/*************************************************************************/
/*  tile_map.h                                                           */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* 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.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#ifndef TILE_MAP_H
#define TILE_MAP_H

#include "scene/2d/node_2d.h"
#include "scene/resources/tile_set.h"
#include "self_list.h"
#include "vset.h"

class TileMap : public Node2D {

	OBJ_TYPE( TileMap, Node2D );


	Ref<TileSet> tile_set;
	int cell_size;
	int quadrant_size;
	bool center_x,center_y;

	union PosKey {

		struct {
			int16_t x;
			int16_t y;
		};

		uint32_t key;
		bool operator<(const PosKey& pk) const { return key<pk.key; }

		PosKey(int16_t p_x, int16_t p_y) { x=p_x; y=p_y; }
		PosKey() { key=0; }

	};


	union Cell {

		struct {
			int32_t id:24;
			bool flip_h:1;
			bool flip_v:1;
		};

		uint32_t _u32t;
		Cell() { _u32t=0; }
	};


	Map<PosKey,Cell> tile_map;
	struct Quadrant {

		Vector2 pos;
		RID canvas_item;
		RID static_body;

		SelfList<Quadrant> dirty_list;

		VSet<PosKey> cells;

		void operator=(const Quadrant& q) { pos=q.pos; canvas_item=q.canvas_item; static_body=q.static_body; cells=q.cells; }
		Quadrant(const Quadrant& q) : dirty_list(this) { pos=q.pos; canvas_item=q.canvas_item; static_body=q.static_body; cells=q.cells;}
		Quadrant() : dirty_list(this) {}
	};

	Map<PosKey,Quadrant> quadrant_map;

	SelfList<Quadrant>::List dirty_quadrant_list;

	bool pending_update;

	Rect2 rect_cache;
	bool rect_cache_dirty;
	float fp_adjust;
	float friction;
	float bounce;
	uint32_t collision_layer;


	Map<PosKey,Quadrant>::Element *_create_quadrant(const PosKey& p_qk);
	void _erase_quadrant(Map<PosKey,Quadrant>::Element *Q);
	void _make_quadrant_dirty(Map<PosKey,Quadrant>::Element *Q);
	void _recreate_quadrants();
	void _clear_quadrants();
	void _update_dirty_quadrants();
	void _update_quadrant_space(const RID& p_space);
	void _update_quadrant_transform();
	void _recompute_rect_cache();

	void _set_tile_data(const DVector<int>& p_data);
	DVector<int> _get_tile_data() const;
protected:


	void _notification(int p_what);
	static void _bind_methods();

public:

	enum {
		INVALID_CELL=-1
	};

	void set_tileset(const Ref<TileSet>& p_tileset);
	Ref<TileSet> get_tileset() const;

	void set_cell_size(int p_size);
	int get_cell_size() const;

	void set_quadrant_size(int p_size);
	int get_quadrant_size() const;

	void set_center_x(bool p_enable);
	bool get_center_x() const;
	void set_center_y(bool p_enable);
	bool get_center_y() const;

	void set_cell(int p_x,int p_y,int p_tile,bool p_flip_x=false,bool p_flip_y=false);
	int get_cell(int p_x,int p_y) const;
	bool is_cell_x_flipped(int p_x,int p_y) const;
	bool is_cell_y_flipped(int p_x,int p_y) const;

	Rect2 get_item_rect() const;

	void set_collision_layer_mask(uint32_t p_layer);
	uint32_t get_collision_layer_mask() const;

	void set_collision_friction(float p_friction);
	float get_collision_friction() const;

	void set_collision_bounce(float p_bounce);
	float get_collision_bounce() const;

	void clear();

	TileMap();
	~TileMap();
};

#endif // TILE_MAP_H