/*
A GUI Sprite

--Overview--

    A GUI Sprite, which is actually a collage of several
    sprites.

--Usage--

    Used internally and declared in XML files, read documentations
    on how.

--More info--

    Check GUI.h

*/

#ifndef INCLUDED_CGUISPRITE
#define INCLUDED_CGUISPRITE

//--------------------------------------------------------
//  Includes / Compiler directives
//--------------------------------------------------------
#include "GUIbase.h"

#include "ps/Overlay.h"
#include "lib/res/graphics/ogl_tex.h"

//--------------------------------------------------------
//  Macros
//--------------------------------------------------------

//--------------------------------------------------------
//  Types
//--------------------------------------------------------

//--------------------------------------------------------
//  Error declarations
//--------------------------------------------------------

//--------------------------------------------------------
//  Declarations
//--------------------------------------------------------


struct SGUIImageEffects
{
    SGUIImageEffects() : m_Greyscale(false) {}
    CColor m_AddColor;
    CColor m_MultiplyColor;
    bool m_Greyscale;
};


/**
 * A CGUISprite is actually a collage of several <b>real</b>
 * sprites, this struct represents is such real sprite.
 */
struct SGUIImage
{
    SGUIImage() : m_Effects(NULL), m_Border(false), m_DeltaZ(0.f) {}

    // Filename of the texture
    CStr            m_TextureName;

    // Image placement (relative to object)
    CClientArea     m_Size;

    // Texture placement (relative to image placement)
    CClientArea     m_TextureSize;

    // Because OpenGL wants textures in squares with a power of 2 (64x64, 256x256)
    //  it's sometimes tedious to adjust this. So this value simulates which area
    //  is the real texture
    CRect           m_TexturePlacementInFile;

    // For textures that contain a collection of icons (e.g. unit portraits), this
    //  will be set to the size of one icon. An object's cell-id will determine
    //  which part of the texture is used.
    //  Equal to CSize(0,0) for non-celled textures.
    CSize           m_CellSize;

    // Visual effects (e.g. colour modulation)
    SGUIImageEffects* m_Effects;

    // Color
    CColor          m_BackColor;
    CColor          m_BorderColor;

    // 0 or 1 pixel border is the only option
    bool            m_Border;

    /**
     * Z value modification of the image.
     * Inputted in XML as x-level, although it just an easier and safer
     * way of declaring delta-z.
     */
    float           m_DeltaZ;
};


/**
 * The GUI sprite, is actually several real sprites (images)
 * like a collage. View the section <sprites> in the GUI
 * TDD for more information.
 *
 * Drawing routine is located in CGUI
 *
 * @see CGUI#DrawSprite
 */
class CGUISprite
{
public:
    CGUISprite() {}
    virtual ~CGUISprite() {}

    /**
     * Adds an image to the sprite collage.
     *
     * @param image Adds this image to the sprite collage.
     */
    void AddImage(const SGUIImage &image) { m_Images.push_back(image); }

    /// List of images
    std::vector<SGUIImage> m_Images;
};

#include "GUIRenderer.h"

// An instance of a sprite, usually stored in IGUIObjects - basically a string
// giving the sprite's name, but with some extra data to cache rendering
// calculations between draw calls.
class CGUISpriteInstance
{
public:
    CGUISpriteInstance();
    CGUISpriteInstance(const CStr& SpriteName);
    CGUISpriteInstance(const CGUISpriteInstance &Sprite);
    CGUISpriteInstance &operator=(const CStr& SpriteName);
    void Draw(CRect Size, int CellID, std::map<CStr, CGUISprite> &Sprites);
    void Invalidate();
    bool IsEmpty() const;
    const CStr& GetName() { return m_SpriteName; }

private:
    CStr m_SpriteName;

    // Stored drawing calls, for more efficient rendering
    GUIRenderer::DrawCalls m_DrawCallCache;
    // Relevant details of previously rendered sprite; the cache is invalidated
    // whenever any of these values changes.
    CRect m_CachedSize;
    int m_CachedCellID;
};

#endif