/* ************************
   Copyright Terrain Experts Inc.
   Terrain Experts Inc (TERREX) reserves all rights to this source code
   unless otherwise specified in writing by the President of TERREX.
   This copyright may be updated in the future, in which case that version
   supercedes this one.
   -------------------
   Terrex Experts Inc.
   4400 East Broadway #314
   Tucson, AZ  85711
   info@terrex.com
   Tel: (520) 323-7990
   ************************
   */

#ifndef _trpage_managers_h_
#define _trpage_managers_h_

#include <deque>

/* This file contains class definitions for managers
    that help you keep track of data related to
    paging.  For instance, which tiles to load
    in at any given time and what textures you need
    to read for a given tile.
 */

class trpgPageManager;

// Grid and file location of a tile
struct TileLocationInfo
{
    TileLocationInfo(): x(-1), y(-1), lod(-1) {}
    TileLocationInfo(int gx, int gy, int glod, const trpgwAppAddress& gaddr): x(gx), y(gy), lod(glod), addr(gaddr) {}
    int x, y, lod;
    trpgwAppAddress addr;
};

/* Managed Tiles are used by the trpgPageManager to keep
    track of which tiles are loaded and what textures (and
    models) they need loaded into memory with them.
 */
TX_EXDECL class TX_CLDECL trpgManagedTile
{
    friend class trpgPageManager;
public:
    trpgManagedTile(void);

    // Called to clear any info out of this tile
    void Reset(void);

    /* Call this when you hit a tile header in your own
       Scene parser callback.  The managed tile
       can then keep track of which textures and models 
       go with this tile.
    */
    bool ParseTileHeader(trpgReadBuffer &);

    // Check if the tile is loaded (e.g. the header read in)
    bool IsLoaded(void);

    /* Set the tile location.  This resets any internal
       state we may be keeping.
    */
    bool SetTileLoc(int x,int y,int lod);
    // Get the tile location
    bool GetTileLoc(int &x,int &y,int &lod) const;

    // In version 2.1 we no longer have the tile table to
    // find the tiles, only by traversing the parent can it be
    // found. So when we have this info, this is were to save it. 
    void SetTileAddress(const trpgwAppAddress& gAddr);
    void SetTileAddress(int32 file, int32 offset);
    const trpgwAppAddress& GetTileAddress() const;



    // Return a pointer to the tile header
    const trpgTileHeader *GetTileHead(void);

    /* Return a pointer to the list of locally defined
       materials.  As soon as the tile header is read by
       ParseTileHeader (which you call) you'll want to get
       this list and load the pageable textures.  You can
       use SetMatData to keep track of our internal texture
       structures.
    */
    const std::vector<trpgLocalMaterial> *GetLocMatList(void) const;

    /* Returns a pointer to a single local material, if within
       the valid range of local materials for this tile.
    */
    const trpgLocalMaterial *GetLocMaterial(int id) const;

    /* Set Local Data for managed tile.  The local data would
       probably be a pointer to the top of the scene graph you're
       using to represent just this tile.
    */
    void SetLocalData(void *);

    /* Returns the local data you set with SetLocalData.
     */
    void *GetLocalData(void) const;

    /* Associates a void * with one of the materials referenced
       within this tile.  The idea here is that you'll want
       to load the texture for a given local material and then
       pass your own internal texture structure into here as
       a void *.  That way, the trpgPageManager will keep track
       of which textures you should unload when this tile goes
       out of range.
    */
    bool SetMatData(int id,void *);

    /* Gets the void * data you associated with a given local
       material index.  See SetMatData for more information.
    */
    void *GetMatData(int id) const;

    /* Add Group ID to this tile.  This is called by the page
       manager to keep track of which group IDs belong to this tile.
       We use this information to NULL out the appropriate positions
       in the group map help by the page manager.
    */
    void AddGroupID(int id);

    /* Retrieve the list of group IDs for this tile.
     */
    const std::vector<int> *GetGroupIDs(void) const;

    /* Print the current status and information about this managed
       Tile.
    */
    void Print(trpgPrintBuffer &);

    // Children info, will throw exception if child index is out of bound
    unsigned int GetNbChildren() const
    {
        return (unsigned int)childLocationInfo.size();
    }
    bool SetChildLocationInfo(int childIdx, int x, int y, const trpgwAppAddress& addr);
    bool SetChildLocationInfo(int childIdx, const TileLocationInfo& info);
    const TileLocationInfo& GetChildLocationInfo(int childIdx) const;
    bool GetChildTileLoc(int childIdx, int &x,int &y,int &lod) const;
    const trpgwAppAddress& GetChildTileAddress(int childIdx) const;
   
  
protected:
    // Set if a tile is currently loaded
    bool isLoaded;
    // Tile location info
    TileLocationInfo location;

    // Tile Header associated with this tile
    trpgTileHeader tileHead;
    // Data to keep associated with each individual local material index
    std::vector<void *> localMatData;
    // Used to keep track of group IDs in this tile
    std::vector<int> groupIDs;
    // Local data (probably the top of the local scene graph)
    void *localData;

    // What are the children: this to be used for version 2.1 and up.
    // Both vector should have the same size
    std::vector<TileLocationInfo> childLocationInfo;

    // Note: Should do models too if anyone wanted them.
};

/* The Page Manager is a helper class that can be used
   to keep track of: (1) which tiles need to be loaded
   into memory for a given viewer position, (2) which tiles
   are currently loaded and (3) which tiles need to be unloaded
   when the viewer position moves.  The tile list this
   class generates is guaranteed to be in the right order
   for loading.  You would use this class if you're implementing
   a TerraPage reader for your visual run-time system.
*/
TX_EXDECL class TX_CLDECL trpgPageManager
{
public:
    trpgPageManager(void);
    virtual ~trpgPageManager(void);

    // Initialize with an archive
    virtual void Init(trpgr_Archive *);
    virtual void Init(trpgr_Archive *inArch, int maxLod);

    /* Set Paging Distance
       This is the extra distance outside the visible range
       we want to page.  The defaults will be valid.  You would
       set this if you want to pull tiles in earlier.  Be sure
       to call it before you call Init(), however.
    */
    virtual bool SetPageDistFactor(double);

    /* Updates the current location for paging purposes.
       Returns true if any load or unloads need to happen.
    */
    virtual bool SetLocation(trpg2dPoint &);

    /* Get next tile to load.
       The paging manager is keeping track of which tiles
       need to be loaded and in what order.  This method
       returns a pointer to the next one.  The user is
       expected to call AckLoad() after the tile is loaded.
    */
    virtual trpgManagedTile *GetNextLoad(void);
    /*  Acknowledge Tile Load.
        This method should be called when a tile has been
        loaded by the caller.  This method is used in conjunction
        with GetNextLoad().

        Version 2.1 and over supports variable lod so that we cannot know
        from the tile table if a tile exist or not. So to manage this
        the user must parse the loaded tile and extract its list of children
        and pass it on to AckLoad() which will add to the  appropriate lod list
        the children info. If this is not done then only lod 0 will be pageable.
    */
 
    virtual void AckLoad(std::vector<TileLocationInfo> const& children);

    // Using this call with version 2.1 and over will only page lod 0 tiles
    virtual void AckLoad();

    /* Add Group ID to map.
       This should be called when the user encounters a group-like
       object while processing the scene graph data from a tile.
       The groupId is given by TerraPage and the data should be
       the corresponding group object that the user creates in
       their own scenegraph toolkit.  This information can then
       be retrieved later by GetGroupData().
    */
    virtual void AddGroupID(trpgManagedTile *,int groupID,void *data);

    /* Get Group Data fetches the data cached by the user and
       associated with the given groupID.  This would be used in
       conjunction with trpgAttach nodes to implement geometry paging.
    */
    virtual void *GetGroupData(int groupID);

    /* Get next tile to unload.
       The paging manager keeps track of which tiles need
       to be unloaded based on a change of location.  It's
       best if you unload tiles before loading them, but
       that's really up to you.
    */
    virtual trpgManagedTile *GetNextUnload(void);
    /* Acknowledge a tile unload.
       You should call this after you've "unloaded" a tile
       and all its associated textures.
    */
    virtual void AckUnload(void);


    /* Stop paging entirely.  Call this right before you want to
       shut down paging.  Everything active will wind up on the
       unload lists.  Then you can unload those tiles and move on.
    */
    virtual bool Stop(void);

    // Print current status and content information
    virtual void Print(trpgPrintBuffer &);

protected:
    trpgr_Archive *archive;

    // Center of paging
    trpg2dPoint pagePt;

    /* Information associated with each terrain level of
       detail as related to paging.  
    */
    TX_EXDECL class TX_CLDECL LodPageInfo {
        friend class trpgPageManager;
    public:
        LodPageInfo(void);
        virtual ~LodPageInfo(void);

        /* Initializes the class with its current LOD.
           It figures out all the rest.
        */
        virtual bool Init(trpgr_Archive *, int myLod, double scale, int freeListDivider = 1);

        /* Reset the location.  This forces a recalculation
           of what to load and unload if the cell has changed
           or if this is the first SetLocation.
           The location passed in must be relative to the southwest
           corner of the TerraPage archive.
        */
        virtual bool SetLocation(trpg2dPoint &);

        // Return the next tile to load for this terrain lod
        virtual trpgManagedTile *GetNextLoad(void);
        // Acknowledge the load.  Move the active tile to the
        //  loaded list.
        virtual void AckLoad();

        // Get the lsit of
        //bool GetLoadedTile

        // Return the next tile to unload for this terrain lod
        virtual trpgManagedTile *GetNextUnload(void);
        // Acknowledge the unload.  Move the active tile to the
        //  free list.
        virtual void AckUnload(void);
        // Called to stop paging.  Everything active is dumped on
        //  the unload list.
        virtual bool Stop(void);
        // Print current status and content information
        virtual void Print(trpgPrintBuffer &);

        const trpg2iPoint& GetLodSize() const
        {
            return lodSize;
        }

        int GetLod() const
        {
            return lod;
        }

        double GetPageDistance() const
        {
            return pageDist;
        }

        const trpg2dPoint& GetCellSize() const
        {
            return cellSize;
        }

        // The unit are cellSize
        const trpg2iPoint& GetAreaOfInterest() const
        {
            return aoiSize;
        }


        // The middle of this cell correspond to our paging
        // location
        const trpg2iPoint& GetCellPagingLocation() const
        {
            return cell;
        }

    protected:
        virtual void Clean(void);
        virtual void Update(void);

        // Add to the load list the given tile if it is within the proper
        // bound
        bool AddToLoadList(int x, int y, const trpgwAppAddress& addr);

        // Add the children of the given parent list
        // to the load list if it it not already loaded
        // or if it is not already in the list
        void AddChildrenToLoadList(std::vector<trpgManagedTile*>& parentList);

        // Check if the given tile is within the area we care about
        bool isWithin(trpgManagedTile *,trpg2iPoint &sw,trpg2iPoint &ne);

        // Get the list of currently loaded tiles that fall within
        // the region calculated from the given paging distance.
        void GetLoadedTileWithin(double pagingDistance, std::vector<trpgManagedTile*>& tileList);

        bool valid;

        // Terrain LOD we're responsible for
        int lod;

        /* Adjusted (e.g. paranoid) distance outward from
           which to page this terrain LOD.  This takes into
           account the distance in the header as well as
           any factor the user may have added.
        */
        double pageDist;

        /* Max tiles we could have loaded in at any given time.
           This is just a guess because it's up to the user
           to load (and, more importantly) unload.
        */
        int maxNumTiles;

        // Size of a single cell.  Copied from the archive.
        trpg2dPoint cellSize;

        // Number of tiles (cells) in each direction
        trpg2iPoint lodSize;

        /* Area of interest size in cells
           This is a linear distance "ahead" of the center cell.
        */
        trpg2iPoint aoiSize;

        /* Our effective paging location sits at the middle
           of this cell.  We don't recalculate unless the
           cell changes. */
        trpg2iPoint cell;

        // List of tiles to load
        std::deque<trpgManagedTile *> load;
        // List of tiles to unload
        std::deque<trpgManagedTile *> unload;
        // List of currently loaded tiles
        std::deque<trpgManagedTile *> current;

        // Used by Update.  Here because we want to avoid memory allocs, if possible.
        std::vector<bool> tmpCurrent;

        // Set if a load is in progress
        // Load w/o ACK
        bool activeLoad;
        // Set if an unload is in progress
        // Unload w/o ACK
        bool activeUnload;

        // List of tile pointers we can reuse
        std::deque<trpgManagedTile *> freeList;

        // TerraPage version
        int majorVersion, minorVersion;

        const trpgTileTable *tileTable;
    };

    // Per terrain lod paging information
    std::vector<LodPageInfo> pageInfo;

    // Enumerated type for lastLoad
    typedef enum {Load,Unload,None} LoadType;
    /* Information about what the pending load/unload operation
       is.  It's up to the user to complete and acknowledge it.
    */
    LoadType lastLoad;
    // LOD for the pending load/unload requested operation
    int lastLod;
    // Tile to be loaded/unloaded
    trpgManagedTile *lastTile;

    // Optional scaling factor
    double scale;

    // Mapping from group IDs to user defined data
    typedef std::map<int,void *> ManageGroupMap;
    ManageGroupMap groupMap;

    // Terrapge Version
    int majorVersion, minorVersion;

    bool valid;
};

// For Version 2.1 an over, the tile table only contains
// tiles of lod 0. To get access the other tiles, parent tile
// must be parsed to get at trpgChildRef nodes that will contain
// location info about the children. This callback can be use to
//  parse the tile data. After parsing the callback object will contain
// the list of trpgChildRef nodes found.
TX_EXDECL class TX_CLDECL trpgr_ChildRefCB : public trpgr_Callback
{
public:
    void *Parse(trpgToken tok, trpgReadBuffer& rbuf);
    // After parsing this will return the number of trpgChildRef node found.
    unsigned int GetNbChildren() const;
    // This will return the trpgChildRef node associated with the index.
    // Will throw an exception if the index is out of bound
    const trpgChildRef& GetChildRef(unsigned int idx) const;

    // Clear the children list
    void Reset();
protected:
//   typedef std::vector<const trpgChildRef> ChildList;
// The const in the template parameter was removed because it causes GCC to 
// freak out.  I am of the opinion that const doesn't make sense in a template 
// parameter for std::vector anyway... const prevents you from changing the 
// value, so what exactly is the point?  How does one add entries to the vector 
// without giving them a value?  -ADS
    typedef std::vector<trpgChildRef> ChildList;
    ChildList childList;
};

/* Page Manager Tester.  This class tests a given paging manager
   by applying likely 
*/
TX_EXDECL class TX_CLDECL trpgPageManageTester
{
public:
    trpgPageManageTester();
    virtual ~trpgPageManageTester();

    /* Initialize the tester with a paging manager
       and an archive.
    */
    void Init(trpgPrintBuffer *,trpgPageManager *,trpgr_Archive *);

    /* Feeds the paging manager coordinates starting from
       the lower left to upper right of the database in the
       given increment.  
    */
    void Fly_LL_to_UR(double dist=100.0);

    /* Jumps around randomly within the archive loading and
       unloading as needed.
    */
    void RandomTest(int no=100,int seed=-1);

protected:

    // Does the work of "load" and "unloading"
    void ProcessChanges();

    trpgPageManager *manager;
    trpgr_Archive *archive;
    trpgPrintBuffer *printBuf;

    trpgr_ChildRefCB childRefCB;
    trpgr_Parser tileParser;

    // TerraPage version
    int majorVersion, minorVersion;
};

#endif
