurrentAction() const;



    /** Change camera position and look at to frame all objects.

	*	\remarks	The camera must be in a scene for this function to work properly. */

	void FrameAll();



    /** Change camera position and look at to frame all selected objects.

	*	\remarks	The camera must be in a scene for this function to work properly. */

	void FrameSelected();



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

//

//  WARNING!

//

//	Anything beyond these lines may not be documented accurately and is 

// 	subject to change without notice.

//

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

#ifndef DOXYGEN_SHOULD_SKIP_THIS



	virtual KFbxObject& Copy(const KFbxObject& pObject);

	virtual KFbxObject* Clone(KFbxObject* pContainer, KFbxObject::ECloneType pCloneType) const;



private:

	KFbxCameraManipulator(KFbxSdkManager& pManager, char const* pName);

    virtual void Destruct(bool pRecursive, bool pDependents);



	KFbxCamManip_state* mState;

#endif // #ifndef DOXYGEN_SHOULD_SKIP_THIS 

};



#include <fbxfilesdk/fbxfilesdk_nsend.h>



#endif // FBXFILESDK_KFBXPLUGINS_KFBXMANIPULATORS_H



