#pragma once

#include "CIntObject.h"
#include "SDL_Extensions.h"
#include "../FunctionList.h"

struct SDL_Surface;
struct Rect;
class CAnimImage;
class CLabel;
class CAnimation;
class CDefHandler;

/*
 * CPicture.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
 *
 */

// Window GUI class
class CSimpleWindow : public CIntObject
{
public:
	SDL_Surface * bitmap; //background
	virtual void show(SDL_Surface * to);
	CSimpleWindow():bitmap(nullptr){}; //c-tor
	virtual ~CSimpleWindow(); //d-tor
};

// Image class
class CPicture : public CIntObject
{
	void setSurface(SDL_Surface *to);
public: 
	SDL_Surface * bg;
	Rect * srcRect; //if nullptr then whole surface will be used
	bool freeSurf; //whether surface will be freed upon CPicture destruction
	bool needRefresh;//Surface needs to be displayed each frame

	operator SDL_Surface*()
	{
		return bg;
	}

	CPicture(const Rect & r, const SDL_Color & color, bool screenFormat = false); //rect filled with given color
	CPicture(const Rect & r, ui32 color, bool screenFormat = false); //rect filled with given color
	CPicture(SDL_Surface * BG, int x = 0, int y=0, bool Free = true); //wrap existing SDL_Surface
	CPicture(const std::string &bmpname, int x=0, int y=0);
	CPicture(SDL_Surface *BG, const Rect &SrcRext, int x = 0, int y = 0, bool free = false); //wrap subrect of given surface
	~CPicture();
	void init();

	//set alpha value for whole surface. Note: may be messed up if surface is shared
	// 0=transparent, 255=opaque
	void setAlpha(int value);

	void scaleTo(Point size);
	void createSimpleRect(const Rect &r, bool screenFormat, ui32 color);
	void show(SDL_Surface * to);
	void showAll(SDL_Surface * to);
	void convertToScreenBPP();
	void colorizeAndConvert(PlayerColor player);
	void colorize(PlayerColor player);
};

/// area filled with specific texture
class CFilledTexture : CIntObject
{
	SDL_Surface * texture;

public:
	CFilledTexture(std::string imageName, Rect position);
	~CFilledTexture();
	void showAll(SDL_Surface *to);
};

namespace config{struct ButtonInfo;}

/// Base class for buttons.
class CButtonBase : public CKeyShortcut
{
public:
	enum ButtonState
	{
		NORMAL=0,
		PRESSED=1,
		BLOCKED=2,
		HIGHLIGHTED=3
	};
private:
	int bitmapOffset; // base offset of visible bitmap from animation
	ButtonState state;//current state of button from enum

public:
	bool swappedImages,//fix for some buttons: normal and pressed image are swapped
		keepFrame; // don't change visual representation

    void addTextOverlay(const std::string &Text, EFonts font, SDL_Color color = Colors::WHITE);
	void update();//to refresh button after image or text change

	void setOffset(int newOffset);
	void setState(ButtonState newState);
	ButtonState getState();

	//just to make code clearer
	void block(bool on);
	bool isBlocked();
	bool isHighlighted();

	CAnimImage * image; //image for this button
	CLabel * text;//text overlay

	CButtonBase(); //c-tor
	virtual ~CButtonBase(); //d-tor
};

/// Typical Heroes 3 button which can be inactive or active and can 
/// hold further information if you right-click it
class CAdventureMapButton : public CButtonBase
{
	std::vector<std::string> imageNames;//store list of images that can be used by this button
	size_t currentImage;
public:
	std::map<int, std::string> hoverTexts; //text for statusbar
	std::string helpBox; //for right-click help
	CFunctionList<void()> callback;
	bool actOnDown,//runs when mouse is pressed down over it, not when up
		hoverable,//if true, button will be highlighted when hovered
		borderEnabled,
		soundDisabled;
	SDL_Color borderColor;

	void clickRight(tribool down, bool previousState);
	virtual void clickLeft(tribool down, bool previousState);
	void hover (bool on);

	CAdventureMapButton(); //c-tor
	CAdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = nullptr, bool playerColoredButton = false );//c-tor
	CAdventureMapButton( const std::pair<std::string, std::string> &help, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = nullptr, bool playerColoredButton = false );//c-tor
	CAdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, config::ButtonInfo *info, int key=0);//c-tor

	void init(const CFunctionList<void()> &Callback, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key );

	void setIndex(size_t index, bool playerColoredButton=false);
	void setImage(CAnimation* anim, bool playerColoredButton=false, int animFlags=0);
	void setPlayerColor(PlayerColor player);
	void showAll(SDL_Surface * to);
};

/// A button which can be selected/deselected
class CHighlightableButton 
	: public CAdventureMapButton
{
public:
	CHighlightableButton(const CFunctionList<void()> &onSelect, const CFunctionList<void()> &onDeselect, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key=0);
	CHighlightableButton(const std::pair<std::string, std::string> &help, const CFunctionList<void()> &onSelect, int x, int y, const std::string &defName, int myid, int key=0, std::vector<std::string> * add = nullptr, bool playerColoredButton = false );//c-tor
	CHighlightableButton(const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &onSelect, int x, int y, const std::string &defName, int myid, int key=0, std::vector<std::string> * add = nullptr, bool playerColoredButton = false );//c-tor
	bool onlyOn;//button can not be de-selected
	bool selected;//state of highlightable button
	int ID; //for identification
	CFunctionList<void()> callback2; //when de-selecting
	void select(bool on);
	void clickLeft(tribool down, bool previousState);
};

/// A group of buttons where one button can be selected
class CHighlightableButtonsGroup : public CIntObject
{
public:
	CFunctionList2<void(int)> onChange; //called when changing selected button with new button's id
	std::vector<CHighlightableButton*> buttons;
	bool musicLike; //determines the behaviour of this group

	//void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid);
	void addButton(CHighlightableButton* bt);//add existing button, it'll be deleted by CHighlightableButtonsGroup destructor
	void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid, const CFunctionList<void()> &OnSelect=0, int key=0); //creates new button
	CHighlightableButtonsGroup(const CFunctionList2<void(int)> &OnChange, bool musicLikeButtons = false);
	~CHighlightableButtonsGroup();
	void select(int id, bool mode); //mode==0: id is serial; mode==1: id is unique button id
	void selectionChanged(int to);
	void show(SDL_Surface * to);
	void showAll(SDL_Surface * to);
	void block(ui8 on);
};

/// A typical slider which can be orientated horizontally/vertically.
class CSlider : public CIntObject
{
public:
	CAdventureMapButton *left, *right, *slider; //if vertical then left=up
	int capacity;//how many elements can be active at same time (e.g. hero list = 5)
	int amount; //total amount of elements (e.g. hero list = 0-8)
	int positions; //number of highest position (0 if there is only one)
	int value; //first active element
	int scrollStep; // how many elements will be scrolled via one click, default = 1
	bool horizontal;
	bool wheelScrolling;
	bool keyScrolling;

	std::function<void(int)> moved;

	void redrawSlider(); 
	void sliderClicked();
	void moveLeft();
	void moveRight();
	void moveTo(int to);
	void block(bool on);
	void setAmount(int to);

	void keyPressed(const SDL_KeyboardEvent & key);
	void wheelScrolled(bool down, bool in);
	void clickLeft(tribool down, bool previousState);
	void mouseMoved (const SDL_MouseMotionEvent & sEvent);
	void showAll(SDL_Surface * to);

	CSlider(int x, int y, int totalw, std::function<void(int)> Moved, int Capacity, int Amount, 
		int Value=0, bool Horizontal=true, int style = 0); //style 0 - brown, 1 - blue
	~CSlider();
	void moveToMax();
};

/// Used as base for Tabs and List classes
class CObjectList : public CIntObject
{
public:
	typedef std::function<CIntObject* (size_t)> CreateFunc;
	typedef std::function<void(CIntObject *)> DestroyFunc;

private:
	CreateFunc createObject;
	DestroyFunc destroyObject;

protected:
	//Internal methods for safe creation of items (Children capturing and activation/deactivation if needed)
	void deleteItem(CIntObject* item);
	CIntObject* createItem(size_t index);

	CObjectList(CreateFunc create, DestroyFunc destroy = DestroyFunc());//Protected constructor
};

/// Window element with multiple tabs
class CTabbedInt : public CObjectList
{
private:
	CIntObject * activeTab;
	size_t activeID;

public:
	//CreateFunc, DestroyFunc - see CObjectList
	//Pos - position of object, all tabs will be moved to this position
	//ActiveID - ID of initially active tab
	CTabbedInt(CreateFunc create, DestroyFunc destroy = DestroyFunc(), Point position=Point(), size_t ActiveID=0);

	void setActive(size_t which);
	//recreate active tab
	void reset();

	//return currently active item
	CIntObject * getItem();
};

/// List of IntObjects with optional slider
class CListBox : public CObjectList
{
private:
	std::list< CIntObject* > items;
	size_t first;
	size_t totalSize;

	Point itemOffset;
	CSlider * slider;

	void updatePositions();
public:
	//CreateFunc, DestroyFunc - see CObjectList
	//Pos - position of first item
	//ItemOffset - distance between items in the list
	//VisibleSize - maximal number of displayable at once items
	//TotalSize
	//Slider - slider style, bit field: 1 = present(disabled), 2=horisontal(vertical), 4=blue(brown)
	//SliderPos - position of slider, if present
	CListBox(CreateFunc create, DestroyFunc destroy, Point Pos, Point ItemOffset, size_t VisibleSize,
		size_t TotalSize, size_t InitialPos=0, int Slider=0, Rect SliderPos=Rect() );

	//recreate all visible items
	void reset();

	//change or get total amount of items in the list
	void resize(size_t newSize);
	size_t size();

	//return item with index which or null if not present
	CIntObject * getItem(size_t which);

	//return currently active items
	const std::list< CIntObject * > & getItems();

	//get index of this item. -1 if not found
	size_t getIndexOf(CIntObject * item);

	//scroll list to make item which visible
	void scrollTo(size_t which);

	//scroll list to specified position
	void moveToPos(size_t which);
	void moveToNext();
	void moveToPrev();

	size_t getPos();
};

/// Small helper class to manage group of similar labels
class CLabelGroup : public CIntObject
{
	std::list<CLabel*> labels;
	EFonts font;
	EAlignment align;
	SDL_Color color;
public:
	CLabelGroup(EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::WHITE);
	void add(int x=0, int y=0, const std::string &text =  "");
};

/// Base class for all text-related widgets.
/// Controls text blitting-related options
class CTextContainer : public virtual CIntObject
{
protected:
	/// returns size of border, for left- or right-aligned text
	virtual Point getBorderSize() = 0;
	/// do actual blitting of line. Text "what" will be placed at "where" and aligned according to alignment
	void blitLine(SDL_Surface * to, Rect where, std::string what);

	CTextContainer(EAlignment alignment, EFonts font, SDL_Color color);

public:
	EAlignment alignment;
	EFonts font;
	SDL_Color color; // default font color. Can be overriden by placing "{}" into the string
};

/// Label which shows text
class CLabel : public CTextContainer
{
protected:
	Point getBorderSize() override;
	virtual std::string visibleText();

	CPicture *bg;
public:

	std::string text;
	bool autoRedraw;  //whether control will redraw itself on setTxt

	std::string getText();
	virtual void setText(const std::string &Txt);

	CLabel(int x=0, int y=0, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT,
	       const SDL_Color &Color = Colors::WHITE, const std::string &Text =  "");
	void showAll(SDL_Surface * to); //shows statusbar (with current text)
};

/// Multi-line label that can display multiple lines of text
/// If text is too big to fit into requested area remaining part will not be visible
class CMultiLineLabel : public CLabel
{
	// text to blit, split into lines that are no longer than widget width
	std::vector<std::string> lines;

	// area of text that actually will be printed, default is widget size
	Rect visibleSize;

	void splitText(const std::string &Txt);
	Rect getTextLocation();
public:
	// total size of text, x = longest line of text, y = total height of lines
	Point textSize;

	CMultiLineLabel(Rect position, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::WHITE, const std::string &Text =  "");

	void setText(const std::string &Txt);
	void showAll(SDL_Surface * to);

	void setVisibleSize(Rect visibleSize);
	// scrolls text visible in widget. Positive value will move text up
	void scrollTextTo(int distance);
	void scrollTextBy(int distance);
};

/// a multi-line label that tries to fit text with given available width and height;
/// if not possible, it creates a slider for scrolling text
class CTextBox : public CIntObject
{
	int sliderStyle;
public:
	CMultiLineLabel * label;
	CSlider *slider;

	CTextBox(std::string Text, const Rect &rect, int SliderStyle, EFonts Font = FONT_SMALL, EAlignment Align = TOPLEFT, const SDL_Color &Color = Colors::WHITE);

	void resize(Point newSize);
	void setText(const std::string &Txt);
	void sliderMoved(int to);
};

/// Status bar which is shown at the bottom of the in-game screens
class CGStatusBar : public CLabel
{
	bool textLock; //Used for blocking changes to the text
	void init();

	CGStatusBar *oldStatusBar;
protected:
	Point getBorderSize() override;

public:

	void clear();//clears statusbar and refreshes
	void setText(const std::string & Text) override; //prints text and refreshes statusbar

	void show(SDL_Surface * to); //shows statusbar (with current text)

	CGStatusBar(CPicture *BG, EFonts Font = FONT_SMALL, EAlignment Align = CENTER, const SDL_Color &Color = Colors::WHITE); //given CPicture will be captured by created sbar and it's pos will be used as pos for sbar
	CGStatusBar(int x, int y, std::string name, int maxw=-1);
	~CGStatusBar();

	void lock(bool shouldLock); //If true, current text cannot be changed until lock(false) is called
};

/// UIElement which can get input focus
class CFocusable : public virtual CIntObject
{
public:
	bool focus; //only one focusable control can have focus at one moment

	void giveFocus(); //captures focus
	void moveFocus(); //moves focus to next active control (may be used for tab switching)

	static std::list<CFocusable*> focusables; //all existing objs
	static CFocusable *inputWithFocus; //who has focus now
	CFocusable();
	~CFocusable();
};

/// Text input box where players can enter text
class CTextInput : public CLabel, public CFocusable
{
protected:
	std::string visibleText() override;

public:
	CFunctionList<void(const std::string &)> cb;
	CFunctionList<void(std::string &, const std::string &)> filters;
	void setText(const std::string &nText, bool callCb = false);

	CTextInput(const Rect &Pos, EFonts font, const CFunctionList<void(const std::string &)> &CB);
	CTextInput(const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList<void(const std::string &)> &CB);
	CTextInput(const Rect &Pos, SDL_Surface *srf = nullptr);

	void clickLeft(tribool down, bool previousState) override;
	void keyPressed(const SDL_KeyboardEvent & key) override;
	bool captureThisEvent(const SDL_KeyboardEvent & key) override;

	//Filter that will block all characters not allowed in filenames
	static void filenameFilter(std::string &text, const std::string & oldText);
	//Filter that will allow only input of numbers in range min-max (min-max are allowed)
	//min-max should be set via something like boost::bind
	static void numberFilter(std::string &text, const std::string & oldText, int minValue, int maxValue);
};

/// Shows a text by moving the mouse cursor over the object
class CHoverableArea: public virtual CIntObject
{
public:
	std::string hoverText;

	virtual void hover (bool on);

	CHoverableArea();
	virtual ~CHoverableArea();
};

/// Can interact on left and right mouse clicks, plus it shows a text when by hovering over it
class LRClickableAreaWText: public CHoverableArea
{
public:
	std::string text;

	LRClickableAreaWText();
	LRClickableAreaWText(const Rect &Pos, const std::string &HoverText = "", const std::string &ClickText = "");
	virtual ~LRClickableAreaWText();
	void init();

	virtual void clickLeft(tribool down, bool previousState);
	virtual void clickRight(tribool down, bool previousState);
};

/// Basic class for windows
class CWindowObject : public CIntObject
{
	CPicture * createBg(std::string imageName, bool playerColored);
	int getUsedEvents(int options);

	CIntObject *shadow;
	void setShadow(bool on);

	int options;

protected:
	CPicture * background;

	//Simple function with call to GH.popInt
	void close();
	//Used only if RCLICK_POPUP was set
	void clickRight(tribool down, bool previousState);
	//To display border
	void showAll(SDL_Surface *to);
	//change or set background image
	void setBackground(std::string filename);
	void updateShadow();
public:
	enum EOptions
	{
		PLAYER_COLORED=1, //background will be player-colored
		RCLICK_POPUP=2, // window will behave as right-click popup
		BORDERED=4, // window will have border if current resolution is bigger than size of window
		SHADOW_DISABLED=8 //this window won't display any shadow
	};

	/*
	 * options - EOpions enum
	 * imageName - name for background image, can be empty
	 * centerAt - position of window center. Default - center of the screen
	*/
	CWindowObject(int options, std::string imageName, Point centerAt);
	CWindowObject(int options, std::string imageName = "");
	~CWindowObject();
};