/*
===========================================================================

Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 

This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).  

Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/
#ifndef __GAME_BEARSHOOT_WINDOW_H__
#define __GAME_BEARSHOOT_WINDOW_H__

class idGameBearShootWindow;

class BSEntity {
public:
	const idMaterial *		material;
	idStr					materialName;
	float					width, height;
	bool					visible;

	idVec4					entColor;
	idVec2					position;
	float					rotation;
	float					rotationSpeed;
	idVec2					velocity;

	bool					fadeIn;
	bool					fadeOut;

	idGameBearShootWindow *	game;
	
public:
						BSEntity(idGameBearShootWindow* _game);
	virtual				~BSEntity();

	virtual void		WriteToSaveGame( idFile *savefile );
	virtual void		ReadFromSaveGame( idFile *savefile, idGameBearShootWindow* _game );

	void				SetMaterial(const char* name);
	void				SetSize( float _width, float _height );
	void				SetVisible( bool isVisible );

	virtual void		Update( float timeslice );
	virtual void		Draw(idDeviceContext *dc);

private:
};


class idGameBearShootWindow : public idWindow {
public:
	idGameBearShootWindow(idUserInterfaceLocal *gui);
	idGameBearShootWindow(idDeviceContext *d, idUserInterfaceLocal *gui);
	~idGameBearShootWindow();

	virtual void		WriteToSaveGame( idFile *savefile );
	virtual void		ReadFromSaveGame( idFile *savefile );

	virtual const char*	HandleEvent(const sysEvent_t *event, bool *updateVisuals);
	virtual void		PostParse();
	virtual void		Draw(int time, float x, float y);
	virtual const char*	Activate(bool activate);
	virtual idWinVar *	GetWinVarByName	(const char *_name, bool winLookup = false, drawWin_t** owner = NULL);

private:
	void				CommonInit();
	void				ResetGameState();

	void				UpdateBear();
	void				UpdateHelicopter();
	void				UpdateTurret();
	void				UpdateButtons();
	void				UpdateGame();
	void				UpdateScore();

	virtual bool		ParseInternalVar(const char *name, idParser *src);

private:

	idWinBool			gamerunning;
	idWinBool			onFire;
	idWinBool			onContinue;
	idWinBool			onNewGame;

	float				timeSlice;
	float				timeRemaining;
	bool				gameOver;

	int					currentLevel;
	int					goalsHit;
	bool				updateScore;
	bool				bearHitTarget;

	float				bearScale;
	bool				bearIsShrinking;
	int					bearShrinkStartTime;

	float				turretAngle;
	float				turretForce;

	float				windForce;
	int					windUpdateTime;

	idList<BSEntity*>	entities;

	BSEntity			*turret;
	BSEntity			*bear;
	BSEntity			*helicopter;
	BSEntity			*goal;
	BSEntity			*wind;
	BSEntity			*gunblast;
};

#endif //__GAME_BEARSHOOT_WINDOW_H__
