/*==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==*/

#pragma once
#ifndef plClient_inc
#define plClient_inc


//#define NEW_CAMERA_CODE

#include "hsWindowHndl.h"
#include "hsBitVector.h"
#include "hsTemplates.h"
#include "hsUtils.h"
#include "hsStlUtils.h"
#include "../pnKeyedObject/hsKeyedObject.h"
#include "../pnKeyedObject/plUoid.h"
#include "../plScene/plRenderRequest.h"

class plSceneNode;
class plPipeline;
class hsG3DDeviceModeRecord;
class plInputManager;
class plInputController;
class plSceneObject;
class pfConsoleEngine;
class pfConsole;
class plAudioSystem;
class plVirtualCam1;
class plKey;
class plPageTreeMgr;
class plTransitionMgr;
class plLinkEffectsMgr;
class plOperationProgress;
class pfGameGUIMgr;
class pfKI;
class plAnimDebugList;
class plFontCache;
class plClientMsg;
class plLocation;
class plMovieMsg;
class plBinkPlayer;
class plPreloaderMsg;
class plNetCommAuthMsg;
class plAgeLoaded2Msg;


typedef void (*plMessagePumpProc)( void );

class plClient : public hsKeyedObject
{
protected:

	class plRoomRec
	{
		public:
			plSceneNode	*fNode;
			UInt32		fFlags;

			plRoomRec() { fNode = nil; fFlags = 0; }
			plRoomRec( plSceneNode *n, UInt32 f ) : fNode( n ), fFlags( f ) {}

			enum Flags
			{
				kHeld = 0x00000001
			};
	};

	hsBitVector				fFlags;

	plInputManager*			fInputManager;

	plPageTreeMgr*			fPageMgr;
	hsTArray<plRoomRec>		fRooms;
	plSceneNode*			fCurrentNode;

	plPipeline*				fPipeline;
	hsColorRGBA				fClearColor;
	plTransitionMgr			*fTransitionMgr;
	plLinkEffectsMgr		*fLinkEffectsMgr;
	plFontCache				*fFontCache;

	pfConsoleEngine*		fConsoleEngine;
	pfConsole*				fConsole;

	pfKI					*fKIGUIGlue;

	hsBool					fDone;
	hsBool					fWindowActive;

	hsWindowHndl			fWindowHndl;

	double					fLastProgressUpdate;
	plOperationProgress		*fProgressBar;

	pfGameGUIMgr			*fGameGUIMgr;

	virtual hsG3DDeviceModeRecord ILoadDevMode(const char* devModeFile);

	hsBool					IUpdate();
	hsBool					IDraw();
	hsBool					IDrawProgress();
	
	plVirtualCam1*			fNewCamera;

	static plClient*		fInstance;
	char *					fpAuxInitDir;
	static hsBool			fDelayMS;

	int						fClampCap;
	int						fQuality;

	hsBool					fQuitIntro;
	hsTArray<plBinkPlayer*>	fMovies;

	hsBool					fPatchGlobalAges;

	plMessagePumpProc		fMessagePumpProc;
	
#ifndef PLASMA_EXTERNAL_RELEASE
	bool					bPythonDebugConnected;
#endif

	hsTArray<plRenderRequest*>		fPreRenderRequests;
	hsTArray<plRenderRequest*>		fPostRenderRequests;

	bool fHoldLoadRequests;
	class LoadRequest
	{
	public:
		LoadRequest(const plLocation& loc, bool hold) { this->loc = loc; this->hold = hold; }
		plLocation loc;
		bool hold;
	};
	typedef std::list<LoadRequest*> LoadList;
	LoadList fLoadRooms;
	int fNumLoadingRooms;	// Number of rooms we're waiting for load callbacks on
	std::vector<plLocation> fRoomsLoading; // the locations we are currently in the middle of loading

	int fNumPostLoadMsgs;
	float fPostLoadMsgInc;
	
	void					ICompleteInit ();
	void					IOnAsyncInitComplete ();
	void					IHandlePreloaderMsg (plPreloaderMsg * msg);
	void					IHandleNetCommAuthMsg (plNetCommAuthMsg * msg);
	bool					IHandleAgeLoaded2Msg (plAgeLoaded2Msg * msg);

	hsBool					IFlushRenderRequests();
	void					IProcessPreRenderRequests();
	void					IProcessPostRenderRequests();
	void					IProcessRenderRequests(hsTArray<plRenderRequest*>& reqs);
	void					IAddRenderRequest(plRenderRequest* req);

#ifdef USE_BINK_SDK
	hsBool					IPlayIntroBink(const char* movieName, hsScalar endDelay, hsScalar posX, hsScalar posY, hsScalar scaleX, hsScalar scaleY, hsScalar volume = 1.0);
#endif // USE_BINK_SDK
	hsBool					IHandleMovieMsg(plMovieMsg* mov);
	void					IKillMovies();
	void					IServiceMovies();

	void	IStartProgress( const char *title, hsScalar len );
	void	IIncProgress( hsScalar byHowMuch, const char *text );
	void	IStopProgress( void );

	static void IDispatchMsgReceiveCallback();
	static void	IReadKeyedObjCallback(plKey key);
	static void	IProgressMgrCallbackProc( plOperationProgress *progress );

	void	IPatchGlobalAgeFiles( void );

	int IFindRoomByLoc(const plLocation& loc);
	bool IIsRoomLoading(const plLocation& loc);
	void IQueueRoomLoad(const std::vector<plLocation>& locs, bool hold);
	void ILoadNextRoom();
	void IUnloadRooms(const std::vector<plLocation>& locs);
	void IRoomLoaded(plSceneNode* node, bool hold);
	void IRoomUnloaded(plSceneNode* node);
	void ISetGraphicsDefaults();
	
public:

	plClient();
	virtual ~plClient();

	CLASSNAME_REGISTER( plClient );
	GETINTERFACE_ANY( plClient, hsKeyedObject );

	static plClient*	GetInstance() { return fInstance; }
	static void			SetInstance(plClient* v) { fInstance=v; }
	
	virtual hsBool MsgReceive(plMessage* msg);
	
	hsBool		InitPipeline();

	void		InitInputs();

	void		InitDLLs();
	void		ShutdownDLLs();

	void		InitAuxInits();

	virtual hsBool StartInit();
	virtual hsBool Shutdown();
	virtual hsBool MainLoop();

	plClient&	SetDone(hsBool done) { fDone = done; return *this; }
	hsBool		GetDone() { return fDone; }

	// Set this to true to queue any room load requests that come in.  Set it to false to process them.
	void SetHoldLoadRequests(bool hold);

	enum
	{
		kFlagIniting,
		kFlagDBGDisableRender,
		kFlagDBGDisableRRequests,
		kFlagAsyncInitComplete,
		kFlagGlobalDataLoaded,
	};

	hsBool HasFlag(int f) const { return fFlags.IsBitSet(f); }
	void SetFlag(int f, hsBool on=true) { fFlags.SetBit(f, on); }

	virtual plClient& SetWindowHandle(hsWindowHndl hndl) { fWindowHndl=hndl; return *this; }
	hsWindowHndl	GetWindowHandle() { return fWindowHndl; }

	plInputManager*		GetInputManager() { return fInputManager; }

	plPipeline*		GetPipeline() { return fPipeline; }

	plSceneNode*	GetCurrentScene() { return fCurrentNode; }

	pfConsoleEngine	*GetConsoleEngine() { return fConsoleEngine; }

	void SetAuxInitDir(const char *p) { delete [] fpAuxInitDir; fpAuxInitDir = hsStrcpy(p); }

	static void EnableClientDelay() { plClient::fDelayMS = true; }

	// These are a hack to let the console fake a lesser capabile board and test out quality settings.
	// They should go away once we have this built into ClientSetup et.al.
	void SetClampCap(int c) { fClampCap = c; }
	int GetClampCap() const { return fClampCap; }
	void SetQuality(int q) { fQuality = q; }
	int GetQuality() const { return fQuality; }

	hsBool GetQuitIntro() const { return fQuitIntro; }
	void SetQuitIntro(hsBool on) { fQuitIntro = on; }

	void			SetClearColor( hsColorRGBA &color );
	hsColorRGBA		GetClearColor() const { return fClearColor; }

	// The client window has focus (true) or lost it (false)
	virtual void WindowActivate(bool active);
	virtual hsBool WindowActive() const { return fWindowActive; }

	void	SetMessagePumpProc( plMessagePumpProc proc ) { fMessagePumpProc = proc; }
	void ResetDisplayDevice(int Width, int Height, int ColorDepth, hsBool Windowed, int NumAASamples, int MaxAnisotropicSamples, hsBool VSync = false);
	void ResizeDisplayDevice(int Width, int Height, hsBool Windowed);
	void IDetectAudioVideoSettings();
	void IWriteDefaultGraphicsSettings(const wchar* destFile);

	plAnimDebugList *fAnimDebugList;

#if 0
	std::string fUsername;
	std::string fPasswordDigest;
	std::string fServer;
	int			fPlayerID;
	bool		fRecreatePlayer;
	bool		fAuthPassed;
#endif
};

#endif // plClient_inc