/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield 
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
*/
#include <osg/CopyOp>
#include <osg/Node>
#include <osg/StateSet>
#include <osg/Texture>
#include <osg/Drawable>
#include <osg/Array>
#include <osg/PrimitiveSet>
#include <osg/Shape>

using namespace osg;

#define COPY_OP( TYPE, FLAG ) \
TYPE* CopyOp::operator() (const TYPE* obj) const \
{ \
    if (obj && _flags&FLAG) \
        return dynamic_cast<TYPE*>( obj->clone(*this) ); \
    else \
        return const_cast<TYPE*>(obj); \
} 

COPY_OP( Object,         DEEP_COPY_OBJECTS );
COPY_OP( Node,           DEEP_COPY_NODES );
COPY_OP( Drawable,       DEEP_COPY_DRAWABLES );
COPY_OP( StateSet,       DEEP_COPY_STATESETS );
COPY_OP( Texture,        DEEP_COPY_TEXTURES );
COPY_OP( Image,          DEEP_COPY_IMAGES );
COPY_OP( Array,          DEEP_COPY_DRAWABLES );
COPY_OP( PrimitiveSet,   DEEP_COPY_PRIMITIVES );
COPY_OP( Shape,          DEEP_COPY_SHAPES );

Referenced* CopyOp::operator() (const Referenced* ref) const
{
    return const_cast<Referenced*>(ref);
}

StateAttribute* CopyOp::operator() (const StateAttribute* attr) const
{
    if (attr && _flags&DEEP_COPY_STATEATTRIBUTES)
    {
        const Texture* textbase = dynamic_cast<const Texture*>(attr);
        if (textbase)
        {
            return operator()(textbase);
        }
        else 
        {
            return dynamic_cast<StateAttribute*>(attr->clone(*this));
        }
    }
    else
        return const_cast<StateAttribute*>(attr);
}


