#pragma once

#include "../windows/CWindowObject.h"

/*
 * CGarrisonInt.h, part of VCMI engine
 *
 * Authors: listed in file AUTHORS in main folder
 *
 * License: GNU General Public License v2.0 or later
 * Full text of license available in license.txt file, in main folder
 *
 */

class CGarrisonInt;
class CButton;
class CArmedInstance;
class CAnimImage;
class CCreatureSet;
class CGarrisonSlot;
class CStackInstance;
class CLabel;

/// A single garrison slot which holds one creature of a specific amount
class CGarrisonSlot : public CIntObject
{
	SlotID ID; //for identification
	CGarrisonInt *owner;
	const CStackInstance *myStack; //nullptr if slot is empty
	const CCreature *creature;
	int upg; //0 - up garrison, 1 - down garrison

	CAnimImage * creatureImage;
	CAnimImage * selectionImage; // image for selection, not always visible
	CLabel * stackCount;

	void setHighlight(bool on);
public:
	virtual void hover (bool on); //call-in
	const CArmedInstance * getObj() const;
	bool our() const;
	bool ally() const;
	void clickRight(tribool down, bool previousState);
	void clickLeft(tribool down, bool previousState);
	void update();
	CGarrisonSlot(CGarrisonInt *Owner, int x, int y, SlotID IID, int Upg=0, const CStackInstance * Creature=nullptr);

	friend class CGarrisonInt;
};

/// Class which manages slots of upper and lower garrison, splitting of units
class CGarrisonInt :public CIntObject
{
	CGarrisonSlot *highlighted; //chosen slot. Should be changed only via selectSlot
	bool inSplittingMode;

public:
	void selectSlot(CGarrisonSlot * slot); //null = deselect
	const CGarrisonSlot * getSelection();

	void setSplittingMode(bool on);
	bool getSplittingMode();

	int interx; //space between slots
	Point garOffset; //offset between garrisons (not used if only one hero)
	std::vector<CButton *> splitButtons; //may be empty if no buttons

	SlotID p2; //TODO: comment me
	int	shiftPos;//1st slot of the second row, set shiftPoint for effect
	bool pb,
		 smallIcons, //true - 32x32 imgs, false - 58x64
		 removableUnits,//player can remove units from up
		 twoRows,//slots will be placed in 2 rows
		 owned[2];//player owns up or down army [0] upper, [1] lower

// 	const CCreatureSet *set1; //top set of creatures
// 	const CCreatureSet *set2; //bottom set of creatures

	std::vector<CGarrisonSlot*> slotsUp, slotsDown; //slots of upper and lower garrison
	const CArmedInstance *armedObjs[2]; //[0] is upper, [1] is down
	//const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)

	void setArmy(const CArmedInstance *army, bool bottomGarrison);
	void addSplitBtn(CButton * button);
	void createSet(std::vector<CGarrisonSlot*> &ret, const CCreatureSet * set, int posX, int distance, int posY, int Upg );

	void createSlots();
	void recreateSlots();

	void splitClick(); //handles click on split button
	void splitStacks(int amountLeft, int amountRight); //TODO: comment me
	//x, y - position;
	//inx - distance between slots;
	//pomsur, SurOffset - UNUSED
	//s1, s2 - top and bottom armies;
	//removableUnits - you can take units from top;
	//smallImgs - units images size 64x58 or 32x32;
	//twoRows - display slots in 2 row (1st row = 4 slots, 2nd = 3 slots)
	CGarrisonInt(int x, int y, int inx, const Point &garsOffset, SDL_Surface *pomsur, const Point &SurOffset, const CArmedInstance *s1, const CArmedInstance *s2=nullptr, bool _removableUnits = true, bool smallImgs = false, bool _twoRows=false); //c-tor
};

class CGarrisonHolder
{
public:
	CGarrisonHolder();
	virtual void updateGarrisons()=0;
};

class CWindowWithGarrison : public virtual CGarrisonHolder
{
public:
	CGarrisonInt *garr;
	virtual void updateGarrisons();
};

/// Garrison window where you can take creatures out of the hero to place it on the garrison
class CGarrisonWindow : public CWindowObject, public CWindowWithGarrison
{
public:
	CButton * quit;

	CGarrisonWindow(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits); //c-tor
};