/*==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==*/
//////////////////////////////////////////////////////////////////////////////
//                                                                          //
//  plSceneInputInterface                                                   //
//                                                                          //
//////////////////////////////////////////////////////////////////////////////

#ifndef _plSceneInputInterface_h
#define _plSceneInputInterface_h

#include "plInputInterface.h"
#include "hsGeometry3.h"
#include "pnKeyedObject/plKey.h"
#include "pnUtils/pnUtils.h"

//// Class Definition ////////////////////////////////////////////////////////
        
class plPipeline;
class plSceneObject;

class plSceneInputInterface : public plInputInterface
{
    enum 
    {
        kNotOffering = 0,
        kOfferBook,
        kBookOffered,
        kOfferAccepted,
        kOfferLinkPending,
    };
    protected:
        static plSceneInputInterface        *fInstance;
        
        UInt32  fCurrentCursor;
        UInt8   fButtonState;
        hsBool  fClickability;      
        plKey   fCurrentClickable, fLastClicked, fCurrentClickableLogicMod;
        hsPoint3 fCurrentClickPoint;
        hsBool  fCurrClickIsAvatar, fLastClickIsAvatar,fFadedLocalAvatar;
        hsBool fPendingLink;

        int     fBookMode; // are we in offer book mode?
        plKey   fBookKey;  // key for the python file modifier for the book we are offering
        plKey   fOffereeKey;
        UInt32  fOffereeID; // ID for the guy who's accepted our link offer
        const char* fOfferedAgeFile;
        const char* fOfferedAgeInstance;
        const char* fSpawnPoint;
        Uuid fAgeInstanceGuid;
        struct clickableTest
        {
            clickableTest(plKey k)
            {
                key = k;
                val = false;
            }
            plKey key;
            hsBool val;
        };

        hsTArray<clickableTest *> fClickableMap;
        hsTArray<plKey> fIgnoredAvatars; // these are ignored because they are engaged in avatar-avatar interactions which need to be left undisturbed
        hsTArray<plKey> fGUIIgnoredAvatars; // these are ignored because they have a GUI in their face right now
        hsTArray<plKey> fLocalIgnoredAvatars; // these are ALL avatars currently in your age.  they are ignored when you press the 'ignore' key so you can
                                              // select clickable non-avatar objects through them.
        hsPoint3    fLastStartPt, fLastEndPt;
        plPipeline  *fPipe;

        virtual hsBool IEval( double secs, hsScalar del, UInt32 dirty );

        
        void    IRequestLOSCheck( hsScalar xPos, hsScalar yPos, int ID );
        void    ISetLastClicked( plKey obj, hsPoint3 hitPoint );
        void    IHalfFadeAvatar(hsBool out);

        hsBool  IWorldPosMovedSinceLastLOSCheck( void );
        void ClearClickableMap();
        void ISendOfferNotification(plKey& offeree, int ID, hsBool net);
        void IManageIgnoredAvatars(plKey& offeree, hsBool add);
        void ISendAvatarDisabledNotification(hsBool enabled);
        void ILinkOffereeToAge();
    public:

        plSceneInputInterface();
        virtual ~plSceneInputInterface();

        static hsBool   fShowLOS;

        // Always return true, since the cursor should be representing how we control the avatar
        virtual hsBool  HasInterestingCursorID( void ) const { return ( fCurrentCursor != kNullCursor ) ? true : false; }
        virtual UInt32  GetPriorityLevel( void ) const { return kSceneInteractionPriority; }
        virtual UInt32  GetCurrentCursorID( void ) const {return fCurrentCursor;}
        UInt32          SetCurrentCursorID(UInt32 id);
        virtual hsBool  InterpretInputEvent( plInputEventMsg *pMsg );
        void            RequestAvatarTurnToPointLOS();

        virtual hsBool  MsgReceive( plMessage *msg );

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

        plKey           GetCurrMousedAvatar( void ) const { if( fCurrClickIsAvatar ) return fCurrentClickable; else return nil; }
        static plSceneInputInterface *GetInstance( void ) { return fInstance; }     
};


#endif //_plSceneInputInterface_h