/*
GUI utilities
*/

#include "precompiled.h"
#include "GUI.h"
#include "ps/Parser.h"
#include "ps/i18n.h"

extern int g_yres;

using namespace std;

template <>
bool __ParseString<bool>(const CStr& Value, bool &Output)
{
    if (Value == "true")
        Output = true;
    else
    if (Value == "false")
        Output = false;
    else 
        return false;

    return true;
}

template <>
bool __ParseString<int>(const CStr& Value, int &Output)
{
    Output = Value.ToInt();
    return true;
}

template <>
bool __ParseString<float>(const CStr& Value, float &Output)
{
    Output = Value.ToFloat();
    return true;
}

template <>
bool __ParseString<CRect>(const CStr& Value, CRect &Output)
{
    // Use the parser to parse the values
    CParser& parser (CParserCache::Get("_$value_$value_$value_$value_"));

    string str = Value;

    CParserLine line;
    line.ParseString(parser, str);
    if (!line.m_ParseOK)
    {
        // Parsing failed
        return false;
    }
    float values[4];
    for (int i=0; i<4; ++i)
    {
        if (!line.GetArgFloat(i, values[i]))
        {
            // Parsing failed
            return false;
        }
    }

    // Finally the rectangle values
    Output = CRect(values[0], values[1], values[2], values[3]);
    return true;
}

template <>
bool __ParseString<CClientArea>(const CStr& Value, CClientArea &Output)
{
    return Output.SetClientArea(Value);
}

template <>
bool GUI<int>::ParseColor(const CStr& Value, CColor &Output, float DefaultAlpha)
{
    // First, check our database in g_GUI for pre-defined colors
    //  If we find anything, we'll ignore DefaultAlpha
#ifdef g_GUI
    // If it fails, it won't do anything with Output
    if (g_GUI.GetPreDefinedColor(Value, Output))
        return true;

#endif // g_GUI

    return Output.ParseString(Value, DefaultAlpha);
}


template <>
bool __ParseString<CColor>(const CStr& Value, CColor &Output)
{
    // First, check our database in g_GUI for pre-defined colors
#ifdef g_GUI
    // If it fails, it won't do anything with Output
    if (g_GUI.GetPreDefinedColor(Value, Output))
        return true;

#endif // g_GUI

    return Output.ParseString(Value, 255.f);
}

template <>
bool __ParseString<CSize>(const CStr& Value, CSize &Output)
{
    // Use the parser to parse the values
    CParser& parser (CParserCache::Get("_$value_$value_"));

    string str = Value;

    CParserLine line;
    line.ParseString(parser, str);
    if (!line.m_ParseOK)
    {
        // Parsing failed
        return false;
    }

    float x, y;

    // x
    if (!line.GetArgFloat(0, x))
    {
        // TODO Gee: Parsing failed
        return false;
    }

    // y
    if (!line.GetArgFloat(1, y))
    {
        // TODO Gee: Parsing failed
        return false;
    }

    Output.cx = x;
    Output.cy = y;
    
    return true;
}

template <>
bool __ParseString<CPos>(const CStr& Value, CPos &Output)
{
    CSize temp;
    if (__ParseString<CSize>(Value, temp))
    {
        Output = CPos(temp);
        return true;
    }
    else
        return false;
}

template <>
bool __ParseString<EAlign>(const CStr& Value, EAlign &Output)
{
    if (Value == "left")
        Output = EAlign_Left;
    else
    if (Value == "center")
        Output = EAlign_Center;
    else
    if (Value == "right")
        Output = EAlign_Right;
    else
        return false;

    return true;
}

template <>
bool __ParseString<EVAlign>(const CStr& Value, EVAlign &Output)
{
    if (Value == "top")
        Output = EVAlign_Top;
    else
    if (Value == "center")
        Output = EVAlign_Center;
    else
    if (Value == "bottom")
        Output = EVAlign_Bottom;
    else
        return false;

    return true;
}

template <>
bool __ParseString<CGUIString>(const CStr& Value, CGUIString &Output)
{
    // Translate the Value and retrieve the localised string in
    //  Unicode.

    Output.SetValue(I18n::translate((CStrW)Value));
    return true;
}

template <>
bool __ParseString<CStr>(const CStr& Value, CStr&Output)
{
    // Do very little.
    Output = Value;
    return true;
}

template <>
bool __ParseString<CStrW>(const CStr& Value, CStrW& Output)
{
    // Translate the Value and retrieve the localised string in
    //  Unicode.

    Output = I18n::translate((CStrW)Value);
    return true;
}

template <>
bool __ParseString<CGUISpriteInstance>(const CStr& Value, CGUISpriteInstance &Output)
{
    Output = Value;
    return true;
}

template <>
bool __ParseString<CGUIList>(const CStr& UNUSED(Value), CGUIList& UNUSED(Output))
{
    return false;
}


//--------------------------------------------------------

void guiLoadIdentity()
{
    glLoadIdentity();
    glTranslatef(0.0f, (GLfloat)g_yres, -1000.0f);
    glScalef(1.0f, -1.f, 1.0f);
}

//--------------------------------------------------------
//  Utilities implementation
//--------------------------------------------------------
IGUIObject * CInternalCGUIAccessorBase::GetObjectPointer(CGUI &GUIinstance, const CStr& Object)
{
//  if (!GUIinstance.ObjectExists(Object))
//      return NULL;

    return GUIinstance.m_pAllObjects.find(Object)->second;
}

const IGUIObject * CInternalCGUIAccessorBase::GetObjectPointer(const CGUI &GUIinstance, const CStr& Object)
{
//  if (!GUIinstance.ObjectExists(Object))
//      return NULL;

    return GUIinstance.m_pAllObjects.find(Object)->second;
}

void CInternalCGUIAccessorBase::QueryResetting(IGUIObject *pObject)
{
    GUI<>::RecurseObject(0, pObject, &IGUIObject::ResetStates);
}

void CInternalCGUIAccessorBase::HandleMessage(IGUIObject *pObject, const SGUIMessage &message)
{
    pObject->HandleMessage(message);        
}



#ifndef NDEBUG
    #define TYPE(T) \
        template<> void CheckType<T>(const IGUIObject* obj, const CStr& setting) {  \
            if (((IGUIObject*)obj)->m_Settings[setting].m_Type != GUIST_##T)    \
            {   \
                /* Abort now, to avoid corrupting everything by invalidly \
                    casting pointers */ \
                DISPLAY_ERROR(L"FATAL ERROR: Inconsistent types in GUI");   \
            }   \
        }
    #include "GUItypes.h"
    #undef TYPE
#endif


//--------------------------------------------------------------------

template <typename T>
PS_RESULT GUI<T>::GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, T* &Value)
{
    if (pObject == NULL)
        return PS_OBJECT_FAIL;

    std::map<CStr, SGUISetting>::const_iterator it = pObject->m_Settings.find(Setting);
    if (it == pObject->m_Settings.end())
        return PS_SETTING_FAIL;

    if (it->second.m_pSetting == NULL)
        return PS_FAIL;

#ifndef NDEBUG
    CheckType<T>(pObject, Setting);
#endif

    // Get value
    Value = (T*)(it->second.m_pSetting);

    return PS_OK;
}

template <typename T>
PS_RESULT GUI<T>::GetSetting(const IGUIObject *pObject, const CStr& Setting, T &Value)
{
    T* v;
    PS_RESULT ret = GetSettingPointer(pObject, Setting, v);
    if (ret == PS_OK)
        Value = *v;
    return ret;
}

template <typename T>
PS_RESULT GUI<T>::SetSetting(IGUIObject *pObject, const CStr& Setting, 
                             const T &Value, const bool& SkipMessage)
{
    if (pObject == NULL)
        return PS_OBJECT_FAIL;

    if (!pObject->SettingExists(Setting))
        return PS_SETTING_FAIL;

#ifndef NDEBUG
    CheckType<T>(pObject, Setting);
#endif

    // Set value
    *(T*)pObject->m_Settings[Setting].m_pSetting = Value;

    //
    //  Some settings needs special attention at change
    //

    // If setting was "size", we need to re-cache itself and all children
    if (Setting == "size")
    {
        RecurseObject(0, pObject, &IGUIObject::UpdateCachedSize);
    }
    else
    if (Setting == "hidden")
    {
        // Hiding an object requires us to reset it and all children
        QueryResetting(pObject);
        //RecurseObject(0, pObject, IGUIObject::ResetStates);
    }

    if (!SkipMessage)
        HandleMessage(pObject, SGUIMessage(GUIM_SETTINGS_UPDATED, Setting));

    return PS_OK;
}

// Instantiate templated functions:
#define TYPE(T) \
    template PS_RESULT GUI<T>::GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, T* &Value); \
    template PS_RESULT GUI<T>::GetSetting(const IGUIObject *pObject, const CStr& Setting, T &Value); \
    template PS_RESULT GUI<T>::SetSetting(IGUIObject *pObject, const CStr& Setting, const T &Value, const bool& SkipMessage);
#define GUITYPE_IGNORE_CGUISpriteInstance
#include "GUItypes.h"

// Don't instantiate GetSetting<CGUISpriteInstance> - this will cause linker errors if
// you attempt to retrieve a sprite using GetSetting, since that copies the sprite
// and will mess up the caching performed by DrawSprite. You have to use GetSettingPointer
// instead. (This is mainly useful to stop me accidentally using the wrong function.)
template PS_RESULT GUI<CGUISpriteInstance>::GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, CGUISpriteInstance* &Value);
template PS_RESULT GUI<CGUISpriteInstance>::SetSetting(IGUIObject *pObject, const CStr& Setting, const CGUISpriteInstance &Value, const bool& SkipMessage);