##########################################################################
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##########################################################################

import fnmatch

import Gaffer
import GafferUI
import GafferScene

##########################################################################
# Metadata
##########################################################################

Gaffer.Metadata.registerNode(

	GafferScene.InteractiveRender,

	"description",
	"""
	A base class for nodes which can render scenes interactively, updating
	the render to reflect changes to the node graph.
	""",

	plugs = {

		"*" : [

			"nodule:type", "",

		],

		"in" : [

			"description",
			"""
			The scene to be rendered.
			""",

			"nodule:type", "GafferUI::StandardNodule",

		],

		"out" : [

			"description",
			"""
			A direct pass-through of the input scene.
			""",

		],

		"state" : [

			"description",
			"""
			The interactive state.
			""",

			"preset:Stopped", GafferScene.InteractiveRender.State.Stopped,
			"preset:Running", GafferScene.InteractiveRender.State.Running,
			"preset:Paused", GafferScene.InteractiveRender.State.Paused,

			## \todo Make a custom UI with play/pause/stop/restart buttons.
			"plugValueWidget:type", "GafferUI.PresetsPlugValueWidget",

		],

		"updateLights" : [

			"description",
			"""
			When on, changes to lights are reflected in the
			interactive render.
			""",

		],

		"updateAttributes" : [

			"description",
			"""
			When on, changes to attribute (and shaders) are reflected in the
			interactive render. When working with complex scenes, it may be
			worth turning this off to gain increased performance when only
			editing lights.
			""",

		],

		"updateCameras" : [

			"description",
			"""
			When on, changes to the camera are reflected in the
			interactive render.
			""",

		],

		"updateCoordinateSystems" : [

			"description",
			"""
			When on, changes to coordinate systems are reflected in the
			interactive render.
			""",

		],

	}
)
