/*************************************************************************/
/*  animation_player.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 ANIMATION_PLAYER_H
#define ANIMATION_PLAYER_H


#include "scene/resources/animation.h"
#include "scene/3d/spatial.h"
#include "scene/3d/skeleton.h"
#include "scene/main/misc.h"
#include "scene/2d/node_2d.h"
/**
	@author Juan Linietsky <reduzio@gmail.com>
*/

class AnimationPlayer : public Node {
	OBJ_TYPE( AnimationPlayer, Node );
	OBJ_CATEGORY("Animation Nodes");

public:

	enum AnimationProcessMode {
		ANIMATION_PROCESS_FIXED,
		ANIMATION_PROCESS_IDLE,
	};

private:

	enum {
	
		NODE_CACHE_UPDATE_MAX=1024,
		BLEND_FROM_MAX=3
	};


	enum SpecialProperty {
		SP_NONE,
		SP_NODE2D_POS,
		SP_NODE2D_ROT,
		SP_NODE2D_SCALE,
	};

	struct TrackNodeCache {

		uint32_t id;
		RES resource;
		Node *node;
		Spatial* spatial;
		Node2D* node_2d;
		Skeleton *skeleton;
		int bone_idx;
		// accumulated transforms

		Vector3 loc_accum;
		Quat rot_accum;
		Vector3 scale_accum;
		uint64_t accum_pass;

		struct PropertyAnim {

			SpecialProperty special; //small optimization
			StringName prop;
			Object *object;
			Variant value_accum;
			uint64_t accum_pass;
			PropertyAnim() { accum_pass=0; object=NULL; }
		};

		Map<StringName,PropertyAnim> property_anim;

		
		TrackNodeCache() { skeleton=NULL; spatial=NULL; node=NULL; accum_pass=0; bone_idx=-1; node_2d=NULL; }
	
	};

	struct TrackNodeCacheKey {
	
		uint32_t id;
		int bone_idx;

		inline bool operator<(const TrackNodeCacheKey& p_right) const {
			
			if (id<p_right.id)
				return true;
			else if (id>p_right.id)
				return false;
			else 
				return bone_idx<p_right.bone_idx;
		}
	};

	Map<TrackNodeCacheKey,TrackNodeCache> node_cache_map;

	TrackNodeCache* cache_update[NODE_CACHE_UPDATE_MAX];
	int cache_update_size;
	TrackNodeCache::PropertyAnim* cache_update_prop[NODE_CACHE_UPDATE_MAX];
	int cache_update_prop_size;
	Map<Ref<Animation>,int> used_anims;

	uint64_t accum_pass;
        float speed_scale;
        float default_blend_time;


	struct AnimationData {
		String name;
		StringName next;
		Vector<TrackNodeCache*> node_cache;
		Ref<Animation> animation;
	
	};

	Map<StringName, AnimationData> animation_set;
	struct BlendKey {

		StringName from;
		StringName to;
		bool operator<(const BlendKey& bk) const { return from==bk.from?to<bk.to:from<bk.from; }
	};


	Map<BlendKey, float > blend_times;
	
	
	struct PlaybackData {
	
		AnimationData* from;
		float pos;
		float speed_scale;

		PlaybackData() {
		
			pos=0;
			speed_scale=1.0;
			from=NULL;	

		}

	};
	
	struct Blend {
	
		PlaybackData data;
		
		float blend_time;
		float blend_left;
		
		Blend() {
		
			blend_left=0;
			blend_time=0;
		}
	};
	
	struct Playback {
			
		List<Blend> blend;	
		PlaybackData current;
		StringName assigned;
	} playback;

	List<StringName> queued;

	bool end_notify;

	String autoplay;
	AnimationProcessMode animation_process_mode;
	bool processing;
	bool active;

	NodePath root;
		
	void _animation_process_animation(AnimationData* p_anim,float p_time, float p_delta,float p_interp, bool p_allow_discrete=true);
	
	void _generate_node_caches(AnimationData* p_anim);	
	void _animation_process_data(PlaybackData &cd,float p_delta,float p_blend);
	void _animation_process2(float p_delta);
	void _animation_update_transforms();
	void _animation_process(float p_delta);
	
	void _node_removed(Node *p_node);
	
// bind helpers
	DVector<String> _get_animation_list() const {
	
		List<StringName> animations;
		get_animation_list(&animations);
		DVector<String> ret;
		while(animations.size()) {
		
			ret.push_back( animations.front()->get());
			animations.pop_front();
		}
		return ret;
	}

	void _animation_changed();
	void _ref_anim(const Ref<Animation>& p_anim);
	void _unref_anim(const Ref<Animation>& p_anim);


	void _set_process(bool p_process,bool p_force=false);

    bool playing;

protected:
	bool _set(const StringName& p_name, const Variant& p_value);
	bool _get(const StringName& p_name,Variant &r_ret) const;
	void _get_property_list( List<PropertyInfo> *p_list) const;
	void _notification(int p_what);
		
	static void _bind_methods();	
	
public:

	StringName find_animation(const Ref<Animation>& p_animation) const;

	Error add_animation(const StringName& p_name, const Ref<Animation>& p_animation);
	void remove_animation(const StringName& p_name);
	void rename_animation(const StringName& p_name,const StringName& p_new_name);
	bool has_animation(const StringName& p_name) const;
	Ref<Animation> get_animation(const StringName& p_name) const;
	void get_animation_list( List<StringName> * p_animations) const;
	
	void set_blend_time(const StringName& p_animation1, const StringName& p_animation2, float p_time);
	float get_blend_time( const StringName& p_animation1, const StringName& p_animation2) const;

	void animation_set_next(const StringName& p_animation, const StringName& p_next);
	StringName animation_get_next(const StringName& p_animation) const;

        void set_default_blend_time(float p_default);
        float get_default_blend_time() const;
	
	void play(const StringName& p_name=StringName(),float p_custom_blend=-1,float p_custom_scale=1.0,bool p_from_end=false);
	void queue(const StringName& p_name);
	void clear_queue();
	void stop();
	bool is_playing() const;
	String get_current_animation() const;
	void set_current_animation(const String& p_anim);
	void stop_all();
	void set_active(bool p_active);
	bool is_active() const;
	bool is_valid() const;
	
	void set_speed(float p_speed);
	float get_speed() const;

	void set_autoplay(const String& pname);
	String get_autoplay() const;

	void set_animation_process_mode(AnimationProcessMode p_mode);
	AnimationProcessMode get_animation_process_mode() const;

	void seek(float p_time,bool p_update=false);
	void seek_delta(float p_time,float p_delta);
	float get_current_animation_pos() const;
	float get_current_animation_length() const;

	void set_root(const NodePath& p_root);
	NodePath get_root() const;

	void clear_caches(); ///< must be called by hand if an animation was modified after added
	
	AnimationPlayer();	
	~AnimationPlayer();

};


VARIANT_ENUM_CAST( AnimationPlayer::AnimationProcessMode );


#endif