/*==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
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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.
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*==LICENSE==*/
//////////////////////////////////////////////////////////////////////////////
//                                                                          //
//  plPlates - Header file for the plates and plPlateManager                //
//                                                                          //
//////////////////////////////////////////////////////////////////////////////

#ifndef _plPlates_h
#define _plPlates_h

#include "hsTypes.h"
#include "hsStlUtils.h"
#include "hsColorRGBA.h"
#include "hsTemplates.h"
#include "hsUtils.h"
#include "hsMatrix44.h"



//// plPlate Class Definition ////////////////////////////////////////////////
//  plPlate is the actual plate object that represents one plate on the 
//  screen. It has a transform matrix (which includes position, scale and
//  rotation), a material, a depth value and a color that is applied to all
//  four corners. All plates are parallelograms. 

class plPlateManager;
class hsGMaterial;
class plMipmap;
class plBitmap;

class plPlate
{
    friend class plPlateManager;

    protected:
        
        hsMatrix44      fXformMatrix;
        hsGMaterial     *fMaterial;
        plMipmap        *fMipmap;
        hsScalar        fDepth, fOpacity;
        UInt32          fFlags;
        char            fTitle[ 64 ];

        plPlate         *fNext;
        plPlate         **fPrevPtr;

        plPlate         **fOwningHandle;

        static UInt32   fMagicUniqueKeyInt;

        plPlate( plPlate** owningHandle );
        virtual ~plPlate();

        void    ILink( plPlate **back );

        void    IUnlink( void )
        {
            hsAssert( fPrevPtr, "Plate not in list" );
            if( fNext )
                fNext->fPrevPtr = fPrevPtr;
            *fPrevPtr = fNext;

            fNext = nil;
            fPrevPtr = nil;
        }

        void ISetResourceAlphas(UInt32 colorKey);

    public:

        enum 
        {
            kFlagVisible        = 0x00000001,
            kFlagLocalMaterial  = 0x00000002,
            kFlagIsAGraph       = 0x00000004
        };

        /// Basic properties

        void    SetTransform( hsMatrix44 &matrix, hsBool reSort = true );
        void    SetMaterial( hsGMaterial *material );
        void    SetTexture(plBitmap *texture); // Creates a new single layer material to use the texture.
        void    SetTitle( const char *title ) { if( title != nil ) strncpy( fTitle, title, sizeof( fTitle ) ); else fTitle[ 0 ] = 0; }

        hsGMaterial     *GetMaterial( void ) { return fMaterial; }
        hsMatrix44      &GetTransform( void ) { return fXformMatrix; }
        const char      *GetTitle( void ) { return fTitle; }
        UInt32          GetFlags( void ) { return fFlags; }
        const plMipmap  *GetMipmap( void ) { return fMipmap; }

        void    SetVisible( hsBool vis ) { if( vis ) fFlags |= kFlagVisible; else fFlags &= ~kFlagVisible; }
        hsBool  IsVisible( void );

        void    SetOpacity( hsScalar opacity = 1.f );

        plPlate *GetNext( void ) { return fNext; }


        /// Helper functions
        
        void    SetDepth( hsScalar depth) { fDepth = depth; }
        void    SetPosition( hsScalar x, hsScalar y, hsScalar z = -1.0f );
        void    SetSize( hsScalar width, hsScalar height, bool adjustByAspectRatio = false );

        plMipmap        *CreateMaterial( UInt32 width, UInt32 height, hsBool withAlpha, plMipmap* texture = NULL );
        void            CreateFromResource( const char *resName );
        void            ReloadFromResource( const char *resName );
};

//// plGraphPlate Class Definition ///////////////////////////////////////////
//  A derivation of plPlate that maintains a procedural texture which displays
//  a scrolling graph of data.

class plGraphPlate : public plPlate
{
    protected:
        UInt32          fBGHexColor, fAxesHexColor, fGraphHexColor;
        std::vector<UInt32> fDataHexColors;
        UInt32          fMin, fMax, fLabelMin, fLabelMax;
        std::vector<Int32>  fLastValues;
        std::vector<std::string>    fLabelText;

        UInt32      IMakePow2( UInt32 value );
        void        IDrawNumber( UInt32 number, UInt32 *dataPtr, UInt32 stride, UInt32 color );
        void        IDrawDigit( char digit, UInt32 *dataPtr, UInt32 stride, UInt32 color );

    public:
        plGraphPlate( plPlate **owningHandle );
        virtual ~plGraphPlate();

        void    SetDataRange( UInt32 min, UInt32 max, UInt32 width );
        void    SetDataLabels( UInt32 min, UInt32 max );
        void    SetLabelText( char *text1, char *text2 = nil, char *text3 = nil, char *text4 = nil );
        void    SetLabelText( const std::vector<std::string> & text );
        void    ClearData( void );

        void    AddData( Int32 value, Int32 value2 = -1, Int32 value3 = -1, Int32 value4 = -1 );
        void    AddData( std::vector<Int32> values );

        void    SetColors( UInt32 bgHexColor = 0x80000000, UInt32 axesHexColor = 0xffffffff, UInt32 dataHexColor = 0xff00ff00, UInt32 graphHexColor = 0x80ff0000 );
        void    SetDataColors( UInt32 hexColor1 = 0xff00ff00, UInt32 hexColor2 = 0xff0000ff, UInt32 hexColor3 = 0xffffff00, UInt32 hexColor4 = 0xffff00ff );
        void    SetDataColors( const std::vector<UInt32> & hexColors );

        const char      *GetLabelText( int i ) { return fLabelText[ i ].c_str(); }
        const UInt32    GetDataColor( int i ) { return fDataHexColors[ i ]; }
        const UInt32    GetNumLabels() { return fLabelText.size(); }
        const UInt32    GetNumColors() { return fDataHexColors.size(); }
};

//// plPlateManager Class Definition /////////////////////////////////////////
//  This class handles all the plates--it keeps track of all the plates, 
//  creates and destroys them, and draws them when the pipeline tells it to.

class plPipeline;

class plPlateManager
{
    friend class plPlate;

    private:

        static plPlateManager   *fInstance;

    protected:

        plPlate     *fPlates;
        plPipeline  *fOwner;
        hsBool      fCreatedSucessfully;

        plPlateManager( plPipeline *pipe ) 
        {
            fInstance = this;
            fPlates = nil;
            fOwner = pipe;
            fCreatedSucessfully = true;
        }

        virtual void    IDrawToDevice( plPipeline *pipe ) = 0;

        void            IResortPlate( plPlate *plate, bool fromCurrent );

    public:

        virtual ~plPlateManager();
        
        static plPlateManager   &Instance( void ) { return *fInstance; }
        static bool InstanceValid( void ) { return fInstance != nil; }

        void        CreatePlate( plPlate **handle );
        void        CreatePlate( plPlate **handle, hsScalar width, hsScalar height );
        void        CreatePlate( plPlate **handle, hsScalar x, hsScalar y, hsScalar width, hsScalar height );

        void        CreateGraphPlate( plGraphPlate **handle );

        void        DestroyPlate( plPlate *plate );

        void        SetPlateScreenPos( plPlate *plate, UInt32 x, UInt32 y );
        void        SetPlatePixelSize( plPlate *plate, UInt32 pWidth, UInt32 pHeight );

        UInt32      GetPipeWidth( void );
        UInt32      GetPipeHeight( void );
        void        DrawToDevice( plPipeline *pipe );

        hsBool      IsValid( void ) { return fCreatedSucessfully; }
};

// Sets the hInstance that we load our resources from.  A SceneViewer hack.
void SetHInstance(void *instance);

#endif //_plPlates_h