#include "global.h"
#include "ModIconRow.h"
#include "ThemeManager.h"
#include "PlayerOptions.h"
#include "GameState.h"
#include "RageLog.h"
#include "PlayerState.h"
#include "ActorUtil.h"
#include "XmlFile.h"
#include "LuaManager.h"
#include "Foreach.h"

int OptionToPreferredColumn( RString sOptionText );

REGISTER_ACTOR_CLASS( ModIconRow );

ModIconRow::ModIconRow()
{
	m_pn = PlayerNumber_Invalid;

	this->SubscribeToMessage( "PlayerOptionsChanged" );
}

ModIconRow::~ModIconRow()
{
	FOREACH( ModIcon*, m_vpModIcon, p )
	{
		SAFE_DELETE( *p );
	}
	this->RemoveAllChildren();
}

void ModIconRow::Load( const RString &sMetricsGroup, PlayerNumber pn )
{
	ASSERT_M( m_pn == PlayerNumber_Invalid, "Multiple calls to Load" );

	m_sMetricsGroup = sMetricsGroup;
	m_pn = pn;

	SPACING_X.Load(sMetricsGroup,"SpacingX");
	SPACING_Y.Load(sMetricsGroup,"SpacingY");
	NUM_OPTION_ICONS.Load(sMetricsGroup,"NumModIcons");
	OPTION_ICON_METRICS_GROUP.Load(sMetricsGroup,"ModIconMetricsGroup");

	for( int i=0; i<NUM_OPTION_ICONS; i++ )
	{
		ModIcon *p = new ModIcon;
		p->SetName( "ModIcon" );
		float fOffset = SCALE( i, 0, NUM_OPTION_ICONS-1, -(NUM_OPTION_ICONS-1)/2.0f, (float)(NUM_OPTION_ICONS-1)/2.0f );
		p->SetXY( fOffset*SPACING_X, fOffset*SPACING_Y );
		p->Load( OPTION_ICON_METRICS_GROUP );
		ActorUtil::LoadAllCommands( p, sMetricsGroup );
		m_vpModIcon.push_back( p );
		this->AddChild( p );
	}

	SetFromGameState();
}

void ModIconRow::HandleMessage( const Message &msg )
{
	if( msg.GetName() == "PlayerOptionsChanged" )
		SetFromGameState();

	ActorFrame::HandleMessage( msg );
}


struct OptionColumnEntry
{
	const char *szString;
	int iSlotIndex;

	//void FromStack( lua_State *L, int iPos );
};

// todo: metric these? -aj
static const OptionColumnEntry g_OptionColumnEntries[] =
{
	{"Boost",		0},
	{"Brake",		0},
	{"Wave",		0},
	{"Expand",		0},
	{"Boomerang",	0},
	//--------------------//
	{"Drunk",		1},
	{"Dizzy",		1},
	{"Mini",		1},
	{"Flip",		1},
	{"Tornado",		1},
	//--------------------//
	{"Hidden",		2},
	{"Sudden",		2},
	{"Stealth",		2},
	{"Blink",		2},
	{"RandomVanish",2},
	//--------------------//
	{"Mirror",		3},
	{"Left",		3},
	{"Right",		3},
	{"Shuffle",		3},
	{"SuperShuffle",3},
	//--------------------//
	{"Little",		4},
	{"NoHolds",		4},
	{"Dark",		4},
	{"Blind",		4},
	//--------------------//
	{"Reverse",		5},
	{"Split",		5},
	{"Alternate",	5},
	{"Cross",		5},
	{"Centered",	5},
	//--------------------//
	{"Incoming",	6},
	{"Space",		6},
	{"Hallway",		6},
	{"Distant",		6},
};

int OptionToPreferredColumn( RString sOptionText )
{
	// Speedups always go in column 0. digit ... x
	if( sOptionText.size() > 1 &&
		isdigit(sOptionText[0])    &&
		tolower(sOptionText[sOptionText.size()-1]) == 'x' )
	{
		return 0;
	}

	for( unsigned i=0; i<ARRAYLEN(g_OptionColumnEntries); i++ )
		if( g_OptionColumnEntries[i].szString == sOptionText )
			return g_OptionColumnEntries[i].iSlotIndex;

	// This warns about C1234 and noteskins.
//	LOG->Warn("Unknown option: '%s'", sOptionText.c_str() );
	return 0;
}

void ModIconRow::SetFromGameState()
{
	PlayerNumber pn = m_pn;

	RString sOptions = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetStage().GetString();
	vector<RString> vsOptions;
	split( sOptions, ", ", vsOptions, true );

	vector<RString> vsText;	// fill these with what will be displayed on the tabs
	vsText.resize( m_vpModIcon.size() );

	// for each option, look for the best column to place it in
	for( unsigned i=0; i<vsOptions.size(); i++ )
	{
		RString sOption = vsOptions[i];
		int iPerferredCol = OptionToPreferredColumn( sOption );
		clamp( iPerferredCol, 0, (int)m_vpModIcon.size()-1 );

		if( iPerferredCol == -1 )
			continue;	// skip

		// search for a vacant spot
		for( int j=iPerferredCol; j<NUM_OPTION_ICONS; j++ )
		{
			if( vsText[j] != "" )
			{
				continue;
			}
			else
			{
				vsText[j] = sOption;
				break;
			}
		}
	}

	for( unsigned i=0; i<vsOptions.size(); i++ )
		m_vpModIcon[i]->Set( vsText[i] );
}

// lua start
#include "LuaBinding.h"

/** @brief Allow Lua to have access to the ModIconRow. */ 
class LunaModIconRow: public Luna<ModIconRow>
{
public:
	static int Load( T* p, lua_State *L )		{ p->Load( SArg(1), Enum::Check<PlayerNumber>(L, 2) ); return 0; }

	LunaModIconRow()
	{
		ADD_METHOD( Load );
	}
};

LUA_REGISTER_DERIVED_CLASS( ModIconRow, ActorFrame )

// lua end

/*
 * (c) 2002-2004 Chris Danford
 * All rights reserved.
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, and/or sell copies of the Software, and to permit persons to
 * whom the Software is furnished to do so, provided that the above
 * copyright notice(s) and this permission notice appear in all copies of
 * the Software and that both the above copyright notice(s) and this
 * permission notice appear in supporting documentation.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
 * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
 * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
 * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
 * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
 * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
 * PERFORMANCE OF THIS SOFTWARE.
 */
