/*==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==*/
//////////////////////////////////////////////////////////////////////////////
//																			//
//	pfGUIDragBarCtrl Definition												//
//																			//
//	DragBars are draggable controls that take their dialogs along with		//
//	them. Because they're essentially part of the dialog directly (the part	//
//	that can be dragged), they're processed after the normal hit testing.	//
//																			//
//////////////////////////////////////////////////////////////////////////////

#include "hsTypes.h"
#include "pfGUIDragBarCtrl.h"
#include "pfGameGUIMgr.h"
#include "pfGUIDialogMod.h"

#include "../plInputCore/plInputInterface.h"
#include "../pnMessage/plRefMsg.h"
#include "../pfMessage/pfGameGUIMsg.h"
#include "../plMessage/plAnimCmdMsg.h"
#include "../plAvatar/plAGModifier.h"
#include "plgDispatch.h"
#include "hsResMgr.h"


//// Constructor/Destructor //////////////////////////////////////////////////

pfGUIDragBarCtrl::pfGUIDragBarCtrl()
{
	SetFlag( kWantsInterest );
	fDragging = false;
	fAnchored = false;
}

pfGUIDragBarCtrl::~pfGUIDragBarCtrl()
{
}

//// IEval ///////////////////////////////////////////////////////////////////

hsBool	pfGUIDragBarCtrl::IEval( double secs, hsScalar del, UInt32 dirty )
{
	return pfGUIControlMod::IEval( secs, del, dirty );
}

//// MsgReceive //////////////////////////////////////////////////////////////

hsBool	pfGUIDragBarCtrl::MsgReceive( plMessage *msg )
{
	return pfGUIControlMod::MsgReceive( msg );
}

//// Read/Write //////////////////////////////////////////////////////////////

void	pfGUIDragBarCtrl::Read( hsStream *s, hsResMgr *mgr )
{
	pfGUIControlMod::Read(s, mgr);
}

void	pfGUIDragBarCtrl::Write( hsStream *s, hsResMgr *mgr )
{
	pfGUIControlMod::Write( s, mgr );
}

//// UpdateBounds ////////////////////////////////////////////////////////////

void	pfGUIDragBarCtrl::UpdateBounds( hsMatrix44 *invXformMatrix, hsBool force )
{
	pfGUIControlMod::UpdateBounds( invXformMatrix, force );
	fBoundsValid = false;
}

//// HandleMouseDown/Up //////////////////////////////////////////////////////

void	pfGUIDragBarCtrl::HandleMouseDown( hsPoint3 &mousePt, UInt8 modifiers )
{
	// if we are anchored <to the floor> then don't let it be moved
	if ( fAnchored )
		return;

	fDragging = true;
	fDragOffset = fScreenCenter - mousePt;

	SetObjectCenter( mousePt.fX + fDragOffset.fX, mousePt.fY + fDragOffset.fY );

	// We know that the entire dialog is going to move, so we better make 
	// sure to update the bounds on all the controls
	fDialog->UpdateAllBounds();
}

void	pfGUIDragBarCtrl::HandleMouseUp( hsPoint3 &mousePt, UInt8 modifiers )
{
	// if we are anchored <to the floor> then don't let it be moved
	if ( fAnchored )
		return;

	fDragging = false;
	SetObjectCenter( mousePt.fX + fDragOffset.fX, mousePt.fY + fDragOffset.fY );
	fDialog->UpdateAllBounds();
}

void	pfGUIDragBarCtrl::HandleMouseDrag( hsPoint3 &mousePt, UInt8 modifiers )
{
	// if we are anchored <to the floor> then don't let it be moved
	if ( fAnchored )
		return;

	SetObjectCenter( mousePt.fX + fDragOffset.fX, mousePt.fY + fDragOffset.fY );
	fDialog->UpdateAllBounds();
}

//// IGetDesiredCursor ///////////////////////////////////////////////////////

UInt32		pfGUIDragBarCtrl::IGetDesiredCursor( void ) const
{
	// if we are anchored, then no cursors that say we can move
	if ( fAnchored )
		return 0;

	if( fDragging )
		return plInputInterface::kCursor4WayDragging;

	return plInputInterface::kCursor4WayDraggable;
}