/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena 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 2 of the License,
or (at your option) any later version.

Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
#ifndef __UI_SHARED_H
#define __UI_SHARED_H


#include "../game/q_shared.h"
#include "../cgame/tr_types.h"
#include "keycodes.h"

#include "../../ui/menudef.h"

#define MAX_MENUNAME 32
#define MAX_ITEMTEXT 64
#define MAX_ITEMACTION 64
#define MAX_MENUDEFFILE 4096
#define MAX_MENUFILE 32768
#define MAX_MENUS 64
#define MAX_MENUITEMS 96
#define MAX_COLOR_RANGES 10
#define MAX_OPEN_MENUS 16

#define WINDOW_MOUSEOVER			0x00000001	// mouse is over it, non exclusive
#define WINDOW_HASFOCUS				0x00000002	// has cursor focus, exclusive
#define WINDOW_VISIBLE				0x00000004	// is visible
#define WINDOW_GREY						0x00000008	// is visible but grey ( non-active )
#define WINDOW_DECORATION			0x00000010	// for decoration only, no mouse, keyboard, etc.. 
#define WINDOW_FADINGOUT			0x00000020	// fading out, non-active
#define WINDOW_FADINGIN				0x00000040	// fading in
#define WINDOW_MOUSEOVERTEXT	0x00000080	// mouse is over it, non exclusive
#define WINDOW_INTRANSITION		0x00000100	// window is in transition
#define WINDOW_FORECOLORSET		0x00000200	// forecolor was explicitly set ( used to color alpha images or not )
#define WINDOW_HORIZONTAL			0x00000400	// for list boxes and sliders, vertical is default this is set of horizontal
#define WINDOW_LB_LEFTARROW		0x00000800	// mouse is over left/up arrow
#define WINDOW_LB_RIGHTARROW	0x00001000	// mouse is over right/down arrow
#define WINDOW_LB_THUMB				0x00002000	// mouse is over thumb
#define WINDOW_LB_PGUP				0x00004000	// mouse is over page up
#define WINDOW_LB_PGDN				0x00008000	// mouse is over page down
#define WINDOW_ORBITING				0x00010000	// item is in orbit
#define WINDOW_OOB_CLICK			0x00020000	// close on out of bounds click
#define WINDOW_WRAPPED				0x00040000	// manually wrap text
#define WINDOW_AUTOWRAPPED			0x00080000	// auto wrap text
#define WINDOW_FORCED					0x00100000	// forced open
#define WINDOW_POPUP					0x00200000	// popup
#define WINDOW_BACKCOLORSET		0x00400000	// backcolor was explicitly set 
#define WINDOW_TIMEDVISIBLE		0x00800000	// visibility timing ( NOT implemented )


// CGAME cursor type bits
#define CURSOR_NONE					0x00000001
#define CURSOR_ARROW				0x00000002
#define CURSOR_SIZER				0x00000004

#ifdef CGAME
#define STRING_POOL_SIZE 128*1024
#else
#define STRING_POOL_SIZE 384*1024
#endif
#define MAX_STRING_HANDLES 4096

#define MAX_SCRIPT_ARGS 12
#define MAX_EDITFIELD 256

#define ART_FX_BASE			"menu/art/fx_base"
#define ART_FX_BLUE			"menu/art/fx_blue"
#define ART_FX_CYAN			"menu/art/fx_cyan"
#define ART_FX_GREEN		"menu/art/fx_grn"
#define ART_FX_RED			"menu/art/fx_red"
#define ART_FX_TEAL			"menu/art/fx_teal"
#define ART_FX_WHITE		"menu/art/fx_white"
#define ART_FX_YELLOW		"menu/art/fx_yel"

#define ASSET_GRADIENTBAR "ui/assets/gradientbar2.tga"
#define ASSET_SCROLLBAR             "ui/assets/scrollbar.tga"
#define ASSET_SCROLLBAR_ARROWDOWN   "ui/assets/scrollbar_arrow_dwn_a.tga"
#define ASSET_SCROLLBAR_ARROWUP     "ui/assets/scrollbar_arrow_up_a.tga"
#define ASSET_SCROLLBAR_ARROWLEFT   "ui/assets/scrollbar_arrow_left.tga"
#define ASSET_SCROLLBAR_ARROWRIGHT  "ui/assets/scrollbar_arrow_right.tga"
#define ASSET_SCROLL_THUMB          "ui/assets/scrollbar_thumb.tga"
#define ASSET_SLIDER_BAR						"ui/assets/slider2.tga"
#define ASSET_SLIDER_THUMB					"ui/assets/sliderbutt_1.tga"
#define SCROLLBAR_SIZE 16.0
#define SLIDER_WIDTH 96.0
#define SLIDER_HEIGHT 16.0
#define SLIDER_THUMB_WIDTH 12.0
#define SLIDER_THUMB_HEIGHT 20.0
#define	NUM_CROSSHAIRS			10

typedef struct {
  const char *command;
  const char *args[MAX_SCRIPT_ARGS];
} scriptDef_t;


typedef struct {
  float x;    // horiz position
  float y;    // vert position
  float w;    // width
  float h;    // height;
} rectDef_t;

typedef rectDef_t Rectangle;

// FIXME: do something to separate text vs window stuff
typedef struct {
  Rectangle rect;                 // client coord rectangle
  Rectangle rectClient;           // screen coord rectangle
  const char *name;               //
  const char *group;              // if it belongs to a group
  const char *cinematicName;		  // cinematic name
  int cinematic;								  // cinematic handle
  int style;                      //
  int border;                     //
  int ownerDraw;									// ownerDraw style
	int ownerDrawFlags;							// show flags for ownerdraw items
  float borderSize;               // 
  int flags;                      // visible, focus, mouseover, cursor
  Rectangle rectEffects;          // for various effects
  Rectangle rectEffects2;         // for various effects
  int offsetTime;                 // time based value for various effects
  int nextTime;                   // time next effect should cycle
  vec4_t foreColor;               // text color
  vec4_t backColor;               // border color
  vec4_t borderColor;             // border color
  vec4_t outlineColor;            // border color
  qhandle_t background;           // background asset  
} windowDef_t;

typedef windowDef_t Window;

typedef struct {
	vec4_t	color;
	float		low;
	float		high;
} colorRangeDef_t;

// FIXME: combine flags into bitfields to save space
// FIXME: consolidate all of the common stuff in one structure for menus and items
// THINKABOUTME: is there any compelling reason not to have items contain items
// and do away with a menu per say.. major issue is not being able to dynamically allocate 
// and destroy stuff.. Another point to consider is adding an alloc free call for vm's and have 
// the engine just allocate the pool for it based on a cvar
// many of the vars are re-used for different item types, as such they are not always named appropriately
// the benefits of c++ in DOOM will greatly help crap like this
// FIXME: need to put a type ptr that points to specific type info per type
// 
#define MAX_LB_COLUMNS 16

typedef struct columnInfo_s {
	int pos;
	int width;
	int maxChars;
} columnInfo_t;

typedef struct listBoxDef_s {
	int startPos;
	int endPos;
	int drawPadding;
	int cursorPos;
	float elementWidth;
	float elementHeight;
	int elementStyle;
	int numColumns;
	columnInfo_t columnInfo[MAX_LB_COLUMNS];
	const char *doubleClick;
	qboolean notselectable;
} listBoxDef_t;

typedef struct editFieldDef_s {
  float minVal;                  //	edit field limits
  float maxVal;                  //
  float defVal;                  //
	float range;									 // 
  int maxChars;                  // for edit fields
  int maxPaintChars;             // for edit fields
	int paintOffset;							 // 
} editFieldDef_t;

#define MAX_MULTI_CVARS 32

typedef struct multiDef_s {
	const char *cvarList[MAX_MULTI_CVARS];
	const char *cvarStr[MAX_MULTI_CVARS];
	float cvarValue[MAX_MULTI_CVARS];
	int count;
	qboolean strDef;
} multiDef_t;

typedef struct modelDef_s {
	int angle;
	vec3_t origin;
	float fov_x;
	float fov_y;
	int rotationSpeed;
} modelDef_t;

#define CVAR_ENABLE		0x00000001
#define CVAR_DISABLE	0x00000002
#define CVAR_SHOW			0x00000004
#define CVAR_HIDE			0x00000008

typedef struct itemDef_s {
  Window window;                 // common positional, border, style, layout info
  Rectangle textRect;            // rectangle the text ( if any ) consumes     
  int type;                      // text, button, radiobutton, checkbox, textfield, listbox, combo
  int alignment;                 // left center right
  int textalignment;             // ( optional ) alignment for text within rect based on text width
  float textalignx;              // ( optional ) text alignment x coord
  float textaligny;              // ( optional ) text alignment x coord
  float textscale;               // scale percentage from 72pts
  int textStyle;                 // ( optional ) style, normal and shadowed are it for now
  const char *text;              // display text
  void *parent;                  // menu owner
  qhandle_t asset;               // handle to asset
  const char *mouseEnterText;    // mouse enter script
  const char *mouseExitText;     // mouse exit script
  const char *mouseEnter;        // mouse enter script
  const char *mouseExit;         // mouse exit script 
  const char *action;            // select script
  const char *onFocus;           // select script
  const char *leaveFocus;        // select script
  const char *cvar;              // associated cvar 
  const char *cvarTest;          // associated cvar for enable actions
	const char *enableCvar;			   // enable, disable, show, or hide based on value, this can contain a list
	int cvarFlags;								 //	what type of action to take on cvarenables
  sfxHandle_t focusSound;
	int numColors;								 // number of color ranges
	colorRangeDef_t colorRanges[MAX_COLOR_RANGES];
	float special;								 // used for feeder id's etc.. diff per type
  int cursorPos;                 // cursor position in characters
	void *typeData;								 // type specific data ptr's	
} itemDef_t;

typedef struct {
  Window window;
  const char  *font;								// font
  qboolean fullScreen;							// covers entire screen 
  int itemCount;										// number of items;
  int fontIndex;										// 
  int cursorItem;										// which item as the cursor
	int fadeCycle;										//
	float fadeClamp;									//
	float fadeAmount;									//
  const char *onOpen;								// run when the menu is first opened
  const char *onClose;							// run when the menu is closed
  const char *onESC;								// run when the menu is closed
	const char *soundName;						// background loop sound for menu

  vec4_t focusColor;								// focus color for items
  vec4_t disableColor;							// focus color for items
  itemDef_t *items[MAX_MENUITEMS];	// items this menu contains   
} menuDef_t;

typedef struct {
  const char *fontStr;
  const char *cursorStr;
  const char *gradientStr;
  fontInfo_t textFont;
  fontInfo_t smallFont;
  fontInfo_t bigFont;
  qhandle_t cursor;
  qhandle_t gradientBar;
  qhandle_t scrollBarArrowUp;
  qhandle_t scrollBarArrowDown;
  qhandle_t scrollBarArrowLeft;
  qhandle_t scrollBarArrowRight;
  qhandle_t scrollBar;
  qhandle_t scrollBarThumb;
  qhandle_t buttonMiddle;
  qhandle_t buttonInside;
  qhandle_t solidBox;
  qhandle_t sliderBar;
  qhandle_t sliderThumb;
  sfxHandle_t menuEnterSound;
  sfxHandle_t menuExitSound;
  sfxHandle_t menuBuzzSound;
  sfxHandle_t itemFocusSound;
  float fadeClamp;
  int fadeCycle;
  float fadeAmount;
  float shadowX;
  float shadowY;
  vec4_t shadowColor;
  float shadowFadeClamp;
  qboolean fontRegistered;

  // player settings
	qhandle_t fxBasePic;
  qhandle_t fxPic[7];
	qhandle_t	crosshairShader[NUM_CROSSHAIRS];

} cachedAssets_t;

typedef struct {
  const char *name;
  void (*handler) (itemDef_t *item, char** args);
} commandDef_t;

typedef struct {
  qhandle_t (*registerShaderNoMip) (const char *p);
  void (*setColor) (const vec4_t v);
  void (*drawHandlePic) (float x, float y, float w, float h, qhandle_t asset);
  void (*drawStretchPic) (float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader );
  void (*drawText) (float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style );
  int (*textWidth) (const char *text, float scale, int limit);
  int (*textHeight) (const char *text, float scale, int limit);
  qhandle_t (*registerModel) (const char *p);
  void (*modelBounds) (qhandle_t model, vec3_t min, vec3_t max);
  void (*fillRect) ( float x, float y, float w, float h, const vec4_t color);
  void (*drawRect) ( float x, float y, float w, float h, float size, const vec4_t color);
  void (*drawSides) (float x, float y, float w, float h, float size);
  void (*drawTopBottom) (float x, float y, float w, float h, float size);
  void (*clearScene) ();
  void (*addRefEntityToScene) (const refEntity_t *re );
  void (*renderScene) ( const refdef_t *fd );
  void (*registerFont) (const char *pFontname, int pointSize, fontInfo_t *font);
  void (*ownerDrawItem) (float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle);
	float (*getValue) (int ownerDraw);
	qboolean (*ownerDrawVisible) (int flags);
  void (*runScript)(char **p);
  void (*getTeamColor)(vec4_t *color);
  void (*getCVarString)(const char *cvar, char *buffer, int bufsize);
  float (*getCVarValue)(const char *cvar);
  void (*setCVar)(const char *cvar, const char *value);
  void (*drawTextWithCursor)(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style);
  void (*setOverstrikeMode)(qboolean b);
  qboolean (*getOverstrikeMode)();
  void (*startLocalSound)( sfxHandle_t sfx, int channelNum );
  qboolean (*ownerDrawHandleKey)(int ownerDraw, int flags, float *special, int key);
  int (*feederCount)(float feederID);
  const char *(*feederItemText)(float feederID, int index, int column, qhandle_t *handle);
  qhandle_t (*feederItemImage)(float feederID, int index);
  void (*feederSelection)(float feederID, int index);
	void (*keynumToStringBuf)( int keynum, char *buf, int buflen );
	void (*getBindingBuf)( int keynum, char *buf, int buflen );
	void (*setBinding)( int keynum, const char *binding );
	void (*executeText)(int exec_when, const char *text );	
	void (*Error)(int level, const char *error, ...);
	void (*Print)(const char *msg, ...);
	void (*Pause)(qboolean b);
	int (*ownerDrawWidth)(int ownerDraw, float scale);
	sfxHandle_t (*registerSound)(const char *name, qboolean compressed);
	void (*startBackgroundTrack)( const char *intro, const char *loop);
	void (*stopBackgroundTrack)();
	int (*playCinematic)(const char *name, float x, float y, float w, float h);
	void (*stopCinematic)(int handle);
	void (*drawCinematic)(int handle, float x, float y, float w, float h);
	void (*runCinematicFrame)(int handle);

  float			yscale;
  float			xscale;
  float			bias;
  int				realTime;
  int				frameTime;
	int				cursorx;
	int				cursory;
	qboolean	debug;

  cachedAssets_t Assets;

	glconfig_t glconfig;
	qhandle_t	whiteShader;
  qhandle_t gradientImage;
  qhandle_t cursor;
	float FPS;

} displayContextDef_t;

const char *String_Alloc(const char *p);
void String_Init();
void String_Report();
void Init_Display(displayContextDef_t *dc);
void Display_ExpandMacros(char * buff);
void Menu_Init(menuDef_t *menu);
void Item_Init(itemDef_t *item);
void Menu_PostParse(menuDef_t *menu);
menuDef_t *Menu_GetFocused();
void Menu_HandleKey(menuDef_t *menu, int key, qboolean down);
void Menu_HandleMouseMove(menuDef_t *menu, float x, float y);
void Menu_ScrollFeeder(menuDef_t *menu, int feeder, qboolean down);
qboolean Float_Parse(char **p, float *f);
qboolean Color_Parse(char **p, vec4_t *c);
qboolean Int_Parse(char **p, int *i);
qboolean Rect_Parse(char **p, rectDef_t *r);
qboolean String_Parse(char **p, const char **out);
qboolean Script_Parse(char **p, const char **out);
qboolean PC_Float_Parse(int handle, float *f);
qboolean PC_Color_Parse(int handle, vec4_t *c);
qboolean PC_Int_Parse(int handle, int *i);
qboolean PC_Rect_Parse(int handle, rectDef_t *r);
qboolean PC_String_Parse(int handle, const char **out);
qboolean PC_Script_Parse(int handle, const char **out);
int Menu_Count();
void Menu_New(int handle);
void Menu_PaintAll();
menuDef_t *Menus_ActivateByName(const char *p);
void Menu_Reset();
qboolean Menus_AnyFullScreenVisible();
void  Menus_Activate(menuDef_t *menu);

displayContextDef_t *Display_GetContext();
void *Display_CaptureItem(int x, int y);
qboolean Display_MouseMove(void *p, int x, int y);
int Display_CursorType(int x, int y);
qboolean Display_KeyBindPending();
void Menus_OpenByName(const char *p);
menuDef_t *Menus_FindByName(const char *p);
void Menus_ShowByName(const char *p);
void Menus_CloseByName(const char *p);
void Display_HandleKey(int key, qboolean down, int x, int y);
void LerpColor(vec4_t a, vec4_t b, vec4_t c, float t);
void Menus_CloseAll();
void Menu_Paint(menuDef_t *menu, qboolean forcePaint);
void Menu_SetFeederSelection(menuDef_t *menu, int feeder, int index, const char *name);
void Display_CacheAll();

void *UI_Alloc( int size );
void UI_InitMemory( void );
qboolean UI_OutOfMemory();

void Controls_GetConfig( void );
void Controls_SetConfig(qboolean restart);
void Controls_SetDefaults( void );

int			trap_PC_AddGlobalDefine( char *define );
int			trap_PC_LoadSource( const char *filename );
int			trap_PC_FreeSource( int handle );
int			trap_PC_ReadToken( int handle, pc_token_t *pc_token );
int			trap_PC_SourceFileAndLine( int handle, char *filename, int *line );

#endif
