#include "precompiled.h"

#include "GUITooltip.h"
#include "lib/timer.h"
#include "IGUIObject.h"
#include "CGUI.h"

#include "ps/CLogger.h"

/*
    Tooltips:
    When holding the mouse stationary over an object for some amount of time,
    the tooltip is displayed. If the mouse moves off that object, the tooltip
    disappears. If the mouse re-enters an object within a short time, the new
    tooltip is displayed immediately. (This lets you run the mouse across a
    series of buttons, without waiting ages for the text to pop up every time.)

    See Visual Studio's toolbar buttons for an example.


    Implemented as a state machine:

    (where "*" lines are checked constantly, and "<" lines are handled
    on entry to that state)

    IN MOTION
    * If the mouse stops, check whether it should have a tooltip and move to
      'STATIONARY, NO TOOLTIP' or 'STATIONARY, TOOLIP'
    * If the mouse enters an object with a tooltip delay of 0, switch to 'SHOWING'

    STATIONARY, NO TOOLTIP
    * If the mouse moves, switch to 'IN MOTION'

    STATIONARY, TOOLTIP
    < Set target time = now + tooltip time
    * If the mouse moves, switch to 'IN MOTION'
    * If now > target time, switch to 'SHOWING'

    SHOWING
    < Start displaying the tooltip
    * If the mouse leaves the object, check whether the new object has a tooltip
      and switch to 'SHOWING' or 'COOLING'

    COOLING  (since I can't think of a better name)
    < Stop displaying the tooltip
    < Set target time = now + cooldown time
    * If the mouse has moved and is over a tooltipped object, switch to 'SHOWING'
    * If now > target time, switch to 'STATIONARY, NO TOOLTIP'
*/

enum
{
    ST_IN_MOTION,
    ST_STATIONARY_NO_TOOLTIP,
    ST_STATIONARY_TOOLTIP,
    ST_SHOWING,
    ST_COOLING
};

GUITooltip::GUITooltip()
: m_State(ST_IN_MOTION), m_PreviousObject(NULL), m_PreviousTooltipName()
{
}

const double CooldownTime = 0.25; // TODO: Don't hard-code this value

static bool GetTooltip(IGUIObject* obj, CStr&style)
{
    if (obj && obj->SettingExists("tooltip_style")
        && GUI<CStr>::GetSetting(obj, "tooltip_style", style) == PS_OK)
    {
        CStr text;
        if (GUI<CStr>::GetSetting(obj, "tooltip", text) == PS_OK)
        {
            if (text.empty())
            {
                // No tooltip
                return false;
            }

            if (style.empty())
                // Text, but no style - use default
                style = "default";

            return true;
        }
    }
    // Failed while retrieving tooltip_style or tooltip
    return false;
}

void GUITooltip::ShowTooltip(IGUIObject* obj, CPos pos, const CStr& style, CGUI* gui)
{
    debug_assert(obj);

    // Ignore attempts to use tooltip ""
    if (style.empty())
        return;

    // Get the object referenced by 'tooltip_style'
    IGUIObject* tooltipobj = gui->FindObjectByName("__tooltip_"+style);
    if (! tooltipobj)
    {
        LOG_ONCE(ERROR, "gui", "Cannot find tooltip named '%s'", (const char*)style);
        return;
    }

    IGUIObject* usedobj = tooltipobj; // object actually used to display the tooltip in

    CStr usedObjectName;
    if (GUI<CStr>::GetSetting(tooltipobj, "use_object", usedObjectName) == PS_OK
        && !usedObjectName.empty())
    {
        usedobj = gui->FindObjectByName(usedObjectName);
        if (! usedobj)
        {
            LOG_ONCE(ERROR, "gui", "Cannot find object named '%s' used by tooltip '%s'", (const char*)usedObjectName, (const char*)style);
            return;
        }

        // Unhide the object. (If it had use_object and hide_object="true",
        // still unhide it, because the used object might be hidden by default)
        GUI<bool>::SetSetting(usedobj, "hidden", false);
    }
    else
    {
        // Unhide the object
        GUI<bool>::SetSetting(usedobj, "hidden", false);

        // Store mouse position inside the CTooltip
        if (GUI<CPos>::SetSetting(usedobj, "_mousepos", pos) != PS_OK)
            debug_warn("Failed to set tooltip mouse position");
    }

    // Retrieve object's 'tooltip' setting
    CStr text;
    if (GUI<CStr>::GetSetting(obj, "tooltip", text) != PS_OK)
        debug_warn("Failed to retrieve tooltip text"); // shouldn't fail

    // Do some minimal processing ("\n" -> newline, etc)
    text = text.UnescapeBackslashes();

    // Set tooltip's caption
    if (usedobj->SetSetting("caption", text) != PS_OK)
        debug_warn("Failed to set tooltip caption"); // shouldn't fail

    // Make the tooltip object regenerate its text
    usedobj->HandleMessage(SGUIMessage(GUIM_SETTINGS_UPDATED, "caption"));
}

void GUITooltip::HideTooltip(const CStr& style, CGUI* gui)
{
    // Ignore attempts to use tooltip ""
    if (style.empty())
        return;

    IGUIObject* tooltipobj = gui->FindObjectByName("__tooltip_"+style);
    if (! tooltipobj)
    {
        LOG_ONCE(ERROR, "gui", "Cannot find tooltip named '%s'", (const char*)style);
        return;
    }

    CStr usedObjectName;
    if (GUI<CStr>::GetSetting(tooltipobj, "use_object", usedObjectName) == PS_OK
        && !usedObjectName.empty())
    {
        IGUIObject* usedobj = gui->FindObjectByName(usedObjectName);
        if (! usedobj)
        {
            LOG_ONCE(ERROR, "gui", "Cannot find object named '%s' used by tooltip '%s'", (const char*)usedObjectName, (const char*)style);
            return;
        }

        // Clear the caption
        usedobj->SetSetting("caption", "");
        usedobj->HandleMessage(SGUIMessage(GUIM_SETTINGS_UPDATED, "caption"));


        bool hideobject = true;
        GUI<bool>::GetSetting(tooltipobj, "hide_object", hideobject);

        // If hide_object was enabled, hide it
        if (hideobject)
            GUI<bool>::SetSetting(usedobj, "hidden", true);
    }
    else
    {
        GUI<bool>::SetSetting(tooltipobj, "hidden", true);
    }

}

static int GetTooltipDelay(CStr& style, CGUI* gui)
{
    int delay = 500; // default value (in msec)

    IGUIObject* tooltipobj = gui->FindObjectByName("__tooltip_"+style);
    if (! tooltipobj)
    {
        LOG_ONCE(ERROR, "gui", "Cannot find tooltip object named '%s'", (const char*)style);
        return delay;
    }
    GUI<int>::GetSetting(tooltipobj, "delay", delay);
    return delay;
}

void GUITooltip::Update(IGUIObject* Nearest, CPos MousePos, CGUI* GUI)
{
    // Called once per frame, so efficiency isn't vital


    double now = get_time();

    CStr style;

    int nextstate = -1;

    switch (m_State)
    {
    case ST_IN_MOTION:
        if (MousePos == m_PreviousMousePos)
        {
            if (GetTooltip(Nearest, style))
                nextstate = ST_STATIONARY_TOOLTIP;
            else
                nextstate = ST_STATIONARY_NO_TOOLTIP;
        }
        else
        {
            // Check for movement onto a zero-delayed tooltip
            if (GetTooltip(Nearest, style) && GetTooltipDelay(style, GUI)==0)
            {
                // Reset any previous tooltips completely
                //m_Time = now + (double)GetTooltipDelay(style, GUI) / 1000.;
                HideTooltip(m_PreviousTooltipName, GUI);

                nextstate = ST_SHOWING;
            }
        }
        break;

    case ST_STATIONARY_NO_TOOLTIP:
        if (MousePos != m_PreviousMousePos)
            nextstate = ST_IN_MOTION;
        break;

    case ST_STATIONARY_TOOLTIP:
        if (MousePos != m_PreviousMousePos)
            nextstate = ST_IN_MOTION;
        else if (now >= m_Time)
        {
            // Make sure the tooltip still exists
            if (GetTooltip(Nearest, style))
                nextstate = ST_SHOWING;
            else
            {
                // Failed to retrieve style - the object has probably been
                // altered, so just restart the process
                nextstate = ST_IN_MOTION;
            }
        }
        break;

    case ST_SHOWING:
        if (Nearest != m_PreviousObject)
        {
            if (GetTooltip(Nearest, style))
            {   
                CStr style_old;

                // If we're displaying a tooltip with no delay, then we want to 
                //  reset so that other object that should have delay can't
                //  "ride this tail", it have to wait.
                // Notice that this doesn't apply to when you go from one delay=0
                //  to another delay=0
                if (GetTooltip(m_PreviousObject, style_old) && GetTooltipDelay(style_old, GUI)==0 &&
                    GetTooltipDelay(style, GUI)!=0)
                {
                    HideTooltip(m_PreviousTooltipName, GUI);
                    nextstate = ST_IN_MOTION;
                }
                else
                {
                    // Hide old scrollbar
                    HideTooltip(m_PreviousTooltipName, GUI);
                    nextstate = ST_SHOWING;
                }
            }
            else
            {   
                nextstate = ST_COOLING;
            }
        }
        break;

    case ST_COOLING:
        if (GetTooltip(Nearest, style))
            nextstate = ST_SHOWING;
        else if (now >= m_Time)
            nextstate = ST_IN_MOTION;
        break;
    }

    // Handle state-entry code:

    if (nextstate != -1)
    {
        switch (nextstate)
        {
        case ST_STATIONARY_TOOLTIP:
            m_Time = now + (double)GetTooltipDelay(style, GUI) / 1000.;
            break;

        case ST_SHOWING:
            ShowTooltip(Nearest, MousePos, style, GUI);
            m_PreviousTooltipName = style;
            break;

        case ST_COOLING:
            HideTooltip(m_PreviousTooltipName, GUI);
            m_Time = now + CooldownTime;
            break;
        }

        m_State = nextstate;
    }


    m_PreviousMousePos = MousePos;
    m_PreviousObject = Nearest;

}