/*
CButton
*/

#include "precompiled.h"
#include "GUI.h"
#include "CButton.h"

#include "lib/ogl.h"

using namespace std;

//-------------------------------------------------------------------
//  Constructor / Destructor
//-------------------------------------------------------------------
CButton::CButton()
{
    AddSetting(GUIST_float,                 "buffer_zone");
    AddSetting(GUIST_CGUIString,            "caption");
    AddSetting(GUIST_int,                   "cell_id");
    AddSetting(GUIST_CStr,                  "font");
    AddSetting(GUIST_CGUISpriteInstance,    "sprite");
    AddSetting(GUIST_CGUISpriteInstance,    "sprite_over");
    AddSetting(GUIST_CGUISpriteInstance,    "sprite_pressed");
    AddSetting(GUIST_CGUISpriteInstance,    "sprite_disabled");
    AddSetting(GUIST_EAlign,                "text_align");
    AddSetting(GUIST_EVAlign,               "text_valign");
    AddSetting(GUIST_CColor,                "textcolor");
    AddSetting(GUIST_CColor,                "textcolor_over");
    AddSetting(GUIST_CColor,                "textcolor_pressed");
    AddSetting(GUIST_CColor,                "textcolor_disabled");
    AddSetting(GUIST_CStr,                  "tooltip");
    AddSetting(GUIST_CStr,                  "tooltip_style");

    // Add text
    AddText(new SGUIText());
}

CButton::~CButton()
{
}

void CButton::SetupText()
{
    if (!GetGUI())
        return;

    debug_assert(m_GeneratedTexts.size()>=1);

    CStr font;
    if (GUI<CStr>::GetSetting(this, "font", font) != PS_OK || font.empty())
        // Use the default if none is specified
        // TODO Gee: (2004-08-14) Default should not be hard-coded, but be in styles!
        font = "default";

    CGUIString caption;
    GUI<CGUIString>::GetSetting(this, "caption", caption);

    float buffer_zone=0.f;
    GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);
    *m_GeneratedTexts[0] = GetGUI()->GenerateText(caption, font, m_CachedActualSize.GetWidth(), buffer_zone, this);

    CalculateTextPosition(m_CachedActualSize, m_TextPos, *m_GeneratedTexts[0]);
}

void CButton::HandleMessage(const SGUIMessage &Message)
{
    // Important
    IGUIButtonBehavior::HandleMessage(Message);
    IGUITextOwner::HandleMessage(Message);
/*
    switch (Message.type)
    {
    case GUIM_PRESSED:
//      GetGUI()->TEMPmessage = "Button " + string((const TCHAR*)m_Name) + " was pressed!";
        break;

    default:
        break;
    }
*/
}

void CButton::Draw() 
{
    float bz = GetBufferedZ();

    CGUISpriteInstance *sprite, *sprite_over, *sprite_pressed, *sprite_disabled;
    int cell_id;

    GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite", sprite);
    GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite_over", sprite_over);
    GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite_pressed", sprite_pressed);
    GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite_disabled", sprite_disabled);
    GUI<int>::GetSetting(this, "cell_id", cell_id);

    DrawButton(m_CachedActualSize,
               bz,
               *sprite,
               *sprite_over,
               *sprite_pressed,
               *sprite_disabled,
               cell_id);

    CColor color = ChooseColor();
    IGUITextOwner::Draw(0, color, m_TextPos, bz+0.1f);
}