// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// SPDX-License-Identifier: BSD-3-Clause

/**
 * @class   vtkOpenGLPropItem
 * @brief   Sync Context2D state with vtk camera.
 *
 *
 * The vtkContext2D framework modifies the GL state directly, while some actors
 * and mappers rely on the modelview/projection matrices from vtkCamera. This
 * class is a layer between the two that updates the camera with the current
 * OpenGL state.
 */

#ifndef vtkOpenGLPropItem_h
#define vtkOpenGLPropItem_h

#include "vtkNew.h" // for vtkNew
#include "vtkPropItem.h"
#include "vtkRenderingContextOpenGL2Module.h" // For export macro

VTK_ABI_NAMESPACE_BEGIN
class vtkCamera;

class VTKRENDERINGCONTEXTOPENGL2_EXPORT vtkOpenGLPropItem : public vtkPropItem
{
public:
  static vtkOpenGLPropItem* New();
  vtkTypeMacro(vtkOpenGLPropItem, vtkPropItem);
  void PrintSelf(ostream& os, vtkIndent indent) override;

  bool Paint(vtkContext2D* painter) override;

protected:
  vtkOpenGLPropItem();
  ~vtkOpenGLPropItem() override;

  // Sync the active vtkCamera with the GL state set by the painter.
  void UpdateTransforms() override;

  // Restore the vtkCamera state.
  void ResetTransforms() override;

private:
  vtkNew<vtkCamera> CameraCache;
  vtkContext2D* Painter;

  vtkOpenGLPropItem(const vtkOpenGLPropItem&) = delete;
  void operator=(const vtkOpenGLPropItem&) = delete;
};

VTK_ABI_NAMESPACE_END
#endif // vtkOpenGLPropItem_h
