//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "vgui_int.h"
#include "ienginevgui.h"
#include "itextmessage.h"
#include "vguicenterprint.h"
#include "iloadingdisc.h"
#include "ifpspanel.h"
#include "imessagechars.h"
#include "inetgraphpanel.h"
#include "idebugoverlaypanel.h"
#include <vgui/isurface.h>
#include <vgui/IVGui.h>
#include <vgui/IInput.h>
#include "tier0/vprof.h"
#include "iclientmode.h"
#include <vgui_controls/Panel.h>
#include <KeyValues.h>
#include "FileSystem.h"
#include "matsys_controls/matsyscontrols.h"

#include "BaseGUI.h"

//Tony; so we can load localization at initialize
#include <vgui/ILocalize.h>
#include <tier3/tier3.h>

using namespace vgui;

void MP3Player_Create( vgui::VPANEL parent );
void MP3Player_Destroy();

#include <vgui/IInputInternal.h>
vgui::IInputInternal *g_InputInternal = NULL;

#include <vgui_controls/Controls.h>

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

void GetVGUICursorPos( int& x, int& y )
{
	vgui::input()->GetCursorPos(x, y);
}

void SetVGUICursorPos( int x, int y )
{
	if ( !g_bTextMode )
	{
		vgui::input()->SetCursorPos(x, y);
	}
}

class CHudTextureHandleProperty : public vgui::IPanelAnimationPropertyConverter
{
public:
	virtual void GetData( Panel *panel, KeyValues *kv, PanelAnimationMapEntry *entry )
	{
		void *data = ( void * )( (*entry->m_pfnLookup)( panel ) );
		CHudTextureHandle *pHandle = ( CHudTextureHandle * )data;

		// lookup texture name for id
		if ( pHandle->Get() )
		{
			kv->SetString( entry->name(), pHandle->Get()->szShortName );
		}
		else
		{
			kv->SetString( entry->name(), "" );
		}
	}
	
	virtual void SetData( Panel *panel, KeyValues *kv, PanelAnimationMapEntry *entry )
	{
		void *data = ( void * )( (*entry->m_pfnLookup)( panel ) );
		
		CHudTextureHandle *pHandle = ( CHudTextureHandle * )data;

		const char *texturename = kv->GetString( entry->name() );
		if ( texturename && texturename[ 0 ] )
		{
			CHudTexture *currentTexture = gHUD.GetIcon( texturename );
			pHandle->Set( currentTexture );
		}
		else
		{
			pHandle->Set( NULL );
		}
	}

	virtual void InitFromDefault( Panel *panel, PanelAnimationMapEntry *entry )
	{
		void *data = ( void * )( (*entry->m_pfnLookup)( panel ) );

		CHudTextureHandle *pHandle = ( CHudTextureHandle * )data;

		const char *texturename = entry->defaultvalue();
		if ( texturename && texturename[ 0 ] )
		{
			CHudTexture *currentTexture = gHUD.GetIcon( texturename );
			pHandle->Set( currentTexture );
		}
		else
		{
			pHandle->Set( NULL );
		}
	}
};

static CHudTextureHandleProperty textureHandleConverter;

static void VGui_OneTimeInit()
{
	static bool initialized = false;
	if ( initialized )
		return;
	initialized = true;

	vgui::Panel::AddPropertyConverter( "CHudTextureHandle", &textureHandleConverter );

}

bool VGui_Startup( CreateInterfaceFn appSystemFactory )
{
	if ( !vgui::VGui_InitInterfacesList( "CLIENT", &appSystemFactory, 1 ) )
		return false;

	if ( !vgui::VGui_InitMatSysInterfacesList( "CLIENT", &appSystemFactory, 1 ) )
		return false;

	g_InputInternal = (IInputInternal *)appSystemFactory( VGUI_INPUTINTERNAL_INTERFACE_VERSION,  NULL );
	if ( !g_InputInternal )
	{
		return false; // c_vguiscreen.cpp needs this!
	}

	VGui_OneTimeInit();

	// Create any root panels for .dll
	VGUI_CreateClientDLLRootPanel();

	// Make sure we have a panel
	VPANEL root = VGui_GetClientDLLRootPanel();
	if ( !root )
	{
		return false;
	}

		//Tony; add localization for the specific SDK.
#if defined( SP_SDK )
	g_pVGuiLocalize->AddFile( "resource/ep2_%language%.txt", "MOD" );
#elif defined( MP_SDK )
	g_pVGuiLocalize->AddFile( "resource/hl2mp_%language%.txt", "MOD" );
#elif defined ( SDK_DLL )
	//Tony; for the sdk template, just check for SDK_DLL
	g_pVGuiLocalize->AddFile( "resource/sdktemplate_%language%.txt", "MOD" );
	
	//Hekar; Generic template for modifications
	g_pVGuiLocalize->AddFile( "resource/mod_%language%.txt", "MOD" );
#endif
	return true;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void VGui_CreateGlobalPanels( void )
{
	VPANEL gameToolParent = enginevgui->GetPanel( PANEL_CLIENTDLL_TOOLS );
	VPANEL toolParent = enginevgui->GetPanel( PANEL_TOOLS );
#if defined( TRACK_BLOCKING_IO )
	VPANEL gameDLLPanel = enginevgui->GetPanel( PANEL_GAMEDLL );
#endif
	// Part of game
	internalCenterPrint->Create( gameToolParent );
	loadingdisc->Create( gameToolParent );
	messagechars->Create( gameToolParent );

	// Debugging or related tool
	fps->Create( toolParent );
#if defined( TRACK_BLOCKING_IO )
	iopanel->Create( gameDLLPanel );
#endif
	netgraphpanel->Create( toolParent );
	debugoverlaypanel->Create( gameToolParent );

	g_pGUIManager = new CGUILoader();

	g_pGUIManager->InitPanels();

#ifndef _X360
	// Create mp3 player off of tool parent panel
	MP3Player_Create( toolParent );
#endif
}

void VGui_Shutdown()
{
	VGUI_DestroyClientDLLRootPanel();

#ifndef _X360
	MP3Player_Destroy();
#endif

	netgraphpanel->Destroy();
	debugoverlaypanel->Destroy();
#if defined( TRACK_BLOCKING_IO )
	iopanel->Destroy();
#endif
	fps->Destroy();

	messagechars->Destroy();
	loadingdisc->Destroy();
	internalCenterPrint->Destroy();

	g_pGUIManager->DestroyPanels();

	delete g_pGUIManager;

	if ( g_pClientMode )
	{
		g_pClientMode->VGui_Shutdown();
	}

	// Make sure anything "marked for deletion"
	//  actually gets deleted before this dll goes away
	vgui::ivgui()->RunFrame();
}

static ConVar cl_showpausedimage( "cl_showpausedimage", "1", 0, "Show the 'Paused' image when game is paused." );

//-----------------------------------------------------------------------------
// Things to do before rendering vgui stuff...
//-----------------------------------------------------------------------------
void VGui_PreRender()
{
	VPROF( "VGui_PreRender" );

	// 360 does not use these plaques
	if ( IsPC() )
	{
		loadingdisc->SetLoadingVisible( engine->IsDrawingLoadingImage() && !engine->IsPlayingDemo() );
		loadingdisc->SetPausedVisible( !enginevgui->IsGameUIVisible() && cl_showpausedimage.GetBool() && engine->IsPaused() && !engine->IsTakingScreenshot() && !engine->IsPlayingDemo() );
	}
}

void VGui_PostRender()
{
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : cl_panelanimation - 
//-----------------------------------------------------------------------------
CON_COMMAND( cl_panelanimation, "Shows panel animation variables: <panelname | blank for all panels>." )
{
	if ( args.ArgC() == 2 )
	{
		PanelAnimationDumpVars( args[1] );
	}
	else
	{
		PanelAnimationDumpVars( NULL );
	}
}

void GetHudSize( int& w, int &h )
{
	vgui::surface()->GetScreenSize( w, h );

	VPANEL hudParent = enginevgui->GetPanel( PANEL_CLIENTDLL );
	if ( hudParent )
	{
		vgui::ipanel()->GetSize( hudParent, w, h );
	}
}
