/*==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/>.

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 plVisMgr_inc
#define plVisMgr_inc

#include "pnKeyedObject/hsKeyedObject.h"
#include "hsTemplates.h"
#include "hsBitVector.h"

class hsStream;
class hsResMgr;
class plVisRegion;
class plMessage;
struct hsPoint3;

class plVisMgr : public hsKeyedObject
{
public:
    enum RsvBits
    {
        kNormal,
        kCharacter,

        kNumReserved
    };
protected:
    hsTArray<plVisRegion*>          fRegions;
    hsTArray<plVisRegion*>          fNotRegions;

    hsBitVector                     fVisSet;
    hsBitVector                     fVisNot;

    int                             fMaxSet;
    int                             fMaxNot;

    hsBitVector                     fOnBitSet; // Forces a true response from that enabling region
    hsBitVector                     fOffBitSet; // Forces a false response from that enabling region

    hsBitVector                     fOnBitNot; // Forces a true response from that disabling region
    hsBitVector                     fOffBitNot; // Forces a falseresponse from that disabling region

    static hsBitVector              fIdxSet;
    static hsBitVector              fIdxNot;

    // There's currently no reason why you would call ResetNormal
    // because it's called after every Eval.
    void    ResetNormal();

public:
    plVisMgr();
    virtual ~plVisMgr();

    CLASSNAME_REGISTER( plVisMgr );
    GETINTERFACE_ANY( plVisMgr, hsKeyedObject );

    virtual hsBool MsgReceive(plMessage* msg);

    virtual void Read(hsStream* stream, hsResMgr* mgr);
    virtual void Write(hsStream* stream, hsResMgr* mgr);

    void Register(plVisRegion* reg, hsBool not);
    void UnRegister(plVisRegion* reg, hsBool not);

    void Eval(const hsPoint3& pos);

    const hsBitVector& GetVisSet() const { return fVisSet; }
    const hsBitVector& GetVisNot() const { return fVisNot; }

    // All the following persist only through the next Eval. So a normal
    // use would be to call DisableNormal() in your RenderRequest's Render method,
    // then Enable a few vissets of personal interest, then call the base RenderRequest::Render().
    //
    // Turns all regions off, so NOTHING gets drawn. That includes Normal and Character.
    void    DisableNormal();

    // Enable drawing of selected sets. Either one index at a time or pass in a bitvector.
    // The regions are just enabled, they can still say no.
    void    EnableVisSet(int idx, hsBool isNot = false);
    void    EnableVisSets(const hsBitVector& enabled, hsBool isNot = false);

    // Make specified regions say yes, no matter where the camera is.
    // This will implicitly call EnableVisSet for you.
    void    ForceVisSet(int idx, hsBool isNot = false);
    void    ForceVisSets(const hsBitVector& enabled, hsBool isNot = false);
};

class plGlobalVisMgr
{
protected:
    static plVisMgr*        fInstance;
public:
    static plVisMgr* Instance() { return fInstance; }

    static void Init();
    static void DeInit();
};

#endif // plVisMgr_inc