/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2014 Torus Knot Software Ltd

Permission is hereby granted, free of charge, to any person obtaining a copy
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in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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THE SOFTWARE.
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*/

#ifndef __Ogre_PageManager_H__
#define __Ogre_PageManager_H__

#include "OgrePagingPrerequisites.h"
#include "OgreCommon.h"
#include "OgreCamera.h"
#include "OgreFrameListener.h"
#include "OgreNameGenerator.h"

namespace Ogre
{
    /** \addtogroup Optional
    *  @{
    */
    /** \addtogroup Paging
    *  Some details on paging component
    *  @{
    */

    class PagedWorldSection;
    class PagedWorldSectionFactory;


    /** Abstract class that can be implemented by the user application to 
        provide a way to retrieve or generate page data from a source of their choosing.
    @note
        All of the methods in this class can be called in a background, non-render thread.      
    */
    class PageProvider
    {
    public:
        PageProvider() {}
        virtual ~PageProvider() {}

        /** Give a provider the opportunity to prepare page content procedurally. 
        @remarks
        This call may well happen in a separate thread so it should not access 
        GPU resources, use loadProceduralPage for that
        @return true if the page was populated, false otherwise
        */
        virtual bool prepareProceduralPage(Page* page, PagedWorldSection* section) { return false; }
        /** Give a provider the opportunity to load page content procedurally. 
        @remarks
        This call will happen in the main render thread so it can access GPU resources. 
        Use prepareProceduralPage for background preparation.
        @return true if the page was populated, false otherwise
        */
        virtual bool loadProceduralPage(Page* page, PagedWorldSection* section) { return false; }
        /** Give a provider the opportunity to unload page content procedurally. 
        @remarks
        You should not call this method directly. This call will happen in 
        the main render thread so it can access GPU resources. Use _unprepareProceduralPage
        for background preparation.
        @return true if the page was populated, false otherwise
        */
        virtual bool unloadProceduralPage(Page* page, PagedWorldSection* section) { return false; }
        /** Give a provider the opportunity to unprepare page content procedurally. 
        @remarks
        You should not call this method directly. This call may well happen in 
        a separate thread so it should not access GPU resources, use _unloadProceduralPage
        for that
        @return true if the page was unpopulated, false otherwise
        */
        virtual bool unprepareProceduralPage(Page* page, PagedWorldSection* section) { return false; }

        /** Get a serialiser set up to read PagedWorld data for the given world filename. 
        @remarks
        The StreamSerialiser returned is the responsibility of the caller to
        delete. 
        */
        virtual StreamSerialiser* readWorldStream(const String& filename) { return 0; }
        /** Get a serialiser set up to write PagedWorld data for the given world filename. 
        @remarks
        The StreamSerialiser returned is the responsibility of the caller to
        delete. 
        */
        virtual StreamSerialiser* writeWorldStream(const String& filename) { return 0; }
        /** Get a serialiser set up to read Page data for the given PageID, 
            or null if this provider cannot supply one. 
        @remarks
            The StreamSerialiser returned is the responsibility of the caller to
            delete. 
        @param pageID The ID of the page being requested
        @param section The parent section to which this page will belong
        */
        virtual StreamSerialiser* readPageStream(PageID pageID, PagedWorldSection* section) { return 0; }

        /** Get a serialiser set up to write Page data for the given PageID, 
        or null if this provider cannot supply one. 
        @remarks
        The StreamSerialiser returned is the responsibility of the caller to
        delete. 
        @param pageID The ID of the page being requested
        @param section The parent section to which this page will belong
        */
        virtual StreamSerialiser* writePageStream(PageID pageID, PagedWorldSection* section) { return 0; }
    };
    
    /** The PageManager is the entry point through which you load all PagedWorld instances, 
        and the place where PageStrategy instances and factory classes are
        registered to customise the paging behaviour.
    @remarks
        To get started, the minimum you need is a PagedWorld with at least one PagedWorldSection
        within it, and at least one Camera being tracked (see addCamera). 
    */
    class _OgrePagingExport PageManager : public PageAlloc
    {
    public:
        PageManager();
        virtual ~PageManager();

        /** Create a new PagedWorld instance. 
        @param name Optionally give a name to the world (if no name is given, one
            will be generated).
        */
        PagedWorld* createWorld(const String& name = BLANKSTRING);

        /** Destroy a world. */
        void destroyWorld(const String& name);

        /** Destroy a world. */
        void destroyWorld(PagedWorld* world);

        /** Load a new PagedWorld from a file. 
        @param filename The name of the file to load (standard is .world)
        @param name Optionally give a name to the world (if no name is given, one
        will be generated).
        */
        PagedWorld* loadWorld(const String& filename, const String& name = BLANKSTRING);
        /** Load a new PagedWorld from a stream. 
        @param stream A stream from which to load the world data
        @param name Optionally give a name to the world (if no name is given, one
        will be generated).
        */
        PagedWorld* loadWorld(const DataStreamPtr& stream, const String& name = BLANKSTRING);
        /** Save a PagedWorld instance to a file. 
        @param world The world to be saved
        @param filename The filename to save the data to
        */
        void saveWorld(PagedWorld* world, const String& filename);
        /** Save a PagedWorld instance to a file. 
        @param world The world to be saved
        @param stream The stream to save the data to
        */
        void saveWorld(PagedWorld* world, const DataStreamPtr& stream);
        /** Get a named world.
        @param name The name of the world (not a filename, the identifying name)
        @return The world, or null if the world doesn't exist.
        */
        PagedWorld* getWorld(const String& name);
        typedef map<String, PagedWorld*>::type WorldMap;
        /** Get a reference to the worlds that are currently loaded. */
        const WorldMap& getWorlds() const { return mWorlds; }


        typedef map<String, PageStrategy*>::type StrategyMap;
        /** Add a new PageStrategy implementation. 
        @remarks
            The caller remains resonsible for destruction of this instance. 
        */
        void addStrategy(PageStrategy* strategy);

        /** Remove a PageStrategy implementation. 
        */
        void removeStrategy(PageStrategy* strategy);

        /** Get a PageStrategy.
        @param name The name of the strategy to retrieve
        @return Pointer to a PageStrategy, or null if the strategy was not found.
        */
        PageStrategy* getStrategy(const String& name);

        /** Get a reference to the registered strategies.
        */
        const StrategyMap& getStrategies() const;


        typedef map<String, PageContentCollectionFactory*>::type ContentCollectionFactoryMap;
        /** Add a new PageContentCollectionFactory implementation. 
        @remarks
        The caller remains resonsible for destruction of this instance. 
        */
        void addContentCollectionFactory(PageContentCollectionFactory* f);

        /** Remove a PageContentCollectionFactory implementation. 
        */
        void removeContentCollectionFactory(PageContentCollectionFactory* f);

        /** Get a PageContentCollectionFactory.
        @param name The name of the factory to retrieve
        @return Pointer to a PageContentCollectionFactory, or null if the ContentCollection was not found.
        */
        PageContentCollectionFactory* getContentCollectionFactory(const String& name);

        /** Create a new instance of PageContentCollection using the registered
            factories.
        @param typeName The name of the type of collection to create
        */
        PageContentCollection* createContentCollection(const String& typeName);

        /** Destroy an instance of PageContentCollection. */
        void destroyContentCollection(PageContentCollection* coll);

        /** Get a reference to the registered strategies.
        */
        const ContentCollectionFactoryMap& getContentCollectionFactories() const;

        typedef map<String, PageContentFactory*>::type ContentFactoryMap;
        /** Add a new PageContentFactory implementation. 
        @remarks
        The caller remains resonsible for destruction of this instance. 
        */
        void addContentFactory(PageContentFactory* f);

        /** Remove a PageContentFactory implementation. 
        */
        void removeContentFactory(PageContentFactory* f);

        /** Get a PageContentFactory.
        @param name The name of the factory to retrieve
        @return Pointer to a PageContentFactory, or null if the Content was not found.
        */
        PageContentFactory* getContentFactory(const String& name);

        /** Get a reference to the registered strategies.
        */
        const ContentFactoryMap& getContentFactories() const;

        /** Create a new instance of PageContent using the registered
        factories.
        @param typeName The name of the type of content to create
        */
        PageContent* createContent(const String& typeName);

        /** Destroy an instance of PageContent. */
        void destroyContent(PageContent* c);


        typedef map<String, PagedWorldSectionFactory*>::type WorldSectionFactoryMap;
        /** Add a new PagedWorldSectionFactory implementation. 
        @remarks
        The caller remains resonsible for destruction of this instance. 
        */
        void addWorldSectionFactory(PagedWorldSectionFactory* f);

        /** Remove a PagedWorldSectionFactory implementation. 
        */
        void removeWorldSectionFactory(PagedWorldSectionFactory* f);

        /** Get a PagedWorldSectionFactory.
        @param name The name of the factory to retrieve
        @return Pointer to a PagedWorldSectionFactory, or null if the WorldSection was not found.
        */
        PagedWorldSectionFactory* getWorldSectionFactory(const String& name);

        /** Create a new instance of PagedWorldSection using the registered
        factories.
        @param typeName The name of the type of collection to create
        @param name The instance name 
        @param parent The parent world
        @param sm The SceneManager to use (can be null if this is to be loaded)
        */
        PagedWorldSection* createWorldSection(const String& typeName, 
            const String& name, PagedWorld* parent, SceneManager* sm);

        /** Destroy an instance of PagedWorldSection. */
        void destroyWorldSection(PagedWorldSection* s);

        /** Get a reference to the registered strategies.
        */
        const WorldSectionFactoryMap& getWorldSectionFactories() const;


        /** Set the PageProvider which can provide streams for any Page. 
        @remarks
            This is the top-level way that you can direct how Page data is loaded. 
            When data for a Page is requested for a PagedWorldSection, the following
            sequence of classes will be checked to see if they have a provider willing
            to supply the stream: PagedWorldSection, PagedWorld, PageManager.
            If none of these do, then the default behaviour is to look for a file
            called worldname_sectionname_pageID.page. 
        @note
            The caller remains responsible for the destruction of the provider.
        */
        void setPageProvider(PageProvider* provider) { mPageProvider = provider; }
        
        /** Get the PageProvider which can provide streams for any Page. */
        PageProvider* getPageProvider() const { return mPageProvider; }

        /** Give a provider the opportunity to prepare page content procedurally. 
        @remarks
        You should not call this method directly. This call may well happen in 
        a separate thread so it should not access GPU resources, use _loadProceduralPage
        for that
        @return true if the page was populated, false otherwise
        */
        virtual bool _prepareProceduralPage(Page* page, PagedWorldSection* section);
        /** Give a provider the opportunity to prepare page content procedurally. 
        @remarks
        You should not call this method directly. This call will happen in 
        the main render thread so it can access GPU resources. Use _prepareProceduralPage
        for background preparation.
        @return true if the page was populated, false otherwise
        */
        virtual bool _loadProceduralPage(Page* page, PagedWorldSection* section);
        /** Give a manager  the opportunity to unload page content procedurally. 
        @remarks
        You should not call this method directly. This call will happen in 
        the main render thread so it can access GPU resources. Use _unprepareProceduralPage
        for background preparation.
        @return true if the page was populated, false otherwise
        */
        virtual bool _unloadProceduralPage(Page* page, PagedWorldSection* section);
        /** Give a manager  the opportunity to unprepare page content procedurally. 
        @remarks
        You should not call this method directly. This call may well happen in 
        a separate thread so it should not access GPU resources, use _unloadProceduralPage
        for that
        @return true if the page was unpopulated, false otherwise
        */
        virtual bool _unprepareProceduralPage(Page* page, PagedWorldSection* section);
        /** Get a serialiser set up to read Page data for the given PageID. 
        @param pageID The ID of the page being requested
        @param section The parent section to which this page will belong
        @remarks
            The StreamSerialiser returned is the responsibility of the caller to
            delete. 
        */
        StreamSerialiser* _readPageStream(PageID pageID, PagedWorldSection* section);

        /** Get a serialiser set up to write Page data for the given PageID. 
        @param pageID The ID of the page being requested
        @param section The parent section to which this page will belong
        @remarks
        The StreamSerialiser returned is the responsibility of the caller to
        delete. 
        */
        StreamSerialiser* _writePageStream(PageID pageID, PagedWorldSection* section);
        /** Get a serialiser set up to read PagedWorld data for the given world name. 
        @remarks
            The StreamSerialiser returned is the responsibility of the caller to
            delete. 
        */
        StreamSerialiser* _readWorldStream(const String& filename);

        /** Get a serialiser set up to write PagedWorld data. 
        @remarks
        The StreamSerialiser returned is the responsibility of the caller to
        delete. 
        */
        StreamSerialiser* _writeWorldStream(const String& filename);

        /** Get the resource group that will be used to read/write files when the
            default load routines are used. 
        */
        const String& getPageResourceGroup() const { return mPageResourceGroup; }
        /** Set the resource group that will be used to read/write files when the
        default load routines are used. 
        */
        void setPageResourceGroup(const String& g) { mPageResourceGroup = g; }

        /** Tells the paging system to start tracking a given camera. 
        @remarks
            In order for the paging system to function it needs to know which
            Cameras to track. You may not want to have all your cameras affect
            the paging system, so just add the cameras you want it to keep track of
            here. 
        */
        void addCamera(Camera* c);

        /** Tells the paging system to stop tracking a given camera. 
        */
        void removeCamera(Camera* c);

        /** Returns whether or not a given camera is being watched by the paging system.
        */
        bool hasCamera(Camera* c) const;

        typedef vector<Camera*>::type CameraList;
        /** Returns a list of cameras being tracked. */
        const CameraList& getCameraList() const;

        /** Set the debug display level.
        @remarks
            This setting controls how much debug information is displayed in the scene.
            The exact interpretation of this value depends on the PageStrategy you're
            using, and whether the PageContent decides to also display debug information.
            Generally speaking, 0 means no debug display, 1 means simple debug
            display (usually the PageStrategy) and anything more than that is
            up to the classes involved. 
        */
        void setDebugDisplayLevel(uint8 lvl) { mDebugDisplayLvl = lvl; }
        /** Get the debug display level. */
        uint8 getDebugDisplayLevel() const { return mDebugDisplayLvl; }

        /** Pause or unpause all paging operations.
        @remarks
            Using this method you can stop pages being loaded or unloaded for a
            period of time, 'freezing' the current page state as it is. 
        @param enabled True to proceed with normal paging operations, false to pause.
        */
        void setPagingOperationsEnabled(bool enabled) { mPagingEnabled = enabled; }

        /** Get whether paging operations are currently allowed to happen. */
        bool getPagingOperationsEnabled() const { return mPagingEnabled; }


    protected:

        class EventRouter : public Camera::Listener, public FrameListener
        {
        public:
            PageManager* pManager;
            WorldMap* pWorldMap;
            CameraList* pCameraList;

            EventRouter() : pManager(0), pWorldMap(0), pCameraList(0) {}
            ~EventRouter() {}

            void cameraPreRenderScene(Camera* cam);
            void cameraDestroyed(Camera* cam);
            bool frameStarted(const FrameEvent& evt);
            bool frameEnded(const FrameEvent& evt);
        };

        void createStandardStrategies();
        void createStandardContentFactories();

        WorldMap mWorlds;
        StrategyMap mStrategies;
        ContentCollectionFactoryMap mContentCollectionFactories;
        ContentFactoryMap mContentFactories;
        WorldSectionFactoryMap mWorldSectionFactories;
        NameGenerator mWorldNameGenerator;
        PageProvider* mPageProvider;
        String mPageResourceGroup;
        CameraList mCameraList;
        EventRouter mEventRouter;
        uint8 mDebugDisplayLvl;
        bool mPagingEnabled;

        Grid2DPageStrategy* mGrid2DPageStrategy;
        Grid3DPageStrategy* mGrid3DPageStrategy;
        SimplePageContentCollectionFactory* mSimpleCollectionFactory;
    };

    /** @} */
    /** @} */
}

#endif
