/*
*	DSFML - SFML Library wrapper for the D programming language.
*	Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
*	Copyright (C) 2010 Andreas Hollandt
*
*	This software is provided 'as-is', without any express or
*	implied warranty. In no event will the authors be held
*	liable for any damages arising from the use of this software.
*
*	Permission is granted to anyone to use this software for any purpose,
*	including commercial applications, and to alter it and redistribute
*	it freely, subject to the following restrictions:
*
*	1.  The origin of this software must not be misrepresented;
*		you must not claim that you wrote the original software.
*		If you use this software in a product, an acknowledgment
*		in the product documentation would be appreciated but
*		is not required.
*
*	2.  Altered source versions must be plainly marked as such,
*		and must not be misrepresented as being the original software.
*
*	3.  This notice may not be removed or altered from any
*		source distribution.
*/

module dsfml.window.window;

import dsfml.window.event;
import dsfml.window.input;
import dsfml.window.videomode;
import dsfml.window.windowhandle;

import dsfml.system.common;
import dsfml.system.stringutil;


/**
*	Window style
*/
enum Style
{
	NONE		= 0,	  /// No border / title bar (this flag and all others are mutually exclusive)
	TITLEBAR	= 1 << 0, /// Title bar + fixed border
	RESIZE	 = 1 << 1, /// Titlebar + resizable border + maximize button
	CLOSE	  = 1 << 2, /// Titlebar + close button
	FULLSCREEN = 1 << 3  /// Fullscreen mode (this flag and all others are mutually exclusive)
}


/**
* Structure defining the creation settings of windows
*/
struct ContextSettings
{
	uint DepthBits = 24;		/// Bits of the depth buffer
	uint StencilBits = 8;		/// Bits of the stencil buffer
	uint AntialiasingLevel = 0;	/// Level of antialiasing
	uint MajorVersion = 3;		/// Major number of the context version to create
	uint MinorVersion = 0;		/// Minor number of the context version to create
}


/**
*	Window is a rendering window ; it can create a new window
*	or connect to an existing one
*/
class Window : DSFMLObject
{	
protected:
	this(void* ptr)
	{
		super(ptr);
	}

	Input m_input;

public:
	/**
	*	Construct a new window
	*
	*	Params:
	*		mode = Video mode to use
	*		title = Title of the window
	*		windowStyle = Window style (Resize | Close by default)
	*		settings = Context settings (default is default ContextSettings values)
	*/
	this(VideoMode mode, string title, Style windowStyle = Style.RESIZE | Style.CLOSE, ContextSettings settings = ContextSettings())
	{
		super(sfWindow_Create(mode, toStringz(title), windowStyle, settings));
	}

	/**
	*	Construct the window from an existing control
	*
	*	Params:
	*		handle = Platform-specific handle of the control
	*		settings = Context settings (default is default ContextSettings values)
	*/
	this(WindowHandle handle, ContextSettings settings = ContextSettings())
	{
		super(sfWindow_CreateFromHandle(handle, settings));
	}

	override void dispose()
	{
		m_input = null;
		sfWindow_Destroy(m_ptr);		
	}

	/**
	*	Create (or recreate) the window
	*	
	*	Input created with getInput becomes invalid.	
	*				
	*	Params:
	*		mode = Video mode to use
	*		title = Title of the window
	*		windowStyle = Window style (Resize | Close by default)
	*		settings = Context settings (default is default ContextSettings values)
	*/
	void create(VideoMode mode, string title, Style windowStyle = Style.RESIZE | Style.CLOSE, ContextSettings settings = ContextSettings())
	{
		if (m_ptr !is null)
			dispose();

		m_ptr = sfWindow_Create(mode, toStringz(title), windowStyle, settings);
	}

	/**
	*	Create (or recreate) the window from an existing control
	*	
	*	Input created with getInput becomes invalid.	
	*				
	*	Params:
	*		handle = Platform-specific handle of the control
	*		settings = Context settings (default is default ContextSettings values)
	*/
	void create(WindowHandle handle, ContextSettings settings = ContextSettings())
	{
		if (m_ptr !is null)
			dispose();

		m_ptr = sfWindow_CreateFromHandle(handle, settings);
	}

	/**
	*	Close (destroy) the window.
	*	You can call create to recreate a valid window	
	*/		
	void close()
	{
		sfWindow_Close(m_ptr);
	}

	/**
	*	Tell whether or not a window is opened
	*	
	*	Returns:
	*		True if window is currently open.	
	*/		
	bool isOpened()
	{
		return cast(bool) sfWindow_IsOpened(m_ptr);
	}
	/**
	*	Get the width of the rendering region of the window
	*
	*	Returns:
	*		Width in pixels
	*/
	uint getWidth()
	{
		return sfWindow_GetWidth(m_ptr);
	}

	/**
	*	Get the height of the rendering region of the window
	*
	*	Returns:
	*		Height in pixels
	*/
	uint getHeight()
	{
		return sfWindow_GetHeight(m_ptr);
	}

	/**
	*	Get the creation settings of a window
	*	
	*	Returns:
	*		Settings used to create the window			
	*/
	ContextSettings getSettings()
	{
		return sfWindow_GetSettings(m_ptr);
	}		


	/**
	*	Get the event on top of events stack, if any, and pop it
	*
	*	Params:
	*		eventReceived = Event to fill, if any
	*
	*	Returns:
	*		True if an event was returned, false if events stack was empty
	*/
	bool getEvent(out Event eventReceived)
	{
		return cast(bool) sfWindow_GetEvent(m_ptr, &eventReceived);
	}

	/**
	*	Enable / disable vertical synchronization
	*
	*	Params: 
	*		enabled : True to enable v-sync, false to deactivate
	*/
	void useVerticalSync(bool enabled)
	{
		sfWindow_UseVerticalSync(m_ptr, enabled);
	}

	/**
	*	Show or hide the mouse cursor
	*
	*	Params:
	*		show : True to show, false to hide
	*/
	void showMouseCursor(bool show)
	{
		sfWindow_ShowMouseCursor(m_ptr, show);
	}

	/**
	*	Change the position of the mouse cursor
	*
	*	Params:
	*		left = Left coordinate of the cursor, relative to the window
	*		top = Top coordinate of the cursor, relative to the window
	*/
	void setCursorPosition(uint left, uint top)
	{
		sfWindow_SetCursorPosition(m_ptr, left, top);
	}

	/**
	*	Change the position of the window on screen.
	*	Only works for top-level windows
	*
	*	Params:
	*		left = Left position
	*		top = Top position
	*/
	void setPosition(int left, int top)
	{
		sfWindow_SetPosition(m_ptr, left, top);
	}
	
	/**
	*	change the size of the rendering region of the window
	*	
	*	Params:
	*		width : new width
	*		height : new height							
	*/
	void setSize(uint width, uint height)
	{
		sfWindow_SetSize(m_ptr, width, height);
	}

	/**
	*	Show or hide the window
	*
	*	Params:
	*		state = True to show, false to hide
	*
	*/
	void show(bool state)
	{
		sfWindow_Show(m_ptr, state);
	}

	/**
	*	Enable or disable automatic key-repeat for keydown events.
	*	Automatic key-repeat is enabled by default.
	*	
	*	Params:
	*		enabled = true to enable, false to disable			
	*/		
	void enableKeyRepeat(bool enabled)
	{
		sfWindow_EnableKeyRepeat(m_ptr, enabled);
	}
	
	/**
	*	Change the window's icon
	*
	*	Params:
	*		width = Icon's width, in pixels
	*		height = Icon's height, in pixels
	*		data = array of pixels in memory, format must be RGBA 32 bits
	*
	*/
	void setIcon(size_t width, size_t height, ubyte[] data)
	{
		sfWindow_SetIcon(m_ptr, width, height, data.ptr);
	}

	/**
	*	Set the window as the current target for rendering
	*	
	*	Params:
	*		active = True to activate, false to deactivate		
	*	Returns:
	*		True if operation was successful, false otherwise
	*/
	bool setActive(bool active = true)
	{
		return cast(bool)sfWindow_SetActive(m_ptr, active);
	}

	/**
	*	Display the window on screen
	*/
	void display()
	{
		sfWindow_Display(m_ptr);
	}

	/**
	*	Get the input manager of the window
	*
	*	Returns: 
	*		An input manager
	*	See_Also :
	*		Input
	*/
	Input getInput()
	{
		if (m_input is null)
			m_input = new Input(sfWindow_GetInput(m_ptr));
		return m_input;
	}

	/**
	*	Limit the framerate to a maximum fixed frequency
	*
	*	Params:
	*		limit : Framerate limit, in frames per seconds (use 0 to disable limit)
	*/
	void setFramerateLimit(uint limit)
	{
		sfWindow_SetFramerateLimit(m_ptr, limit);
	}

	/**
	*	Get time elapsed since last frame
	*
	*	Returns:
	*		Time elapsed, in seconds
	*/
	float getFrameTime()
	{
		return sfWindow_GetFrameTime(m_ptr);
	}

	/**
	*	Change the joystick threshold, ie. the value below which
	*	no move event will be generated
	*
	*	Params:
	*		threshold : New threshold, in range [0, 100]
	*/
	void setJoystickThreshold(float threshold)
	{
		sfWindow_SetJoystickThreshold(m_ptr, threshold);
	}

	/**
	 *	Wait for an event and return it
	 *
	 *	This function is blocking: if there's no pending event then it will wait until an event is received.
	 *	After this function returns (and no error occured), the \a event object is always valid and filled properly.
	 *	This function is typically used when you have a thread that is dedicated to events handling: you want to make this thread
	 *	sleep as long as no new event is received.
	 *
	 *	Params:
	 *		e Event to be returned
	 *
	 *	Returns:
	 *		false if any error occured
	 */
	bool waitEvent(out Event e)
	{
		return sfWindow_WaitEvent(m_ptr, &e);
	}
	
private:

// External ====================================================================
	extern (C)
	{
	static
	{
		void*			function(VideoMode, cchar*, uint, ContextSettings)	sfWindow_Create;
		void*			function(WindowHandle, ContextSettings)				sfWindow_CreateFromHandle;
		void			function(void*)										sfWindow_Destroy;
		void			function(void*)										sfWindow_Close;
		int				function(void*)										sfWindow_IsOpened;
		uint			function(void*)										sfWindow_GetWidth;
		uint			function(void*)										sfWindow_GetHeight;
		ContextSettings	function(void* Window)								sfWindow_GetSettings;
		int				function(void*, Event*)								sfWindow_GetEvent;
		void			function(void*, int)								sfWindow_UseVerticalSync;
		void			function(void*, int)								sfWindow_ShowMouseCursor;
		void			function(void*, uint, uint)							sfWindow_SetCursorPosition;
		void			function(void*, int, int)							sfWindow_SetPosition;
		void			function(void*, uint, uint)							sfWindow_SetSize;
		void			function(void*, int)								sfWindow_Show;
		void			function(void*, int)								sfWindow_EnableKeyRepeat;
		void			function(void*, size_t, size_t, ubyte*)				sfWindow_SetIcon;
		int				function(void*, int)								sfWindow_SetActive;
		void			function(void*)										sfWindow_Display;
		void*			function(void*)										sfWindow_GetInput;
		void			function(void*, uint)								sfWindow_SetFramerateLimit;
		float			function(void*)										sfWindow_GetFrameTime;
		void			function(void*, float)								sfWindow_SetJoystickThreshold;

		// DSFML2
		bool			function(void*, void*)								sfWindow_WaitEvent;
	}
	}

	static this()
	{
		debug
			DllLoader dll = DllLoader.load("csfml-window-d");
		else
			DllLoader dll = DllLoader.load("csfml-window");
		
		mixin(loadFromSharedLib("sfWindow_Create"));
		mixin(loadFromSharedLib("sfWindow_CreateFromHandle"));
		mixin(loadFromSharedLib("sfWindow_Destroy"));
		mixin(loadFromSharedLib("sfWindow_Close"));
		mixin(loadFromSharedLib("sfWindow_IsOpened"));
		mixin(loadFromSharedLib("sfWindow_GetWidth"));
		mixin(loadFromSharedLib("sfWindow_GetHeight"));
		mixin(loadFromSharedLib("sfWindow_GetSettings"));
		mixin(loadFromSharedLib("sfWindow_GetEvent"));
		mixin(loadFromSharedLib("sfWindow_UseVerticalSync"));
		mixin(loadFromSharedLib("sfWindow_ShowMouseCursor"));
		mixin(loadFromSharedLib("sfWindow_SetCursorPosition"));
		mixin(loadFromSharedLib("sfWindow_SetPosition"));
		mixin(loadFromSharedLib("sfWindow_SetSize"));
		mixin(loadFromSharedLib("sfWindow_Show"));
		mixin(loadFromSharedLib("sfWindow_EnableKeyRepeat"));
		mixin(loadFromSharedLib("sfWindow_SetIcon"));
		mixin(loadFromSharedLib("sfWindow_SetActive"));
		mixin(loadFromSharedLib("sfWindow_Display"));
		mixin(loadFromSharedLib("sfWindow_GetInput"));
		mixin(loadFromSharedLib("sfWindow_SetFramerateLimit"));
		mixin(loadFromSharedLib("sfWindow_GetFrameTime"));
		mixin(loadFromSharedLib("sfWindow_SetJoystickThreshold"));
		mixin(loadFromSharedLib("sfWindow_WaitEvent"));
	}
}