/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program 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
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
      14617 N Newport Hwy
      Mead, WA   99021

*==LICENSE==*/
//////////////////////////////////////////////////////////////////////////////
//																			//
//	plAvatarInputInterface													//
//																			//
//////////////////////////////////////////////////////////////////////////////

#ifndef plAvatarInputInterface_inc
#define plAvatarInputInterface_inc

#include "plInputInterface.h"
#include "../pnInputCore/plInputMap.h"

#include "hsTemplates.h"

#include "hsGeometry3.h"
#include "hsUtils.h"


//// Class Definition ////////////////////////////////////////////////////////
		
class plInputEventMsg;
class plMouseEventMsg;
class plKeyMap;
class plMouseMap;
class plKey;
class hsStream;
class hsResMgr;
class plAvatarInputMap;
class plPipeline;
class plAvatarInputInterface;

//// Little Input Map Helpers ////////////////////////////////////////////////

class plAvatarInputMap 
{
	protected:

		plAvatarInputInterface	*fInterface;

	public:

		plAvatarInputMap();
		virtual ~plAvatarInputMap();
		virtual char *GetName() = 0;
		virtual hsBool IsBasic() { return false; }

		plMouseMap		*fMouseMap;
		UInt32			fButtonState;
};

// Basic avatar mappings, for when the avatar is in "suspended input" mode.
class plSuspendedMovementMap : public plAvatarInputMap
{
public:
	plSuspendedMovementMap();
	virtual char *GetName() { return "Suspended Movement"; }
};

// The above, plus movement
class plBasicControlMap : public plSuspendedMovementMap
{
public:
	plBasicControlMap();
	virtual char *GetName() { return "Basic"; }
	virtual hsBool IsBasic() { return true; }

};
// The above, plus movement
class plBasicThirdPersonControlMap : public plBasicControlMap
{
public:
	plBasicThirdPersonControlMap();
	virtual char *GetName() { return "Basic Third Person"; }
};

class plLadderControlMap : public plSuspendedMovementMap
{
public:
	plLadderControlMap();
	virtual char *GetName() { return "LadderClimb"; }
};

class plLadderMountMap : public plSuspendedMovementMap
{
public:
	plLadderMountMap();
	virtual char *GetName() { return "Ladder Mount"; }
};

class plLadderDismountMap : public plSuspendedMovementMap
{
public:
	plLadderDismountMap();
	virtual char *GetName() { return "Ladder Dismount"; }
};


class plBasicFirstPersonControlMap : public plBasicControlMap
{
public:
	plBasicFirstPersonControlMap();
	virtual char *GetName() { return "Basic First Person"; }
};

// Mouse walk mode
class pl3rdWalkMap : public plAvatarInputMap
{
public:
	pl3rdWalkMap();
	virtual ~pl3rdWalkMap();
};

class pl3rdWalkForwardMap : public pl3rdWalkMap
{
public:
	pl3rdWalkForwardMap();
	virtual char *GetName() { return "Walking Forward"; }
};

class pl3rdWalkBackwardMap : public pl3rdWalkMap
{
public:
	pl3rdWalkBackwardMap();
	virtual char *GetName() { return "Walking Backward"; }
};

class pl3rdWalkBackwardLBMap : public pl3rdWalkMap
{
public:
	pl3rdWalkBackwardLBMap();
	virtual char *GetName() { return "Walking Backward (LB)"; }
};

///////////////////////////////////////////////////////////////////////////////////

class plAvatarInputInterface : public plInputInterface
{
	protected:

		UInt32		fCurrentCursor;
		hsScalar	fCursorOpacity, fCursorTimeout, fCursorFadeDelay;

		plAvatarInputMap		*fInputMap;

		static plAvatarInputInterface		*fInstance;

		virtual hsBool	IHandleCtrlCmd( plCtrlCmd *cmd );

		// Gets called once per IUpdate(), just like normal IEval()s
		virtual hsBool IEval( double secs, hsScalar del, UInt32 dirty );

		void	IDeactivateCommand(plMouseInfo *info);
		void	IChangeInputMaps(plAvatarInputMap *newMap);
		void	ISetSuspendMovementMode();
		void	ISetBasicMode();
		void	ISetMouseWalkMode(ControlEventCode code);
		void	ISetLadderMap();
		void	ISetPreLadderMap();
		void	ISetPostLadderMap();

		hsBool	IHasControlFlag(int f) const	{ return fControlFlags.IsBitSet(f); }
		void	IClearControlFlag(int which)	{ fControlFlags.ClearBit( which ); }

		hsBool	CursorInBox(plMouseEventMsg* pMsg, hsPoint4 box);
		void	ClearMouseCursor();
		void	DisableMouseInput() { fMouseDisabled = true; }
		void	EnableMouseInput() { fMouseDisabled = false; }
		
		void	Reset();

		void	RequestCursorToWorldPos(hsScalar xPos, hsScalar yPos, int ID);

		hsBitVector		fControlFlags;
		hsBool			fMouseDisabled;

		plPipeline*		fPipe;
		int				fCursorState;
		int				fCursorPriority;
		hsBool	f3rdPerson;

	public:

		plAvatarInputInterface();
		virtual ~plAvatarInputInterface();
	
		void CameraInThirdPerson(hsBool state);
	
		// Always return true, since the cursor should be representing how we control the avatar
		virtual hsBool		HasInterestingCursorID( void ) const { return true; }
		virtual UInt32		GetPriorityLevel( void ) const { return kAvatarInputPriority; }
		virtual UInt32		GetCurrentCursorID( void ) const { return fCurrentCursor; }
		virtual hsScalar	GetCurrentCursorOpacity( void ) const { return fCursorOpacity; }
		char*				GetInputMapName() { return fInputMap ? fInputMap->GetName() : ""; }

		virtual hsBool		InterpretInputEvent( plInputEventMsg *pMsg );
		virtual void		MissedInputEvent( plInputEventMsg *pMsg );

		virtual hsBool		MsgReceive( plMessage *msg );

		virtual void		Init( plInputInterfaceMgr *manager );
		virtual void		Shutdown( void );

		virtual void		RestoreDefaultKeyMappings( void );
		virtual void		ClearKeyMap(); 
		
		// [dis/en]able mouse commands for avatar movement
		void SuspendMouseMovement();
		void EnableMouseMovement();
		void EnableJump(hsBool val);
		void EnableForwardMovement(hsBool val);
		void EnableControl(hsBool val, ControlEventCode code);
		void ClearLadderMode();
		void SetLadderMode();
		void ForceAlwaysRun(hsBool val);
		
		void	SetControlFlag(int f, hsBool val = true)			{ fControlFlags.SetBit(f, val); }

		void	SetCursorFadeDelay( hsScalar delay ) { fCursorFadeDelay = delay; }

		hsBool	IsEnterChatModeBound();

		static plAvatarInputInterface	*GetInstance( void ) { return fInstance; }
};



#endif plAvatarInputInterface_inc