/*==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==*/
#ifndef _pyVaultNode_h_
#define _pyVaultNode_h_

//////////////////////////////////////////////////////////////////////
//
// pyVaultNode   - a wrapper class to provide interface to the RelVaultNode
//
//////////////////////////////////////////////////////////////////////
#include "hsTypes.h"
#include "hsStlUtils.h"

#include <Python.h>
#include "pyGlueHelpers.h"

struct RelVaultNode;
class plMipmap;
class pyImage;

class pyDniCoordinates;

class pyVaultNodeRef;
class pyVaultFolderNode;
class pyVaultPlayerInfoListNode;
class pyVaultImageNode;
class pyVaultTextNoteNode;
class pyVaultAgeLinkNode;
class pyVaultChronicleNode;
class pyVaultPlayerInfoNode;
class pyVaultMarkerNode;
class pyVaultAgeInfoNode;
class pyVaultAgeInfoListNode;
class pyVaultSDLNode;
class pyVaultPlayerNode;
class pyVaultMarkerListNode;
#ifndef BUILDING_PYPLASMA
class pyVaultSystemNode;
#endif

class pyVaultNode
{
public:
    struct pyVaultNodeOperationCallback
    {
        PyObject *          fCbObject;
        RelVaultNode *      fNode;
        PyObject *          fPyNodeRef;
        UInt32              fContext;

        pyVaultNodeOperationCallback(PyObject * cbObject);
        ~pyVaultNodeOperationCallback();

        void VaultOperationStarted(UInt32 context);
        void VaultOperationComplete(UInt32 context, int resultCode);
        void VaultOperationComplete(int resultCode) { VaultOperationComplete(fContext, resultCode); }
        
        void SetNode (RelVaultNode * rvn);
        RelVaultNode * GetNode ();
    };

    RelVaultNode *      fNode;
    mutable char *      fCreateAgeGuid;
    mutable char *      fCreateAgeName;

protected:
    // only for python glue, do NOT call
    pyVaultNode();
    // should only be created from C++ side
    pyVaultNode( RelVaultNode* node );

public:
    virtual ~pyVaultNode();

    // required functions for PyObject interoperability
    PYTHON_EXPOSE_TYPE; // so we can subclass
    PYTHON_CLASS_NEW_FRIEND(ptVaultNode);
    static PyObject *New(RelVaultNode* node);
    PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a pyVaultNode object
    PYTHON_CLASS_CONVERT_FROM_DEFINITION(pyVaultNode); // converts a PyObject to a pyVaultNode (throws error if not correct type)

    static void AddPlasmaClasses(PyObject *m);

    RelVaultNode * GetNode() const;

    // override the equals to operator
    bool operator==(const pyVaultNode &vaultNode) const;
    bool operator!=(const pyVaultNode &vaultNode) const { return !(vaultNode == *this); }

    // public getters
    UInt32  GetID( void );
    virtual UInt32  GetType( void );
    UInt32  GetPermissions( void );
    UInt32  GetOwnerNodeID( void );
    PyObject* GetOwnerNode( void ); // returns pyVaultPlayerInfoNode
    UInt32  GetGroupNodeID( void );
    PyObject* GetGroupNode( void ); // returns pyVaultNode
    UInt32 GetModifyTime( void );
    UInt32 GetCreatorNodeID( void );
    PyObject* GetCreatorNode( void ); // returns pyVaultPlayerInfoNode
    UInt32 GetCreateTime( void );
    UInt32 GetCreateAgeTime( void );
    const char * GetCreateAgeName( void );
    const char * GetCreateAgeGuid( void );
    PyObject* GetCreateAgeCoords ();

    // public setters
    void SetID( UInt32 v );
    void SetType( int v );
    void SetOwnerNodeID( UInt32 v );
    void SetCreatorNodeID( UInt32 v );
    void SetCreateAgeName( const char * v );
    void SetCreateAgeGuid( const char * v );


    /////////////////////////////////////////////////
    // Vault Node API

    // Add child node
    PyObject* AddNode(pyVaultNode* pynode, PyObject* cbObject=nil, UInt32 cbContext=0 );
    // Link node to this one
    void LinkToNode(int nodeID, PyObject* cbObject=nil, UInt32 cbContext=0 );
    // Remove child node
    hsBool RemoveNode( pyVaultNode& pynode, PyObject* cbObject=nil, UInt32 cbContext=0 );
    // Remove all child nodes
    void RemoveAllNodes( void );
    // Add/Save this node to vault
    void Save( PyObject* cbObject=nil, UInt32 cbContext=0 );
    // Save this node and all child nodes that need saving.
    // NOTE: Currently, the cb object is called back for
    // each node saved.
    void SaveAll( PyObject* cbObject=nil, UInt32 cbContext=0 );
    // Force a save on this node because currently Save doesn't do anything because dirty
    // nodes are periodically saved automatically - call this to force a save immediately
    void ForceSave();
    // Send this node to the destination client node. will be received in it's inbox folder.
    void SendTo(UInt32 destClientNodeID, PyObject* cbObject=nil, UInt32 cbContext=0 );
    // Returns true if is a child node of ours.
    bool HasNode( UInt32 nodeID );
    //  Returns a ptVaultNodeRef or nil
    PyObject* GetNode2( UInt32 nodeID ) const;          // returns pyVaultNodeRef, for legacy compatibility
    // Get child node matching template node
    PyObject* FindNode( pyVaultNode * templateNode );   // returns pyVaultNode
    
    PyObject * GetChildNode (unsigned nodeId);  // returns pyVaultNode, or None

    // Get all child nodes.
    virtual PyObject* GetChildNodeRefList(); // for legacy compatibility
    virtual int GetChildNodeCount();

    // Get the client ID from my Vault client.
    UInt32  GetClientID( void );

    // all the upcasting stuff...
    PyObject* UpcastToFolderNode(); // returns pyVaultFolderNode
    PyObject* UpcastToPlayerInfoListNode(); // returns pyVaultPlayerInfoListNode
    PyObject* UpcastToImageNode(); // returns pyVaultImageNode
    PyObject* UpcastToTextNoteNode(); // returns pyVaultTextNoteNode
    PyObject* UpcastToAgeLinkNode(); // returns pyVaultAgeLinkNode
    PyObject* UpcastToChronicleNode(); // returns pyVaultChronicleNode
    PyObject* UpcastToPlayerInfoNode(); // returns pyVaultPlayerInfoNode
    PyObject* UpcastToMarkerGameNode(); // returns pyVaultMarkerNode
    PyObject* UpcastToAgeInfoNode(); // returns pyVaultAgeInfoNode
    PyObject* UpcastToAgeInfoListNode(); // returns pyVaultAgeInfoListNode
    PyObject* UpcastToSDLNode(); // returns pyVaultSDLNode
    PyObject* UpcastToPlayerNode(); // returns pyVaultPlayerNode
#ifndef BUILDING_PYPLASMA
    PyObject* UpcastToSystemNode(); // returns pyVaultSystemNode
#endif

};

#endif // _pyVaultNode_h_