/*==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==*/
//////////////////////////////////////////////////////////////////////////////
//																			//
//	pfGameGUIMgr Header 													//
//	A.K.A. "Ooh, we get a GUI!"												//
//																			//
//// Description /////////////////////////////////////////////////////////////
//																			//
//	The in-game GUI manager. Handles reading, creation, and input for		//
//	dialog boxes at runtime.												//
//																			//
//////////////////////////////////////////////////////////////////////////////

#ifndef _pfGameGUIMgr_h
#define _pfGameGUIMgr_h

#include "hsTypes.h"
#include "hsTemplates.h"
#include "../pnInputCore/plKeyDef.h"
#include "../pnKeyedObject/hsKeyedObject.h"
#include <vector>

class plPipeline;
class plMessage;
class pfGUIDialogMod;
class pfGUIControlMod;
class pfGameUIInputInterface;
class plPostEffectMod;

//// Tag Definitions /////////////////////////////////////////////////////////
//	Each dialog/control gets an optional tag ID number. This is the link
//	between MAX and C++. You attach a Tag component to a control or dialog
//	in MAX and assign it an ID (supplied by a list of konstants that are
//	hard-coded). Then, in code, you ask the gameGUIMgr for the dialog (or
//	control) with that ID, and pop, you get it back. Then you run with it.
//
//	Easy, huh?

class pfGUITag
{
	public:
		UInt32	fID;
		char	fName[ 128 ];
};


//
// This class just holds a name and the key to set the receiver to
// after the dialog gets loaded.
class pfDialogNameSetKey
{
private:
	char	*fName;
	plKey	fKey;
public:
	pfDialogNameSetKey(const char *name, plKey key) { fName = hsStrcpy(name); fKey=key; }
	~pfDialogNameSetKey() { delete [] fName; }
	const char *GetName() { return fName; }
	plKey GetKey() { return fKey; }
};

//// Manager Class Definition ////////////////////////////////////////////////

class pfGUIPopUpMenu;
class pfGameGUIMgr : public hsKeyedObject
{
	friend class pfGameUIInputInterface;

	public:

		enum EventType
		{
			kMouseDown,
			kMouseUp,
			kMouseMove,
			kMouseDrag,
			kKeyDown,
			kKeyUp,
			kKeyRepeat,
			kMouseDblClick
		};

		enum
		{
			kNoModifiers = 0,
			kShiftDown	= 0x01,
			kCtrlDown	= 0x02,
			kCapsDown	= 0x04
		};

	private:

		static pfGameGUIMgr	*fInstance;

	protected:

		hsTArray<pfGUIDialogMod *>	fDialogs;
		pfGUIDialogMod				*fActiveDialogs;

		// These two lists help us manage when dialogs get told to load or unload versus when they actually *do*
		hsTArray<pfDialogNameSetKey *>	fDlgsPendingLoad;
		hsTArray<pfDialogNameSetKey *>	fDlgsPendingUnload;

		hsBool	fActivated;
		UInt32	fActiveDlgCount;

		pfGameUIInputInterface		*fInputConfig;
		UInt32						fInputCtlIndex;

		UInt32						fDefaultCursor;
		hsScalar					fCursorOpacity;
		hsScalar				fAspectRatio;

		// This is an array of the dialogs (by name) that need their
		// receiver key set once they are loaded.
		// This array shouldn't get more than one entry... but
		// it could be more....
		// LoadDialog adds an entry and MsgReceive removes it
		hsTArray<pfDialogNameSetKey *>	fDialogToSetKeyOf;

		void	ILoadDialog( const char *name );
		void	IShowDialog( const char *name );
		void	IHideDialog( const char *name );

		void	IAddDlgToList( hsKeyedObject *obj );
		void	IRemoveDlgFromList( hsKeyedObject *obj );

		void	IActivateGUI( hsBool activate );

		hsBool	IHandleMouse( EventType event, hsScalar mouseX, hsScalar mouseY, UInt8 modifiers, UInt32 *desiredCursor );
		hsBool	IHandleKeyEvt( EventType event, plKeyDef key, UInt8 modifiers );
		hsBool	IHandleKeyPress( char key, UInt8 modifiers );

		hsBool	IModalBlocking( void );

		pfGUIDialogMod	*IGetTopModal( void ) const;

	public:

		enum
		{
			kDlgModRef = 0
		};


		pfGameGUIMgr();
		~pfGameGUIMgr();

		CLASSNAME_REGISTER( pfGameGUIMgr );
		GETINTERFACE_ANY( pfGameGUIMgr, hsKeyedObject );

		void		Draw( plPipeline *p );

		hsBool		Init( void );

		virtual hsBool	MsgReceive( plMessage* pMsg );

		void	LoadDialog( const char *name, plKey recvrKey=nil, const char *ageName = nil );	// AgeName = nil defaults to "GUI"
		void	ShowDialog( const char *name ) { IShowDialog(name); }
		void	HideDialog( const char *name ) { IHideDialog(name); }
		void	UnloadDialog( const char *name );
		void	UnloadDialog( pfGUIDialogMod *dlg );

		void	ShowDialog( pfGUIDialogMod *dlg, bool resetClickables=true );
		void	HideDialog( pfGUIDialogMod *dlg );

		hsBool	IsDialogLoaded( const char *name );
		pfGUIDialogMod *GetDialogFromString( const char *name );

		void	SetDialogToNotify(const char *name, plKey recvrKey);
		void	SetDialogToNotify(pfGUIDialogMod *dlg, plKey recvrKey);

		void	SetDefaultCursor(UInt32 defaultCursor) { fDefaultCursor = defaultCursor; }
		UInt32	GetDefaultCursor() { return fDefaultCursor; }
		void	SetCursorOpacity(hsScalar opacity) { fCursorOpacity = opacity; }
		hsScalar	GetCursorOpacity() { return fCursorOpacity; }

		pfGUIPopUpMenu	*FindPopUpMenu( const char *name );

		std::vector<plPostEffectMod*> GetDlgRenderMods( void ) const;
		hsBool	IsModalBlocking( void ) {return IModalBlocking();}

		// Tag ID stuff
		pfGUIDialogMod	*GetDialogFromTag( UInt32 tagID );
		pfGUIControlMod	*GetControlFromTag( pfGUIDialogMod *dlg, UInt32 tagID );

		static UInt32		GetNumTags( void );
		static pfGUITag		*GetTag( UInt32 tagIndex );
		static UInt32		GetHighestTag( void );
		void SetAspectRatio(hsScalar aspectratio);
		hsScalar GetAspectRatio() { return fAspectRatio; }
 
		static pfGameGUIMgr	*GetInstance( void ) { return fInstance; }
};

#endif //_pfGameGUIMgr_h