// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// SPDX-License-Identifier: BSD-3-Clause
/**
 * @class   vtkImageStack
 * @brief   manages a stack of composited images
 *
 * vtkImageStack manages the compositing of a set of images. Each image
 * is assigned a layer number through its property object, and it is
 * this layer number that determines the compositing order: images with
 * a higher layer number are drawn over top of images with a lower layer
 * number.  The image stack has a SetActiveLayer method for controlling
 * which layer to use for interaction and picking.
 * @par Thanks:
 * Thanks to David Gobbi at the Seaman Family MR Centre and Dept. of Clinical
 * Neurosciences, Foothills Medical Centre, Calgary, for providing this class.
 * @sa
 * vtkImageMapper3D vtkImageProperty vtkProp3D
 */

#ifndef vtkImageStack_h
#define vtkImageStack_h

#include "vtkImageSlice.h"
#include "vtkRenderingImageModule.h" // For export macro

VTK_ABI_NAMESPACE_BEGIN
class vtkImageSliceCollection;
class vtkImageProperty;
class vtkImageMapper3D;
class vtkCollection;

class VTKRENDERINGIMAGE_EXPORT vtkImageStack : public vtkImageSlice
{
public:
  vtkTypeMacro(vtkImageStack, vtkImageSlice);
  void PrintSelf(ostream& os, vtkIndent indent) override;
  static vtkImageStack* New();

  /**
   * Add an image to the stack.  If the image is already present, then
   * this method will do nothing.
   */
  void AddImage(vtkImageSlice* prop);

  /**
   * Remove an image from the stack.  If the image is not present, then
   * this method will do nothing.
   */
  void RemoveImage(vtkImageSlice* prop);

  /**
   * Check if an image is present.  The returned value is one or zero.
   */
  vtkTypeBool HasImage(vtkImageSlice* prop);

  /**
   * Get the list of images as a vtkImageSliceCollection.
   */
  vtkImageSliceCollection* GetImages() { return this->Images; }

  ///@{
  /**
   * Set the active layer number.  This is the layer that will be
   * used for picking and interaction.
   */
  vtkSetMacro(ActiveLayer, int);
  int GetActiveLayer() { return this->ActiveLayer; }
  ///@}

  /**
   * Get the active image.  This will be the topmost image whose
   * LayerNumber is the ActiveLayer.  If no image matches, then NULL
   * will be returned.
   */
  vtkImageSlice* GetActiveImage();

  /**
   * Get the mapper for the currently active image.
   */
  vtkImageMapper3D* GetMapper() override;

  /**
   * Get the property for the currently active image.
   */
  vtkImageProperty* GetProperty() override;

  ///@{
  /**
   * Get the combined bounds of all of the images.
   */
  double* GetBounds() override;
  void GetBounds(double bounds[6]) { this->vtkProp3D::GetBounds(bounds); }
  ///@}

  /**
   * Return the max MTime of all the images.
   */
  vtkMTimeType GetMTime() override;

  /**
   * Return the mtime of anything that would cause the rendered image to
   * appear differently. Usually this involves checking the mtime of the
   * prop plus anything else it depends on such as properties, mappers,
   * etc.
   */
  vtkMTimeType GetRedrawMTime() override;

  /**
   * Shallow copy of this prop. Overloads the virtual vtkProp method.
   */
  void ShallowCopy(vtkProp* prop) override;

  /**
   * For some exporters and other other operations we must be
   * able to collect all the actors, volumes, and images. These
   * methods are used in that process.
   */
  void GetImages(vtkPropCollection*);

  ///@{
  /**
   * Support the standard render methods.
   */
  int RenderOverlay(vtkViewport* viewport) override;
  int RenderOpaqueGeometry(vtkViewport* viewport) override;
  int RenderTranslucentPolygonalGeometry(vtkViewport* viewport) override;
  ///@}

  /**
   * Does this prop have some translucent polygonal geometry?
   */
  vtkTypeBool HasTranslucentPolygonalGeometry() override;

  /**
   * Release any resources held by this prop.
   */
  void ReleaseGraphicsResources(vtkWindow* win) override;

  ///@{
  /**
   * Methods for traversing the stack as if it was an assembly.
   * The traversal only gives the view prop for the active layer.
   */
  void InitPathTraversal() override;
  vtkAssemblyPath* GetNextPath() override;
  int GetNumberOfPaths() override;
  ///@}

  /**
   * WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
   * DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS
   * Used to construct assembly paths and perform part traversal.
   */
  void BuildPaths(vtkAssemblyPaths* paths, vtkAssemblyPath* path) override;

protected:
  vtkImageStack();
  ~vtkImageStack() override;

  void SetMapper(vtkImageMapper3D* mapper);
  void SetProperty(vtkImageProperty* property);

  void PokeMatrices(vtkMatrix4x4* matrix);
  void UpdatePaths();

  vtkTimeStamp PathTime;
  vtkCollection* ImageMatrices;
  vtkImageSliceCollection* Images;
  int ActiveLayer;

private:
  vtkImageStack(const vtkImageStack&) = delete;
  void operator=(const vtkImageStack&) = delete;
};

VTK_ABI_NAMESPACE_END
#endif
