/* Engine.h

   Copyright (C)  David C. J. Matthews 2004  dm at prolingua.co.uk

   This program 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.

   This program 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 this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
   Or, point your browser to http://www.gnu.org/copyleft/gpl.html

*/

#if !defined(ENGINE_H)
#define ENGINE_H

#include "freemheg.h"
#include "Root.h"
#include "Ingredients.h"
#include "BaseClasses.h"
#include "Groups.h"
#include "Visible.h"
#include "Actions.h"
#include "Link.h"
#include <qstring.h>
#include <qrect.h>
#include <qregion.h>
#include <qptrlist.h>
#include <qptrstack.h>

class MHDLADisplay;

// Asynchronous event data.
class MHAsynchEvent {
public:
    MHRoot *pEventSource;
    enum EventType eventType;
    MHUnion eventData;
};

// Entry in the "persistent" store.  At the moment it's not really persistent.
// The UK MHEG profile says we shouldn't store type information.  That complicates
// the code so for the moment we do.
class MHPSEntry {
public:
    MHPSEntry() {}
    MHOctetString m_FileName;
    MHOwnPtrSequence <MHUnion> m_Data;
};

// Entry in the pending external content list.
class MHExternContent {
public:
    QString m_FileName;
    MHIngredient *m_pRequester; 
};

class MHEngine: public MHEG {
public:
    MHEngine(MHContext *context);
    virtual ~MHEngine();

    virtual void SetBooting() { m_fBooting = true; }

    virtual void DrawDisplay(QRegion toDraw);

    void BootApplication(const char *fileName);
    void TransitionToScene(const MHObjectRef &);
    bool Launch(const MHObjectRef &target, bool fIsSpawn=false);
    void Spawn(const MHObjectRef &target) { Launch(target, true); }
    void Quit();

    // Look up an object by its object reference.  In nearly all cases we want to throw
    // an exception if it isn't found.  In a very few cases where we don't fail this
    // returns NULL if it isn't there.
    MHRoot *FindObject(const MHObjectRef &objr, bool failOnNotFound = true);

    // Called when an event is triggered.  Either queues the event or finds a link that matches.
    void EventTriggered(MHRoot *pSource, enum EventType ev)
    { EventTriggered(pSource, ev , MHUnion()); }
    void EventTriggered(MHRoot *pSource, enum EventType, const MHUnion &evData);

    // Called when a link fires to add the actions to the action stack.
    void AddActions(const MHActionSequence &actions);

    // Display stack and draw functions.
    void AddToDisplayStack(MHVisible *pVis);
    void RemoveFromDisplayStack(MHVisible *pVis);
    void Redraw(QRegion region); // Request a redraw.
    // Functions to alter the Z-order.
    void BringToFront(const MHRoot *pVis);
    void SendToBack(const MHRoot *pVis);
    void PutBefore(const MHRoot *pVis, const MHRoot *pRef);
    void PutBehind(const MHRoot *pVis, const MHRoot *pRef);
    void LockScreen() { CurrentApp()->m_nLockCount++; }
    void UnlockScreen();

    // Run synchronous actions and process any asynchronous events until the queues are empty.
    // Returns the number of milliseconds until wake-up or 0 if none.
    virtual int RunAll(void);

    // Run synchronous actions.
    void RunActions();
    // Generate a UserAction event i.e. a key press.
    virtual void GenerateUserAction(int nCode);

    // Called from an ingredient to request a load of external content.
    void RequestExternalContent(MHIngredient *pRequester);
    void CancelExternalContentRequest(MHIngredient *pRequester);

    // Load from or store to the persistent store.
    bool LoadStorePersistent(bool fIsLoad, const MHOctetString &fileName, const MHSequence<MHObjectRef *> &variables);

    // Add and remove links to and from the active link table.
    void AddLink(MHLink *pLink);
    void RemoveLink(MHLink *pLink);

    bool InTransition() { return m_fInTransition; }

    bool GetEngineSupport(const MHOctetString &feature);

    // Get the various defaults.  These are extracted from the current app or the (UK) MHEG defaults.
    int GetDefaultCharSet();
    void GetDefaultBGColour(MHColour &colour);
    void GetDefaultTextColour(MHColour &colour);
    void GetDefaultButtonRefColour(MHColour &colour);
    void GetDefaultHighlightRefColour(MHColour &colour);
    void GetDefaultSliderRefColour(MHColour &colour);
    int GetDefaultTextCHook();
    int GetDefaultStreamCHook();
    int GetDefaultBitmapCHook();
//  void GetDefaultFont(MHFontBody &font); // Not currently implemented
    void GetDefaultFontAttrs(MHOctetString &str);
    void SetInputRegister(int nReg);

    MHOctetString &GetGroupId() { return m_CurrentGroupId; }
    MHContext *GetContext() { return m_Context; }

    QString GetPathName(const MHOctetString &str); // Return a path relative to the home directory

    static const char *MHEGEngineProviderIdString;

protected:
    void CheckLinks(const MHObjectRef &sourceRef, enum EventType ev, const MHUnion &un);
    MHGroup *ParseProgram(QByteArray &text);
    void DrawRegion(QRegion toDraw, int nStackPos);

    QRegion m_redrawRegion; // The accumulation of repaints when the screen is locked.

    // Application stack and functions to get the current application and scene.
    QPtrStack <MHApplication> m_ApplicationStack;
    MHApplication *CurrentApp() { if (m_ApplicationStack.isEmpty()) return NULL; else return m_ApplicationStack.top(); }
    MHScene *CurrentScene() { return CurrentApp() == NULL ? NULL : CurrentApp()->m_pCurrentScene; }

    // Action stack.  Actions may generate synchronous events which fire links and add
    // new actions.  These new actions have to be processed before we continue with other
    // actions.
    QPtrStack<MHElemAction> m_ActionStack;

    // Asynchronous event queue.  Asynchronous events are added to this queue and handled
    // once the action stack is empty.
    QPtrList<MHAsynchEvent> m_EventQueue;

    // Active Link set.  Active links are included in this table.
    QPtrList <MHLink> m_LinkTable;

    // Pending external content.  If we have requested external content that has not yet arrived
    // we make an entry in this table.
    QPtrList <MHExternContent> m_ExternContentTable;
    void CheckContentRequests();

    MHOwnPtrSequence <MHPSEntry> m_PersistentStore;

    bool m_fInTransition; // If we get a TransitionTo, Quit etc during OnStartUp and OnCloseDown we ignore them.

    // To canonicalise the object ids we set this to the group id of the current scene or app
    // and use that wherever we get an object id without a group id.
    MHOctetString   m_CurrentGroupId;

    MHContext       *m_Context; // Pointer to the context providing drawing and other operations
    bool            m_fBooting;
};

#endif
