//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------

#include "dgl/dgl.h"
#include "gui/core/guiControl.h"
#include "gui/controls/guiBitmapCtrl.h"
#include "console/consoleTypes.h"
#include "sceneGraph/sceneGraph.h"
#include "game/gameConnection.h"
#include "game/shapeBase.h"

//-----------------------------------------------------------------------------
/// Vary basic cross hair hud.
/// Uses the base bitmap control to render a bitmap, and decides whether
/// to draw or not depending on the current control object and it's state.
/// If there is ShapeBase object under the cross hair and it's named,
/// then a small health bar is displayed.
class GuiCrossHairHud : public GuiBitmapCtrl
{
   typedef GuiBitmapCtrl Parent;

   ColorF   mDamageFillColor;
   ColorF   mDamageFrameColor;
   Point2I  mDamageRectSize;
   Point2I  mDamageOffset;

protected:
   void drawDamage(Point2I offset, F32 damage, F32 opacity);

public:
   GuiCrossHairHud();

   void onRender( Point2I, const RectI &);
   static void initPersistFields();
   DECLARE_CONOBJECT( GuiCrossHairHud );
};

/// Valid object types for which the cross hair will render, this
/// should really all be script controlled.
static const U32 ObjectMask = PlayerObjectType | VehicleObjectType;


//-----------------------------------------------------------------------------

IMPLEMENT_CONOBJECT( GuiCrossHairHud );

GuiCrossHairHud::GuiCrossHairHud()
{
   mDamageFillColor.set( 0, 1, 0, 1 );
   mDamageFrameColor.set( 1, 0.6, 0, 1 );
   mDamageRectSize.set(50, 4);
   mDamageOffset.set(0,32);
}

void GuiCrossHairHud::initPersistFields()
{
   Parent::initPersistFields();
   addGroup("Damage");		
   addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiCrossHairHud ) );
   addField( "damageFrameColor", TypeColorF, Offset( mDamageFrameColor, GuiCrossHairHud ) );
   addField( "damageRect", TypePoint2I, Offset( mDamageRectSize, GuiCrossHairHud ) );
   addField( "damageOffset", TypePoint2I, Offset( mDamageOffset, GuiCrossHairHud ) );
   endGroup("Damage");		
}


//-----------------------------------------------------------------------------

void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
{
   // Must have a connection and player control object
   GameConnection* conn = GameConnection::getConnectionToServer();
   if (!conn)
      return;
   ShapeBase* control = conn->getControlObject();
   if (!control || !(control->getType() & ObjectMask) || !conn->isFirstPerson())
      return;

   // Parent render.
   Parent::onRender(offset,updateRect);

   // Get control camera info
   MatrixF cam;
   Point3F camPos;
   conn->getControlCameraTransform(0,&cam);
   cam.getColumn(3, &camPos);

   // Extend the camera vector to create an endpoint for our ray
   Point3F endPos;
   cam.getColumn(1, &endPos);
   endPos *= gClientSceneGraph->getVisibleDistance();
   endPos += camPos;

   // Collision info. We're going to be running LOS tests and we
   // don't want to collide with the control object.
   static U32 losMask = TerrainObjectType | InteriorObjectType | ShapeBaseObjectType;
   control->disableCollision();

   RayInfo info;
   if (gClientContainer.castRay(camPos, endPos, losMask, &info)) {
      // Hit something... but we'll only display health for named
      // ShapeBase objects.  Could mask against the object type here
      // and do a static cast if it's a ShapeBaseObjectType, but this
      // isn't a performance situation, so I'll just use dynamic_cast.
      if (ShapeBase* obj = dynamic_cast<ShapeBase*>(info.object))
         if (obj->getShapeName()) {
            offset.x = updateRect.point.x + updateRect.extent.x / 2;
            offset.y = updateRect.point.y + updateRect.extent.y / 2;
            drawDamage(offset + mDamageOffset, obj->getDamageValue(), 1);
         }
   }

   // Restore control object collision
   control->enableCollision();
}


//-----------------------------------------------------------------------------
/**
   Display a damage bar ubove the shape.
   This is a support funtion, called by onRender.
*/
void GuiCrossHairHud::drawDamage(Point2I offset, F32 damage, F32 opacity)
{
   mDamageFillColor.alpha = mDamageFrameColor.alpha = opacity;

   // Damage should be 0->1 (0 being no damage,or healthy), but
   // we'll just make sure here as we flip it.
   damage = mClampF(1 - damage, 0, 1);

   // Center the bar
   RectI rect(offset, mDamageRectSize);
   rect.point.x -= mDamageRectSize.x / 2;

   // Draw the border
   dglDrawRect(rect, mDamageFrameColor);

   // Draw the damage % fill
   rect.point += Point2I(1, 1);
   rect.extent -= Point2I(1, 1);
   rect.extent.x = (S32)(rect.extent.x * damage);
   if (rect.extent.x == 1)
      rect.extent.x = 2;
   if (rect.extent.x > 0)
      dglDrawRectFill(rect, mDamageFillColor);
}