/****************************************************************************
  
  GLUI User Interface Toolkit
  ---------------------------

     glui.h - Main header for GLUI User Interface Toolkit


          --------------------------------------------------

  Copyright (c) 1998 Paul Rademacher

  This program is freely distributable without licensing fees and is
  provided without guarantee or warrantee expressed or implied. This
  program is -not- in the public domain.

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


#ifndef _GLUI_H_
#define _GLUI_H_

#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>

#define GLUI_VERSION 2.01f    /********** Current version **********/

//#ifdef WIN32
//#pragma comment(lib, "glui32.lib")  // Link against GLUI library  
//#endif

class Arcball;

/********** Do some basic defines *******/
#ifndef false
#define true 1
#define false 0
#endif

#ifndef Byte
#define Byte unsigned char
#endif

#ifndef _RGBC_
class RGBc {
public:
  Byte r, g, b;
    
  void set(Byte red, Byte green, Byte blue) {
     r = red; g = green; b = blue;
  }
    
  RGBc( void ) {};
  RGBc( Byte red, Byte green, Byte blue ) { set( red, green, blue ); }
};
#define _RGBC_
#endif

/********** List of GLUT callbacks ********/

enum GLUI_Glut_CB_Types { 
  GLUI_GLUT_RESHAPE,
  GLUI_GLUT_KEYBOARD,
  GLUI_GLUT_DISPLAY,
  GLUI_GLUT_MOUSE,
  GLUI_GLUT_MOTION,
  GLUI_GLUT_SPECIAL,
  GLUI_GLUT_PASSIVE_MOTION,  
  GLUI_GLUT_ENTRY,
  GLUI_GLUT_VISIBILITY  
};

/********** List of control types **********/
enum GLUI_Control_Types {
  GLUI_CONTROL_CHECKBOX =1,
  GLUI_CONTROL_BUTTON,
  GLUI_CONTROL_RADIOBUTTON,
  GLUI_CONTROL_RADIOGROUP,
  GLUI_CONTROL_SLIDER,
  GLUI_CONTROL_STATICTEXT,
  GLUI_CONTROL_EDITTEXT,
  GLUI_CONTROL_BITMAP,
  GLUI_CONTROL_PANEL,
  GLUI_CONTROL_SPINNER,
  GLUI_CONTROL_SEPARATOR,
  GLUI_CONTROL_COLUMN,
  GLUI_CONTROL_LISTBOX,
  GLUI_CONTROL_MOUSE_INTERACTION,
  GLUI_CONTROL_ROTATION,
  GLUI_CONTROL_TRANSLATION,
  GLUI_CONTROL_ROLLOUT
};


/********* Constants for window placement **********/
#define GLUI_XOFF                     6
#define GLUI_YOFF                     6
#define GLUI_ITEMSPACING              3
#define GLUI_CHECKBOX_SIZE           13
#define GLUI_RADIOBUTTON_SIZE        13
#define GLUI_BUTTON_SIZE             20
#define GLUI_STATICTEXT_SIZE         13
#define GLUI_SEPARATOR_HEIGHT         8
#define GLUI_DEFAULT_CONTROL_WIDTH  100
#define GLUI_DEFAULT_CONTROL_HEIGHT  13 
#define GLUI_EDITTEXT_BOXINNERMARGINX   3
#define GLUI_EDITTEXT_HEIGHT            20
#define GLUI_EDITTEXT_WIDTH            130
#define GLUI_EDITTEXT_MIN_INT_WIDTH   35
#define GLUI_EDITTEXT_MIN_TEXT_WIDTH   50
#define GLUI_PANEL_NAME_DROP           8
#define GLUI_PANEL_EMBOSS_TOP          4
/* #define GLUI_ROTATION_WIDTH            60*/
/*  #define GLUI_ROTATION_HEIGHT           78 */
#define GLUI_ROTATION_WIDTH            50
#define GLUI_ROTATION_HEIGHT           (GLUI_ROTATION_WIDTH+18)
#define GLUI_MOUSE_INTERACTION_WIDTH   50
#define GLUI_MOUSE_INTERACTION_HEIGHT  (GLUI_MOUSE_INTERACTION_WIDTH)+18

#define GLUI_SLIDER_WIDTH				100
#define GLUI_SLIDER_HEIGHT				80
#define GLUI_SLIDER_LO					0
#define GLUI_SLIDER_HI					100

/** Different panel control types **/
#define GLUI_PANEL_NONE      0
#define GLUI_PANEL_EMBOSSED  1
#define GLUI_PANEL_RAISED    2


/**  Max # of els in control's float_array  **/
#define GLUI_DEF_MAX_ARRAY  30

/********* The control's 'active' behavior *********/
#define GLUI_CONTROL_ACTIVE_MOUSEDOWN       1
#define GLUI_CONTROL_ACTIVE_PERMANENT       2


/********* Control alignment types **********/
#define GLUI_ALIGN_CENTER   1
#define GLUI_ALIGN_RIGHT    2
#define GLUI_ALIGN_LEFT     3


/********** Limit types - how to limit spinner values *********/
#define GLUI_LIMIT_NONE    0
#define GLUI_LIMIT_CLAMP   1
#define GLUI_LIMIT_WRAP    2


/********** Translation control types ********************/

#define GLUI_TRANSLATION_XY 0
#define GLUI_TRANSLATION_Z  1
#define GLUI_TRANSLATION_X  2
#define GLUI_TRANSLATION_Y  3

#define GLUI_TRANSLATION_LOCK_NONE 0
#define GLUI_TRANSLATION_LOCK_X    1
#define GLUI_TRANSLATION_LOCK_Y    2

/********** How was a control activated? *****************/
#define GLUI_ACTIVATE_MOUSE 1
#define GLUI_ACTIVATE_TAB   2


/********** What type of live variable does a control have? **********/
#define GLUI_LIVE_NONE          0
#define GLUI_LIVE_INT           1
#define GLUI_LIVE_FLOAT         2
#define GLUI_LIVE_TEXT          3
#define GLUI_LIVE_DOUBLE        4
#define GLUI_LIVE_FLOAT_ARRAY   5


/**********  Translation codes  **********/

enum TranslationCodes  {
  GLUI_TRANSLATION_MOUSE_NONE=0,
  GLUI_TRANSLATION_MOUSE_UP,
  GLUI_TRANSLATION_MOUSE_DOWN,
  GLUI_TRANSLATION_MOUSE_LEFT,
  GLUI_TRANSLATION_MOUSE_RIGHT,
  GLUI_TRANSLATION_MOUSE_UP_LEFT,
  GLUI_TRANSLATION_MOUSE_UP_RIGHT,
  GLUI_TRANSLATION_MOUSE_DOWN_LEFT,
  GLUI_TRANSLATION_MOUSE_DOWN_RIGHT
};

/************ A string type for us to use **********/
/*  typedef char  GLUI_String[300]; */
class GLUI_String
{
public:
  char string[300];

  char &operator[]( int i ) {
    return string[i];
  }

  operator char*() { return (char*) &string[0]; };
  /*    operator void*() { return (void*) &string[0]; }; */

  GLUI_String( void ) {
    string[0] = '\0';
  }

  GLUI_String( const char *text ) {
    strcpy( string, text );
  }
};


/********* Pre-declare the various classes *********/
class GLUI;
class GLUI_Control;
class GLUI_Listbox;
class GLUI_Rotation;
class GLUI_Translation;
class GLUI_Mouse_Interaction;
class GLUI_Checkbox;
class GLUI_Slider;
class GLUI_Button;
class GLUI_StaticText;
class GLUI_Bitmap;
class GLUI_EditText;
class GLUI_Node;
class GLUI_Main;
class GLUI_Panel;
class GLUI_Spinner;
class GLUI_RadioButton;
class GLUI_RadioGroup;
class GLUI_Separator;
class GLUI_Column;
class GLUI_Master;
class GLUI_Glut_Window;
class GLUI_Rollout;



/*** Flags for GLUI class constructor ***/
#define  GLUI_SUBWINDOW          ((long)(1<< 1))
#define  GLUI_SUBWINDOW_TOP      ((long)(1<< 2))
#define  GLUI_SUBWINDOW_BOTTOM   ((long)(1<< 3))
#define  GLUI_SUBWINDOW_LEFT     ((long)(1<< 4))
#define  GLUI_SUBWINDOW_RIGHT    ((long)(1<< 5))

/*** Codes for different type of edittext boxes and spinners ***/
#define GLUI_EDITTEXT_TEXT             1
#define GLUI_EDITTEXT_INT              2
#define GLUI_EDITTEXT_FLOAT            3
#define GLUI_SPINNER_INT               GLUI_EDITTEXT_INT
#define GLUI_SPINNER_FLOAT             GLUI_EDITTEXT_FLOAT

#define GLUI_SLIDER_INT			1
#define GLUI_SLIDER_FLOAT		2


/*** Definition of callbacks ***/
typedef void (*GLUI_Update_CB) (int id);
typedef void (*Int1_CB)        (int);
typedef void (*Int2_CB)        (int, int);
typedef void (*Int3_CB)        (int, int, int);
typedef void (*Int4_CB)        (int, int, int, int);

                 

/************************************************************/
/*                                                          */
/*          Base class, for hierarchical relationships      */
/*                                                          */
/************************************************************/

class GLUI_Node {
protected:
  GLUI_Node *parent_node;
  GLUI_Node *child_head;
  GLUI_Node *child_tail;
  GLUI_Node *next_sibling;
  GLUI_Node *prev_sibling;

public:
  GLUI_Node *first_sibling( void );
  GLUI_Node *last_sibling( void );
  GLUI_Node *prev( void );
  GLUI_Node *next( void );
  GLUI_Node *first_child( void )   { return child_head; };
  GLUI_Node *last_child( void )    { return child_tail; };
  GLUI_Node *parent(void)          { return parent_node; };

  void      link_this_to_parent_last( GLUI_Node *parent );
  void      link_this_to_parent_first( GLUI_Node *parent );
  void      link_this_to_sibling_next( GLUI_Node *sibling );
  void      link_this_to_sibling_prev( GLUI_Node *sibling );
  void      unlink( void );

  void dump( FILE *out, const char *name ) {
    fprintf( out, "GLUI_node: %s\n", name );
    fprintf( out, "   parent: %p     child_head: %p    child_tail: %p\n",
         parent_node, child_head, child_tail );
    fprintf( out, "   next: %p       prev: %p\n", next_sibling, prev_sibling );
  }

  GLUI_Node( void ) { 
    parent_node= child_head = child_tail = next_sibling = prev_sibling = NULL;
  }; 

  virtual ~GLUI_Node() {}
  friend class GLUI_Rollout;
  friend class GLUI_Main;
};



/************************************************************/
/*                                                          */
/*                  Standard Bitmap stuff                   */
/*                                                          */
/************************************************************/

enum GLUI_StdBitmaps_Codes {
  GLUI_STDBITMAP_CHECKBOX_OFF=0,
  GLUI_STDBITMAP_CHECKBOX_ON,
  GLUI_STDBITMAP_RADIOBUTTON_OFF,
  GLUI_STDBITMAP_RADIOBUTTON_ON,
  GLUI_STDBITMAP_UP_ARROW,
  GLUI_STDBITMAP_DOWN_ARROW,
  GLUI_STDBITMAP_LEFT_ARROW,
  GLUI_STDBITMAP_RIGHT_ARROW,
  GLUI_STDBITMAP_SPINNER_UP_OFF,
  GLUI_STDBITMAP_SPINNER_UP_ON,
  GLUI_STDBITMAP_SPINNER_DOWN_OFF,
  GLUI_STDBITMAP_SPINNER_DOWN_ON,

  GLUI_STDBITMAP_CHECKBOX_OFF_DIS,    /*** Disactivated control bitmaps ***/
  GLUI_STDBITMAP_CHECKBOX_ON_DIS,
  GLUI_STDBITMAP_RADIOBUTTON_OFF_DIS,
  GLUI_STDBITMAP_RADIOBUTTON_ON_DIS,
  GLUI_STDBITMAP_SPINNER_UP_DIS,
  GLUI_STDBITMAP_SPINNER_DOWN_DIS,
  GLUI_STDBITMAP_LISTBOX_UP,
  GLUI_STDBITMAP_LISTBOX_DOWN,
  GLUI_STDBITMAP_LISTBOX_UP_DIS,
  /***
    GLUI_STDBITMAP_SLIDER_TAB,
    ***/
  GLUI_STDBITMAP_NUM_ITEMS
};


/************ Image Bitmap arrays **********/
extern int glui_img_checkbox_0[];
extern int glui_img_checkbox_1[];
extern int glui_img_radiobutton_0[];
extern int glui_img_radiobutton_1[];
extern int glui_img_uparrow[];
extern int glui_img_downarrow[];
extern int glui_img_leftarrow[];
extern int glui_img_rightarrow[];
extern int glui_img_spinup_0[];
extern int glui_img_spinup_1[];
extern int glui_img_spindown_0[];
extern int glui_img_spindown_1[];
extern int glui_img_checkbox_0_dis[];
extern int glui_img_checkbox_1_dis[];
extern int glui_img_radiobutton_0_dis[];
extern int glui_img_radiobutton_1_dis[];
extern int glui_img_spinup_dis[];
extern int glui_img_spindown_dis[];
extern int glui_img_listbox_up[];
extern int glui_img_listbox_down[];
extern int glui_img_listbox_up_dis[];

extern int *bitmap_arrays[];



/************************************************************/
/*                                                          */
/*                  Class GLUI_Bitmap                       */
/*                                                          */
/************************************************************/
class GLUI_Bitmap 
{
public:
  unsigned char *pixels;
  int            w, h;
  
  void load_from_array( int *array );

  GLUI_Bitmap( void ) {
    pixels = NULL;
    w      = 0;
    h      = 0;
  }
};




/************************************************************/
/*                                                          */
/*                  Class GLUI_StdBitmap                    */
/*                                                          */
/************************************************************/
class GLUI_StdBitmaps
{
public:
  GLUI_Bitmap bitmaps[ GLUI_STDBITMAP_NUM_ITEMS ];

  void draw( int bitmap_num, int x, int y );
  
  GLUI_StdBitmaps( void ) {
    int i;

    for( i=0; i<GLUI_STDBITMAP_NUM_ITEMS; i++ ) {
      bitmaps[i].load_from_array( bitmap_arrays[i] );
    }
  }
};




/************************************************************/
/*                                                          */
/*                     Master GLUI Class                    */
/*                                                          */
/************************************************************/
class GLUI_Master_Object {
private:
  GLUI_Node     glut_windows;
  void (*glut_idle_CB)(void);

  void                add_cb_to_glut_window(int window,int cb_type,void *cb);
  
public:
  GLUI_Node     gluis;
  GLUI_Control *active_control, *curr_left_button_glut_menu;
  GLUI         *active_control_glui;
  int           glui_id_counter;

  GLUI_Glut_Window   *find_glut_window( int window_id );

  void           set_glutIdleFunc(void (*f)(void));

  /**************
    void (*glut_keyboard_CB)(unsigned char, int, int);
    void (*glut_reshape_CB)(int, int);
    void (*glut_special_CB)(int, int, int);
    void (*glut_mouse_CB)(int,int,int,int);
    
    void (*glut_passive_motion_CB)(int,int);
    void (*glut_visibility_CB)(int);
    void (*glut_motion_CB)(int,int);
    void (*glut_display_CB)(void);
    void (*glut_entry_CB)(int);
    **********/

  void  set_left_button_glut_menu_control( GLUI_Control *control );


  /********** GLUT callthroughs **********/
  /* These are the glut callbacks that we do not handle */

  void set_glutReshapeFunc(void (*f)(int width, int height));
  void set_glutKeyboardFunc(void (*f)(unsigned char key, int x, int y));
  void set_glutSpecialFunc(void (*f)(int key, int x, int y));
  void set_glutMouseFunc(void (*f)(int, int, int, int ));

  void set_glutDisplayFunc(void (*f)(void)) {glutDisplayFunc(f);};
  void set_glutTimerFunc(unsigned int millis, void (*f)(int value), int value)
    { ::glutTimerFunc(millis,f,value);};
  void set_glutOverlayDisplayFunc(void(*f)(void)){glutOverlayDisplayFunc(f);};
  void set_glutSpaceballMotionFunc(Int3_CB f)  {glutSpaceballMotionFunc(f);};
  void set_glutSpaceballRotateFunc(Int3_CB f)  {glutSpaceballRotateFunc(f);};
  void set_glutSpaceballButtonFunc(Int2_CB f)  {glutSpaceballButtonFunc(f);};
  void set_glutTabletMotionFunc(Int2_CB f)        {glutTabletMotionFunc(f);};
  void set_glutTabletButtonFunc(Int4_CB f)        {glutTabletButtonFunc(f);};
  /*    void set_glutWindowStatusFunc(Int1_CB f)        {glutWindowStatusFunc(f);}; */
  void set_glutMenuStatusFunc(Int3_CB f)            {glutMenuStatusFunc(f);};
  void set_glutMenuStateFunc(Int1_CB f)              {glutMenuStateFunc(f);};
  void set_glutButtonBoxFunc(Int2_CB f)              {glutButtonBoxFunc(f);};
  void set_glutDialsFunc(Int2_CB f)                      {glutDialsFunc(f);};  
  

  GLUI          *create_glui( const char *name, long flags=0, int x=-1, int y=-1 ); 
  GLUI          *create_glui_subwindow( int parent_window, long flags=0 );
  GLUI          *find_glui_by_window_id( int window_id );
  void           get_viewport_area( int *x, int *y, int *w, int *h );
  void           auto_set_viewport( void );
  void           close_all( void );
  void           sync_live_all( void );

  void           reshape( void );

  float          get_version( void ) { return GLUI_VERSION; };

  friend void    glui_idle_func(void);

  GLUI_Master_Object( void ) {
    glut_idle_CB    = NULL;
    glui_id_counter = 1;
  }
};

extern GLUI_Master_Object GLUI_Master;



/************************************************************/
/*                                                          */
/*              Class for managing a GLUT window            */
/*                                                          */
/************************************************************/

class GLUI_Glut_Window : public GLUI_Node {
public:
  int    glut_window_id;

  /*********** Pointers to GLUT callthrough functions *****/
  void (*glut_keyboard_CB)(unsigned char, int, int);
  void (*glut_special_CB)(int, int, int);
  void (*glut_reshape_CB)(int, int);
  void (*glut_passive_motion_CB)(int,int);
  void (*glut_mouse_CB)(int,int,int,int);
  void (*glut_visibility_CB)(int);
  void (*glut_motion_CB)(int,int);
  void (*glut_display_CB)(void);
  void (*glut_entry_CB)(int);

  GLUI_Glut_Window( void ) {
    glut_display_CB         = NULL;
    glut_reshape_CB         = NULL;
    glut_keyboard_CB        = NULL;
    glut_special_CB         = NULL;
    glut_mouse_CB           = NULL;
    glut_motion_CB          = NULL;
    glut_passive_motion_CB  = NULL;
    glut_entry_CB           = NULL;
    glut_visibility_CB      = NULL;
    glut_window_id          = 0;
  };
};



/************************************************************/
/*                                                          */
/*              Main GLUI class (not user-level)            */
/*                                                          */
/************************************************************/

class GLUI_Main : public GLUI_Node {
protected:
  /*** Variables ***/
  int           main_gfx_window_id;
  int           mouse_button_down;
  int           glut_window_id;
  int           top_level_glut_window_id;
  GLUI_Control *active_control;
  GLUI_Control *mouse_over_control;
  GLUI_Panel   *main_panel;
  int           curr_cursor;
  int           w, h;
  long          flags; 
  int           closing;
  int           parent_window;
  int           glui_id;

  /********** Friend classes *************/

  friend class GLUI_Control;
  friend class GLUI_Rotation;
  friend class GLUI_Translation;
  friend class GLUI_Slider;
  friend class GLUI;
  friend class GLUI_Master_Object;


  /********** Misc functions *************/

  GLUI_Control  *find_control( int x, int y );
  GLUI_Control  *find_next_control( GLUI_Control *control );
  GLUI_Control  *find_next_control_rec( GLUI_Control *control );
  GLUI_Control  *find_next_control_( GLUI_Control *control );
  GLUI_Control  *find_prev_control( GLUI_Control *control );
  void           create_standalone_window( const char *name, int x=-1, int y=-1 );
  void           create_subwindow( int parent,int window_alignment );
  void           setup_default_glut_callbacks( void );

  void           mouse(int button, int state, int x, int y);
  void           keyboard(unsigned char key, int x, int y);
  void           special(int key, int x, int y);
  void           passive_motion(int x, int y);
  void           reshape( int w, int h );
  void           visibility(int state);
  void           motion(int x, int y);
  void           entry(int state);
  void           display( void );
  void           idle(void);

  void (*glut_mouse_CB)(int, int, int, int);
  void (*glut_keyboard_CB)(unsigned char, int, int);
  void (*glut_special_CB)(int, int, int);
  void (*glut_reshape_CB)(int, int);

  
  /*********** Friend functions and classes **********/

  friend void    glui_mouse_func(int button, int state, int x, int y);
  friend void    glui_keyboard_func(unsigned char key, int x, int y);
  friend void    glui_special_func(int key, int x, int y);
  friend void    glui_passive_motion_func(int x, int y);
  friend void    glui_reshape_func( int w, int h );
  friend void    glui_visibility_func(int state);
  friend void    glui_motion_func(int x, int y);
  friend void    glui_entry_func(int state);
  friend void    glui_display_func( void );
  friend void    glui_idle_func(void);

  friend void    glui_parent_window_reshape_func( int w, int h );
  friend void    glui_parent_window_keyboard_func( unsigned char, int, int );
  friend void    glui_parent_window_special_func( int, int, int );
  friend void    glui_parent_window_mouse_func( int, int, int, int );


  /*********** Controls ************/
  GLUI_Control *controls;
  int           num_controls;

  int           add_control( GLUI_Node *parent, GLUI_Control *control );


  /********** Constructors and Destructors ***********/

  GLUI_Main( void );

public:
  GLUI_StdBitmaps  std_bitmaps;
  GLUI_String      window_name;
  RGBc             bkgd_color;
  float            bkgd_color_f[3];

  void            *font;
  int              curr_modifiers;

  void         adjust_glut_xy( int &x, int &y ) { y = h-y; };
  void         activate_control( GLUI_Control *control, int how );
  void         align_controls( GLUI_Control *control );
  void         restore_draw_buffer( int buffer_state );
  void         disactivate_current_control( void );
  void         draw_raised_box( int x, int y, int w, int h );
  void         draw_lowered_box( int x, int y, int w, int h );
  int          set_front_draw_buffer( void );
  void         post_update_main_gfx( void );
  void         pack_controls( void );
  void         close_internal( void );
  void         check_subwindow_position( void );
  void         set_ortho_projection( void );
  void         set_viewport( void );
  void         refresh( void );
};






/************************************************************/
/*                                                          */
/*       GLUI_Control: base class for all controls          */
/*                                                          */
/************************************************************/

class GLUI_Control : public GLUI_Node {
public:

  int             w, h;                        /* dimensions of control */
  int             x_abs, y_abs;
  int             x_off, y_off_top, y_off_bot; /* INNER margins, by which
                          child controls are indented */
  int             contain_x, contain_y; 
  int             contain_w, contain_h;
  /* if this is a container control (e.g., 
     radiogroup or panel) this indicated dimensions
     of inner area in which controls reside */
  int             active, active_type, can_activate;
  int             spacebar_mouse_click;
  long            user_id, type;
  int             is_container;  /* Is this a container class (e.g., panel) */
  int             alignment;
  GLUI_Update_CB  callback;
  void            *ptr_val;                              /* A pointer value */
  float           float_val;                               /* A float value */
  int             enabled;                   /* Is this control grayed out? */
  int             int_val;                              /* An integer value */
  float           float_array_val[GLUI_DEF_MAX_ARRAY];
  int             state;
  GLUI_String     name;                         /* The name of this control */
  GLUI_String     text;              
  GLUI           *glui;
  void           *font;
  int             live_type, live_inited;
  int             last_live_int;   /* last value that live var known to have */
  float           last_live_float;
  GLUI_String     last_live_text;
  float           last_live_float_array[GLUI_DEF_MAX_ARRAY];
  int             float_array_size;

  int             collapsible, is_open;
  GLUI_Node       collapsed_node;
  int             hidden; /* Collapsed controls (and children) are hidden */

  /*** Get/Set values ***/

  virtual void   set_name( const char *string );
  virtual void   set_int_val( int new_int )         { int_val = new_int; output_live(true); };
  virtual void   set_float_val( float new_float )   { float_val = new_float; output_live(true); };
  virtual void   set_ptr_val( void *new_ptr )       { ptr_val = new_ptr; output_live(true); };
  virtual void   set_float_array_val( float *array_ptr );

  virtual float  get_float_val( void )              { return float_val; };
  virtual int    get_int_val( void )                { return int_val; };
  virtual void   get_float_array_val( float *array_ptr );
  
  virtual int mouse_down_handler( int local_x, int local_y ) 
    { return false; };
  virtual int mouse_up_handler( int local_x, int local_y, int inside )
    { return false; };
  virtual int mouse_held_down_handler( int local_x, int local_y, int inside)
    { return false; };
  virtual int key_handler( unsigned char key, int modifiers )
    { return false; };
  virtual int special_handler( int key,int modifiers )
    { return false; };

  virtual void update_size( void )     { };
  virtual void idle( void )            { };
  virtual int  mouse_over( int state, int x, int y ) { return false; };
  
  virtual void enable( void ); 
  virtual void disable( void );
  virtual void activate( int how )     { active = true; };
  virtual void disactivate( void )     { active = false; };

  void         hide_internal( int recurse );
  void         unhide_internal( int recurse );

  int          can_draw( void ) { return (glui != NULL && hidden == false); };

  virtual void align( void );
  void         pack( int x, int y );    /* Recalculate positions and offsets */
  void         pack_old( int x, int y );    
  void         draw_recursive( int x, int y );
  int          set_to_glut_window( void );
  void         restore_window( int orig );
  void         translate_and_draw_front( void );
  void         translate_to_origin( void ) 
    {glTranslatef((float)x_abs+.5,(float)y_abs+.5,0.0);};
  virtual void draw( int x, int y )=0;
  void         set_font( void *new_font );
  void        *get_font( void );
  int          string_width( const char *text );
  int          char_width( char c );

  void         draw_name( int x, int y );
  void         draw_box_inwards_outline( int x_min, int x_max, 
                     int y_min, int y_max );
  void         draw_box( int x_min, int x_max, int y_min, int y_max,
             float r, float g, float b );
  void         draw_bkgd_box( int x_min, int x_max, int y_min, int y_max );
  void         draw_emboss_box( int x_min, int x_max,int y_min,int y_max);
  void         draw_string( const char *text );
  void         draw_char( char c );
  void         draw_active_box( int x_min, int x_max, int y_min, int y_max );
  void         set_to_bkgd_color( void );
    
  void         set_w( int new_w );
  void         set_h( int new_w );
  void         set_alignment( int new_align );
  void         sync_live( int recurse, int draw );  /* Reads live variable */
  void         init_live( void );
  void         output_live( int update_main_gfx );        /** Writes live variable **/
  virtual void set_text( const char *t )   {};
  void         execute_callback( void );
  void         get_this_column_dims( int *col_x, int *col_y, 
                     int *col_w, int *col_h, 
                     int *col_x_off, int *col_y_off );
  virtual int  needs_idle( void );

  GLUI_Control(void) {
    x_off          = GLUI_XOFF;
    y_off_top      = GLUI_YOFF;
    y_off_bot      = GLUI_YOFF;
    x_abs          = GLUI_XOFF;
    y_abs          = GLUI_YOFF;
    state          = 0;
    active         = false;
    enabled        = true;
    int_val        = 0;
    last_live_int  = 0;
    float_array_size = 0;
    sprintf( (char*)name, "Control: %p", this );
    float_val      = 0.0;
    last_live_float = 0.0;
    ptr_val        = NULL;
    glui           = NULL;
    w              = GLUI_DEFAULT_CONTROL_WIDTH;
    h              = GLUI_DEFAULT_CONTROL_HEIGHT;
    font           = NULL;
    active_type    = GLUI_CONTROL_ACTIVE_MOUSEDOWN;
    alignment      = GLUI_ALIGN_LEFT;
    is_container   = false;
    can_activate   = true;         /* By default, you can activate a control */
    spacebar_mouse_click = true;    /* Does spacebar simulate a mouse click? */
    live_type      = GLUI_LIVE_NONE;
    strcpy( (char*)text, "" );
    strcpy( (char*)last_live_text, "" );
    live_inited    = false;
    collapsible    = false;
    is_open        = true;
    hidden         = false;

    int i;
    for( i=0; i<GLUI_DEF_MAX_ARRAY; i++ )
      float_array_val[i] = last_live_float_array[i] = 0.0;
  };

  virtual ~GLUI_Control();
};




/************************************************************/
/*                                                          */
/*               Button class (container)                   */
/*                                                          */
/************************************************************/

class GLUI_Button : public GLUI_Control
{
public:
  int currently_inside;

  int  mouse_down_handler( int local_x, int local_y );
  int  mouse_up_handler( int local_x, int local_y, int same );
  int  mouse_held_down_handler( int local_x, int local_y, int inside );
  int  key_handler( unsigned char key,int modifiers );
  
  void draw( int x, int y );
  void draw_pressed( void );
  void draw_unpressed( void );
  void draw_text( int sunken );

  void update_size( void );

  GLUI_Button( void ) {
    sprintf( name, "Button: %p", this );
    type         = GLUI_CONTROL_BUTTON;
    h            = GLUI_BUTTON_SIZE;
    w            = 100;
    alignment    = GLUI_ALIGN_CENTER;
    can_activate = true;
  };
  
  virtual ~GLUI_Button() {};
};



/************************************************************/
/*                                                          */
/*               Checkbox class (container)                 */
/*                                                          */
/************************************************************/

class GLUI_Checkbox : public GLUI_Control
{
public:
  int  orig_value, currently_inside;
  int  text_x_offset;

  int  mouse_down_handler( int local_x, int local_y );
  int  mouse_up_handler( int local_x, int local_y, int inside );
  int  mouse_held_down_handler( int local_x, int local_y, int inside );
  int  key_handler( unsigned char key,int modifiers );
  
  void update_size( void );

  void draw( int x, int y );

  void draw_active_area( void );
  void draw_checked( void );
  void draw_unchecked( void );
  void draw_X( void );
  void draw_empty_box( void );
  void set_int_val( int new_val );

  GLUI_Checkbox( void ) {
    sprintf( name, "Checkbox: %p", this );
    type           = GLUI_CONTROL_CHECKBOX;
    w              = 100;
    h              = GLUI_CHECKBOX_SIZE;
    orig_value     = -1;
    text_x_offset  = 18;
    can_activate   = true;
    live_type      = GLUI_LIVE_INT;   /* This control has an 'int' live var */
  };
  
  virtual ~GLUI_Checkbox() {};
};


/************************************************************/
/*                                                          */
/*               Column class                               */
/*                                                          */
/************************************************************/

class GLUI_Column : public GLUI_Control
{
public:
  void draw( int x, int y );

  GLUI_Column( void ) {
    type         = GLUI_CONTROL_COLUMN;
    w            = 0;
    h            = 0;
    int_val      = 0;
    can_activate = false;
  };
  
  virtual ~GLUI_Column() {};
};



/************************************************************/
/*                                                          */
/*               Panel class (container)                    */
/*                                                          */
/************************************************************/

class GLUI_Panel : public GLUI_Control
{
public:
  void draw( int x, int y );
  void set_name( const char *text );
  void set_type( int new_type );

  void update_size( void );

  GLUI_Panel( void ) {
    type         = GLUI_CONTROL_PANEL;
    w            = 300;
    h            = GLUI_DEFAULT_CONTROL_HEIGHT + 7;
    int_val      = GLUI_PANEL_EMBOSSED;
    alignment    = GLUI_ALIGN_CENTER;
    is_container = true; 
    can_activate = false;
    strcpy( name, "" );
  };

  virtual ~GLUI_Panel() {};
};


/************************************************************/
/*                                                          */
/*               Panel class (container)                    */
/*                                                          */
/************************************************************/

class GLUI_Rollout : public GLUI_Panel
{
  /*  private: */
  /*    GLUI_Panel panel; */
public:
  int          currently_inside, initially_inside;
  GLUI_Button  button;

  void draw( int x, int y );
  void draw_pressed( void );
  void draw_unpressed( void );
  int mouse_down_handler( int local_x, int local_y );
  int mouse_up_handler( int local_x, int local_y, int inside );
  int  mouse_held_down_handler( int local_x, int local_y, int inside );
        
  void  open( void ); 
  void  close( void );

    /*   void set_name( const char *text )   { panel.set_name( text ); }; */
  void update_size( void );

  GLUI_Rollout( void ) {
    currently_inside = false;
    initially_inside = false;
    can_activate     = true;
    is_container     = true;
    type             = GLUI_CONTROL_ROLLOUT;
    h                = GLUI_DEFAULT_CONTROL_HEIGHT + 7;
    w                = GLUI_DEFAULT_CONTROL_WIDTH;
    y_off_top        = 21;
    collapsible      = true;
    strcpy( name, "" );
  };
 
  virtual ~GLUI_Rollout() {};
};


/************************************************************/
/*                                                          */
/*                     User-Level GLUI class                */
/*                                                          */
/************************************************************/

class GLUI : public GLUI_Main {
private:
public:
  void  add_column( int draw_bar = true );
  void  add_column_to_panel( GLUI_Panel *panel, int draw_bar = true );

  void  add_separator( void );
  void  add_separator_to_panel( GLUI_Panel *panel );

  GLUI_RadioGroup 
    *add_radiogroup( int *live_var=NULL,
             int user_id=-1,GLUI_Update_CB callback=NULL);

  GLUI_RadioGroup 
    *add_radiogroup_to_panel(  GLUI_Panel *panel,
                   int *live_var=NULL,
                   int user_id=-1, GLUI_Update_CB callback=NULL );
  GLUI_RadioButton
    *add_radiobutton_to_group(  GLUI_RadioGroup *group,
                const char *name );

  GLUI_Listbox *add_listbox( const char *name, int *live_var=NULL,
                 int id=-1, GLUI_Update_CB callback=NULL    );
  GLUI_Listbox *add_listbox_to_panel( GLUI_Panel *panel,
                      const char *name, int *live_var=NULL,
                      int id=-1, GLUI_Update_CB callback=NULL);

  GLUI_Rotation *add_rotation( const char *name, float *live_var=NULL,
                   int id=-1, GLUI_Update_CB callback=NULL  );
  GLUI_Rotation *add_rotation_to_panel( GLUI_Panel *panel,
                    const char *name, float *live_var=NULL,
                    int id=-1, GLUI_Update_CB callback=NULL);
  GLUI_Slider *add_slider( const char *name, 
					int data_type=GLUI_SLIDER_INT, 
					float limit_lo = GLUI_SLIDER_LO, float limit_hi = GLUI_SLIDER_HI,
					void *data=NULL,
					int id=-1, GLUI_Update_CB callback=NULL	);
  GLUI_Slider *add_slider_to_panel( GLUI_Panel *panel, const char *name, 
					int data_type=GLUI_SLIDER_INT, 
					float limit_lo = GLUI_SLIDER_LO, float limit_hi = GLUI_SLIDER_HI, 				
					void *data=NULL,
					int id=-1, GLUI_Update_CB callback=NULL);

  
  GLUI_Translation *add_translation( const char *name,
                     int trans_type, float *live_var=NULL,
                     int id=-1, GLUI_Update_CB callback=NULL    );
  GLUI_Translation *add_translation_to_panel( 
                         GLUI_Panel *panel, const char *name, 
                         int trans_type, float *live_var=NULL,
                         int id=-1, GLUI_Update_CB callback=NULL);
  
  GLUI_Checkbox  *add_checkbox( const char *name, 
                int *live_var=NULL,
                int id=-1, GLUI_Update_CB callback=NULL);
  GLUI_Checkbox  *add_checkbox_to_panel( GLUI_Panel *panel, const char *name, 
                     int *live_var=NULL, int id=-1, 
                     GLUI_Update_CB callback=NULL);

  GLUI_Button  *add_button( const char *name, int id=-1, 
                GLUI_Update_CB callback=NULL);
  GLUI_Button  *add_button_to_panel( GLUI_Panel *panel, const char *name, 
                     int id=-1, GLUI_Update_CB callback=NULL );

  GLUI_StaticText  *add_statictext( const char *name );
  GLUI_StaticText  *add_statictext_to_panel( GLUI_Panel *panel, const char *name );

  GLUI_EditText  *add_edittext( const char *name, 
                int data_type=GLUI_EDITTEXT_TEXT,
                void *live_var=NULL,
                int id=-1, GLUI_Update_CB callback=NULL );
  GLUI_EditText  *add_edittext_to_panel( GLUI_Panel *panel, 
                     const char *name,
                     int data_type=GLUI_EDITTEXT_TEXT,
                     void *live_var=NULL, int id=-1, 
                     GLUI_Update_CB callback=NULL );

  GLUI_Spinner  *add_spinner( const char *name, 
                  int data_type=GLUI_SPINNER_INT,
                  void *live_var=NULL,
                  int id=-1, GLUI_Update_CB callback=NULL );
  GLUI_Spinner  *add_spinner_to_panel( GLUI_Panel *panel, 
                       const char *name,
                       int data_type=GLUI_SPINNER_INT,
                       void *live_var=NULL,
                       int id=-1,
                       GLUI_Update_CB callback=NULL );

  GLUI_Panel     *add_panel( const char *name, int type=GLUI_PANEL_EMBOSSED );
  GLUI_Panel     *add_panel_to_panel( GLUI_Panel *panel, const char *name, 
                      int type=GLUI_PANEL_EMBOSSED );

  GLUI_Rollout   *add_rollout( const char *name, int open=true );
  GLUI_Rollout   *add_rollout_to_panel( GLUI_Panel *panel, const char *name, int open=true );

  void            set_main_gfx_window( int window_id );
  int             get_glut_window_id( void ) { return glut_window_id; };
  
  void            enable( void ) { main_panel->enable(); };
  void            disable( void );

  void            sync_live( void );

  void            close( void );

  void            show( void );
  void            hide( void );
 
  /***** GLUT callback setup functions *****/
  /*
    void set_glutDisplayFunc(void (*f)(void));
    void set_glutReshapeFunc(void (*f)(int width, int height));
    void set_glutKeyboardFunc(void (*f)(unsigned char key, int x, int y));
    void set_glutSpecialFunc(void (*f)(int key, int x, int y));
    void set_glutMouseFunc(void (*f)(int button, int state, int x, int y));
    void set_glutMotionFunc(void (*f)(int x, int y));
    void set_glutPassiveMotionFunc(void (*f)(int x, int y));
    void set_glutEntryFunc(void (*f)(int state));
    void set_glutVisibilityFunc(void (*f)(int state));
    void set_glutInit( int *argcp, const char **argv );
    void set_glutInitWindowSize(int width, int height);
    void set_glutInitWindowPosition(int x, int y);
    void set_glutInitDisplayMode(unsigned int mode);
    int  set_glutCreateWindow(const char *name);
    */

  /***** Constructors and desctructors *****/

  int init( const char *name, long flags, int x, int y, int parent_window );
};




/************************************************************/
/*                                                          */
/*               EditText class                             */
/*                                                          */
/************************************************************/

class GLUI_EditText : public GLUI_Control
{
public:
  int                 has_limits;
  int                 data_type;
  GLUI_String         orig_text;
  int                 insertion_pt;
  int                 title_x_offset;
  int                 text_x_offset;
  int                 substring_start; /*substring that gets displayed in box*/
  int                 substring_end;  
  int                 sel_start, sel_end;  /* current selection */
  int                 num_periods;
  int                 last_insertion_pt;
  float               float_low, float_high;
  int                 int_low, int_high;
  GLUI_Spinner       *spinner;
  int                 debug;
  int                 draw_text_only;


  int  mouse_down_handler( int local_x, int local_y );
  int  mouse_up_handler( int local_x, int local_y, int same );
  int  mouse_held_down_handler( int local_x, int local_y, int inside );
  int  key_handler( unsigned char key,int modifiers );
  int  special_handler( int key,int modifiers );
  
  void activate( int how );
  void disactivate( void );

  void draw( int x, int y );

  int  mouse_over( int state, int x, int y );

  int  find_word_break( int start, int direction );
  int  substring_width( int start, int end );
  void clear_substring( int start, int end );
  int  find_insertion_pt( int x, int y );
  int  update_substring_bounds( void );
  void update_and_draw_text( void );
  void draw_text( int x, int y );
  void draw_insertion_pt( void );
  void set_numeric_text( void );
  void update_x_offsets( void );
  void update_size( void );

  void set_float_limits( float low,float high,int limit_type=GLUI_LIMIT_CLAMP);
  void set_int_limits( int low, int high, int limit_type=GLUI_LIMIT_CLAMP );
  void set_float_val( float new_val );
  void set_int_val( int new_val );
  void set_text( const char *text );
  const char *get_text( void )         { return text; };  

  void dump( FILE *out, const char *text );

  GLUI_EditText( void ) {
    type                  = GLUI_CONTROL_EDITTEXT;
    h                     = GLUI_EDITTEXT_HEIGHT;
    w                     = GLUI_EDITTEXT_WIDTH;
    title_x_offset        = 0;
    text_x_offset         = 55;
    insertion_pt          = -1;
    last_insertion_pt     = -1;
    name[0]               = '\0';
    substring_start       = 0;
    data_type             = GLUI_EDITTEXT_TEXT;
    substring_end         = 2;
    num_periods           = 0;
    has_limits            = GLUI_LIMIT_NONE;
    sel_start             = 0;
    sel_end               = 0;
    active_type           = GLUI_CONTROL_ACTIVE_PERMANENT;
    can_activate          = true;
    spacebar_mouse_click  = false;
    spinner               = NULL;
    debug                 = false;
    draw_text_only        = false;
  };
};




/************************************************************/
/*                                                          */
/*              RadioGroup class (container)                */
/*                                                          */
/************************************************************/

class GLUI_RadioGroup : public GLUI_Control
{
public:
  int  num_buttons;

  void draw( int x, int y );
  void set_name( const char *text );
  void set_int_val( int int_val ); 
  void set_selected( int int_val );

  void draw_group( int translate );

  GLUI_RadioGroup( void ) {
    type          = GLUI_CONTROL_RADIOGROUP;
    x_off         = 0;
    y_off_top     = 0;
    y_off_bot     = 0;
    is_container  = true;
    w             = 300;
    h             = 300;
    num_buttons   = 0;
    name[0]       = '\0';
    can_activate  = false;
    live_type     = GLUI_LIVE_INT;
  };
};



/************************************************************/
/*                                                          */
/*               RadioButton class (container)              */
/*                                                          */
/************************************************************/

class GLUI_RadioButton : public GLUI_Control
{
public:
  int orig_value, currently_inside;
  int text_x_offset;

  int  mouse_down_handler( int local_x, int local_y );
  int  mouse_up_handler( int local_x, int local_y, int inside );
  int  mouse_held_down_handler( int local_x, int local_y, int inside );
  
  void draw( int x, int y );
  void update_size( void );

  void draw_active_area( void );
  void draw_checked( void );
  void draw_unchecked( void );
  void draw_O( void );

  GLUI_RadioGroup *group;

  GLUI_RadioButton( void ) {
    sprintf( name, "RadioButton: %p", this );
    type           = GLUI_CONTROL_RADIOBUTTON;
    h              = GLUI_RADIOBUTTON_SIZE;
    group          = NULL;
    orig_value     = -1;
    text_x_offset  = 18;
    can_activate   = true;
  };
};


/************************************************************/
/*                                                          */
/*               Separator class (container)                */
/*                                                          */
/************************************************************/

class GLUI_Separator : public GLUI_Control
{
public:
  void draw( int x, int y );

  GLUI_Separator( void ) {
    type         = GLUI_CONTROL_SEPARATOR;
    w            = 100;
    h            = GLUI_SEPARATOR_HEIGHT;
    can_activate = false;
  };
};


#define  GLUI_SPINNER_ARROW_WIDTH  12
#define  GLUI_SPINNER_ARROW_HEIGHT  8
#define  GLUI_SPINNER_ARROW_Y       2

#define  GLUI_SPINNER_STATE_NONE   0
#define  GLUI_SPINNER_STATE_UP     1
#define  GLUI_SPINNER_STATE_DOWN   2
#define  GLUI_SPINNER_STATE_BOTH   3

#define  GLUI_SPINNER_DEFAULT_GROWTH_EXP   1.05f


/************************************************************/
/*                                                          */
/*               Spinner class (container)                  */
/*                                                          */
/************************************************************/
 
class GLUI_Spinner : public GLUI_Control
{
public:
  int           currently_inside;
  int           state;
  float         growth, growth_exp;
  int           last_x, last_y;
  int           data_type;
  int           callback_count;
  int           last_int_val;
  float         last_float_val;
  int           first_callback;
  float         user_speed;

  GLUI_EditText *edittext;

  int  mouse_down_handler( int local_x, int local_y );
  int  mouse_up_handler( int local_x, int local_y, int same );
  int  mouse_held_down_handler( int local_x, int local_y, int inside );
  int  key_handler( unsigned char key,int modifiers );
  int  special_handler( int key,int modifiers );
  
  void draw( int x, int y );
  void draw_pressed( void );
  void draw_unpressed( void );
  void draw_text( int sunken );

  void update_size( void );

  void set_float_limits( float low,float high,int limit_type=GLUI_LIMIT_CLAMP);
  void set_int_limits( int low, int high,int limit_type=GLUI_LIMIT_CLAMP);
  int  find_arrow( int local_x, int local_y );
  void do_drag( int x, int y );
  void do_callbacks( void );
  void draw_arrows( void );
  void do_click( void );
  void idle( void );
  int  needs_idle( void );

  const char *get_text( void );

  void set_float_val( float new_val );
  void set_int_val( int new_val );
  float  get_float_val( void );
  int    get_int_val( void );
  void increase_growth( void );
  void reset_growth( void );

  void set_speed( float speed ) { user_speed = speed; };

  GLUI_Spinner( void ) {
    sprintf( name, "Spinner: %p", this );
    type         = GLUI_CONTROL_SPINNER;
    h            = GLUI_EDITTEXT_HEIGHT;
    w            = GLUI_EDITTEXT_WIDTH;
    x_off        = 0;
    y_off_top    = 0;
    y_off_bot    = 0;
    can_activate = true;
    state        = GLUI_SPINNER_STATE_NONE;
    edittext     = NULL;
    growth_exp   = GLUI_SPINNER_DEFAULT_GROWTH_EXP;
    callback_count = 0;
    first_callback = true;
    user_speed   = 1.0;
  };
};

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

/*                                                          */
/*               StaticText class                           */
/*                                                          */
/************************************************************/

class GLUI_StaticText : public GLUI_Control
{
public:
  void set_text( const char *text );
  void draw( int x, int y );
  void draw_text( void );
  void update_size( void );
  void erase_text( void );

  GLUI_StaticText( void ) {
    type    = GLUI_CONTROL_STATICTEXT;
    h       = GLUI_STATICTEXT_SIZE;
    name[0] = '\0';
    can_activate  = false;
  };
};



/************************************************************/
/*                                                          */
/*                   Listbox class                          */
/*                                                          */
/************************************************************/

class GLUI_Listbox_Item : public GLUI_Node 
{
public:
  GLUI_String text;
  int         id;
};

class GLUI_Listbox : public GLUI_Control
{
public:
  GLUI_String       curr_text;
  GLUI_Listbox_Item items_list;
  int               depressed;

  int  orig_value, currently_inside;
  int  text_x_offset, title_x_offset;
  int  glut_menu_id;

  int  mouse_down_handler( int local_x, int local_y );
  int  mouse_up_handler( int local_x, int local_y, int inside );
  int  mouse_held_down_handler( int local_x, int local_y, int inside );
  int  key_handler( unsigned char key,int modifiers );
  int  special_handler( int key,int modifiers );

  void update_size( void );
  void draw( int x, int y );
  int  mouse_over( int state, int x, int y );

  void draw_active_area( void );
  void set_int_val( int new_val );
  void dump( FILE *output );

  int  add_item( int id, const char *text );
  int  delete_item( const char *text );
  int  delete_item( int id );
  int  sort_items( void );

  int  do_selection( int item );

  void increase_width( void );

  GLUI_Listbox_Item *get_item_ptr( const char *text );
  GLUI_Listbox_Item *get_item_ptr( int id );
  

  GLUI_Listbox( void ) {
    sprintf( name, "Listbox: %p", this );
    type           = GLUI_CONTROL_LISTBOX;
    w              = GLUI_EDITTEXT_WIDTH;
    h              = GLUI_EDITTEXT_HEIGHT;
    orig_value     = -1;
    title_x_offset = 0;
    text_x_offset  = 55;
    can_activate   = true;
    curr_text[0]   = '\0';
    live_type      = GLUI_LIVE_INT;  /* This has an integer live var */
    depressed      = false;
    glut_menu_id   = -1;
  };

  ~GLUI_Listbox();
};


/************************************************************/
/*                                                          */
/*              Mouse_Interaction class                     */
/*                                                          */
/************************************************************/

class GLUI_Mouse_Interaction : public GLUI_Control
{
public:
  /*int  get_main_area_size( void ) { return MIN( h-18,  */
  int            draw_active_area_only;
    
  int  mouse_down_handler( int local_x, int local_y );
  int  mouse_up_handler( int local_x, int local_y, int inside );
  int  mouse_held_down_handler( int local_x, int local_y, int inside );
  int  special_handler( int key, int modifiers );
  void update_size( void );
  void draw( int x, int y );
  void draw_active_area( void );
  
  /***  The following methods (starting with "iaction_") need to
    be overloaded  ***/
  virtual int  iaction_mouse_down_handler( int local_x, int local_y ) = 0;
  virtual int  iaction_mouse_up_handler( int local_x, int local_y, int inside )=0;
  virtual int  iaction_mouse_held_down_handler( int local_x, int local_y, int inside )=0;
  virtual int  iaction_special_handler( int key, int modifiers )=0;
  virtual void iaction_draw_active_area_persp( void )=0;
  virtual void iaction_draw_active_area_ortho( void )=0;
  virtual void iaction_dump( FILE *output )=0;
  virtual void iaction_init( void ) = 0;
  
  GLUI_Mouse_Interaction( void ) {
    sprintf( name, "Mouse_Interaction: %p", this );
    type           = GLUI_CONTROL_MOUSE_INTERACTION;
    w              = GLUI_MOUSE_INTERACTION_WIDTH;
    h              = GLUI_MOUSE_INTERACTION_HEIGHT;
    can_activate   = true;
    live_type      = GLUI_LIVE_NONE;
    alignment      = GLUI_ALIGN_CENTER;
    draw_active_area_only = false;
  };
};

 
/************************************************************/
/*                                                          */
/*                   Rotation class                         */
/*                                                          */
/************************************************************/

class GLUI_Rotation : public GLUI_Mouse_Interaction
{
public:
  Arcball        *ball;
  GLUquadricObj *quadObj;
  int            can_spin, spinning;
  float          damping;
  
  int  iaction_mouse_down_handler( int local_x, int local_y );
  int  iaction_mouse_up_handler( int local_x, int local_y, int inside );
  int  iaction_mouse_held_down_handler( int local_x, int local_y, int inside );
  int  iaction_special_handler( int key, int modifiers );
  void iaction_init( void ) { init_ball(); };
  void iaction_draw_active_area_persp( void );
  void iaction_draw_active_area_ortho( void );
  void iaction_dump( FILE *output );

  /*  void update_size( void ); */
  /*  void draw( int x, int y ); */
  /*  int mouse_over( int state, int x, int y ); */
    
  void setup_texture( void );
  void setup_lights( void );
  void draw_ball( float radius );

  void init_ball( void );

  void reset( void );

  int  needs_idle( void );
  void idle( void );

  void copy_float_array_to_ball( void );
  void copy_ball_to_float_array( void );

  void set_spin( float damp_factor );

  GLUI_Rotation(void);
};



/************************************************************/
/*                                                          */
/*                   Translation class                      */
/*                                                          */
/************************************************************/

class GLUI_Translation : public GLUI_Mouse_Interaction
{
public:
  int trans_type;  /* Is this an XY or a Z controller? */
  int down_x, down_y;
  float scale_factor;
  GLUquadricObj *quadObj;
  int   trans_mouse_code;
  float orig_x, orig_y, orig_z;
  int   locked;

  int  iaction_mouse_down_handler( int local_x, int local_y );
  int  iaction_mouse_up_handler( int local_x, int local_y, int inside );
  int  iaction_mouse_held_down_handler( int local_x, int local_y, int inside );
  int  iaction_special_handler( int key, int modifiers );
  void iaction_init( void ) {  };
  void iaction_draw_active_area_persp( void );
  void iaction_draw_active_area_ortho( void );
  void iaction_dump( FILE *output );

  void set_speed( float s ) { scale_factor = s; };

  void setup_texture( void );
  void setup_lights( void );
  void draw_2d_arrow( int radius, int filled, int orientation ); 
  void draw_2d_x_arrows( int radius );
  void draw_2d_y_arrows( int radius );
  void draw_2d_z_arrows( int radius );
  void draw_2d_xy_arrows( int radius );

  int  get_mouse_code( int x, int y );

  /* Float array is either a single float (for single-axis controls),
     or two floats for X and Y (if an XY controller) */

  float get_z( void ) {     return float_array_val[0];  }
  float get_x( void ) {     return float_array_val[0];  }
  float get_y( void ) {
    if ( trans_type == GLUI_TRANSLATION_XY )    return float_array_val[1];
    else                    return float_array_val[0];
  }

  void  set_z( float val );
  void  set_x( float val );
  void  set_y( float val );
  void  set_one_val( float val, int index );

  GLUI_Translation( void ) {
    locked              = GLUI_TRANSLATION_LOCK_NONE;
    sprintf( name, "Translation: %p", this );
    type                = GLUI_CONTROL_TRANSLATION;
    w                   = GLUI_MOUSE_INTERACTION_WIDTH;
    h                   = GLUI_MOUSE_INTERACTION_HEIGHT;
    can_activate        = true;
    live_type           = GLUI_LIVE_FLOAT_ARRAY;
    float_array_size    = 0;
    alignment           = GLUI_ALIGN_CENTER;
    trans_type          = GLUI_TRANSLATION_XY;
    scale_factor        = 1.0;
    quadObj             = NULL;
    trans_mouse_code    = GLUI_TRANSLATION_MOUSE_NONE;
  };
};




/********** Misc functions *********************/
int _glutBitmapWidthString( void *font, const char *s );
void _glutBitmapString( void *font, const char *s );



/********** Our own callbacks for glut *********/
/* These are the callbacks that we pass to glut.  They take
   some action if necessary, then (possibly) call the user-level
   glut callbacks.  
   */

void glui_display_func( void );
void glui_reshape_func( int w, int h );
void glui_keyboard_func(unsigned char key, int x, int y);
void glui_special_func(int key, int x, int y);
void glui_mouse_func(int button, int state, int x, int y);
void glui_motion_func(int x, int y);
void glui_passive_motion_func(int x, int y);
void glui_entry_func(int state);
void glui_visibility_func(int state);
void glui_idle_func(void);

void glui_parent_window_reshape_func( int w, int h );
void glui_parent_window_keyboard_func(unsigned char key, int x, int y);
void glui_parent_window_mouse_func(int, int, int, int );
void glui_parent_window_special_func(int key, int x, int y);

/************************************************************/
/*                                                          */
/*                   Slider class                           */
/*                                                          */
/************************************************************/

#ifndef CLAMP
#define CLAMP(x,lo,hi)  {if ((x) < (lo)) {(x)=(lo);} else if((x) > (hi)) {(x)=(hi);}}
#endif

class GLUI_Slider : public GLUI_Control
{
public:
  int	pressed;
  int		data_type;
  float	float_low, float_high;
  int		int_low, int_high;
  int		graduations;

  int  mouse_down_handler( int local_x, int local_y );
  int  mouse_up_handler( int local_x, int local_y, int inside );
  int  mouse_held_down_handler( int local_x, int local_y, int inside );
  int  special_handler( int key, int modifiers );

  void draw( int x, int y );
  void draw_active_area( void );
  void draw_translated_active_area( void );

  void draw_val( void );
  void draw_slider( void );
  void draw_knob( int x, int off_l, int off_r, int off_t, int off_b, 
							unsigned char r, unsigned char g, unsigned char b );
  void update_val(int x, int y);

  virtual void   set_int_val( int new_int ) 
  { CLAMP(new_int,   int_low,   int_high);   int_val =   new_int; 
   output_live(true); if (can_draw()) draw_translated_active_area();};
  virtual void   set_float_val( float new_float )   
  { CLAMP(new_float, float_low, float_high); float_val = new_float; 
   output_live(true); if (can_draw()) draw_translated_active_area();};

  void set_float_limits( float low,float high);
  void set_int_limits( int low, int high);
  void set_num_graduations( int grads );

  void update_size( void ); 

  /*  int mouse_over( int state, int x, int y ); */

  GLUI_Slider(void);
};



#endif
