/*==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==*/
//////////////////////////////////////////////////////////////////////////////
//                                                                          //
//  pfGUIDragBarCtrl Definition                                             //
//                                                                          //
//  DragBars are draggable controls that take their dialogs along with      //
//  them. Because they're essentially part of the dialog directly (the part //
//  that can be dragged), they're processed after the normal hit testing.   //
//                                                                          //
//////////////////////////////////////////////////////////////////////////////

#include "hsTypes.h"
#include "pfGUIDragBarCtrl.h"
#include "pfGameGUIMgr.h"
#include "pfGUIDialogMod.h"

#include "plInputCore/plInputInterface.h"
#include "pnMessage/plRefMsg.h"
#include "pfMessage/pfGameGUIMsg.h"
#include "plMessage/plAnimCmdMsg.h"
#include "plAvatar/plAGModifier.h"
#include "plgDispatch.h"
#include "hsResMgr.h"


//// Constructor/Destructor //////////////////////////////////////////////////

pfGUIDragBarCtrl::pfGUIDragBarCtrl()
{
    SetFlag( kWantsInterest );
    fDragging = false;
    fAnchored = false;
}

pfGUIDragBarCtrl::~pfGUIDragBarCtrl()
{
}

//// IEval ///////////////////////////////////////////////////////////////////

hsBool  pfGUIDragBarCtrl::IEval( double secs, hsScalar del, UInt32 dirty )
{
    return pfGUIControlMod::IEval( secs, del, dirty );
}

//// MsgReceive //////////////////////////////////////////////////////////////

hsBool  pfGUIDragBarCtrl::MsgReceive( plMessage *msg )
{
    return pfGUIControlMod::MsgReceive( msg );
}

//// Read/Write //////////////////////////////////////////////////////////////

void    pfGUIDragBarCtrl::Read( hsStream *s, hsResMgr *mgr )
{
    pfGUIControlMod::Read(s, mgr);
}

void    pfGUIDragBarCtrl::Write( hsStream *s, hsResMgr *mgr )
{
    pfGUIControlMod::Write( s, mgr );
}

//// UpdateBounds ////////////////////////////////////////////////////////////

void    pfGUIDragBarCtrl::UpdateBounds( hsMatrix44 *invXformMatrix, hsBool force )
{
    pfGUIControlMod::UpdateBounds( invXformMatrix, force );
    fBoundsValid = false;
}

//// HandleMouseDown/Up //////////////////////////////////////////////////////

void    pfGUIDragBarCtrl::HandleMouseDown( hsPoint3 &mousePt, UInt8 modifiers )
{
    // if we are anchored <to the floor> then don't let it be moved
    if ( fAnchored )
        return;

    fDragging = true;
    fDragOffset = fScreenCenter - mousePt;

    SetObjectCenter( mousePt.fX + fDragOffset.fX, mousePt.fY + fDragOffset.fY );

    // We know that the entire dialog is going to move, so we better make 
    // sure to update the bounds on all the controls
    fDialog->UpdateAllBounds();
}

void    pfGUIDragBarCtrl::HandleMouseUp( hsPoint3 &mousePt, UInt8 modifiers )
{
    // if we are anchored <to the floor> then don't let it be moved
    if ( fAnchored )
        return;

    fDragging = false;
    SetObjectCenter( mousePt.fX + fDragOffset.fX, mousePt.fY + fDragOffset.fY );
    fDialog->UpdateAllBounds();
}

void    pfGUIDragBarCtrl::HandleMouseDrag( hsPoint3 &mousePt, UInt8 modifiers )
{
    // if we are anchored <to the floor> then don't let it be moved
    if ( fAnchored )
        return;

    SetObjectCenter( mousePt.fX + fDragOffset.fX, mousePt.fY + fDragOffset.fY );
    fDialog->UpdateAllBounds();
}

//// IGetDesiredCursor ///////////////////////////////////////////////////////

UInt32      pfGUIDragBarCtrl::IGetDesiredCursor( void ) const
{
    // if we are anchored, then no cursors that say we can move
    if ( fAnchored )
        return 0;

    if( fDragging )
        return plInputInterface::kCursor4WayDragging;

    return plInputInterface::kCursor4WayDraggable;
}