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

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Permission is hereby granted, free of charge, to any person obtaining a copy
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all copies or substantial portions of the Software.

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PCZLight.h  -  description
-----------------------------------------------------------------------------
begin                : Wed May 23 2007
author               : Eric Cha
email                : ericc@xenopi.com
Code Style Update    :
-----------------------------------------------------------------------------
*/

#ifndef PCZLIGHT_H
#define PCZLIGHT_H

#include "OgreLight.h"
#include "OgrePCZPrerequisites.h"

namespace Ogre
{
    class PCZone;

    typedef list<PCZone*>::type ZoneList;

    /** Specialized version of Ogre::Light which caches which zones the light affects
    */

    class _OgrePCZPluginExport PCZLight : public Light
    {
    public:
        /** Default constructor (for Python mainly).
        */
        PCZLight();

        /** Normal constructor. Should not be called directly, but rather the SceneManager::createLight method should be used.
        */
        PCZLight(const String& name);

        /** Standard destructor.
        */
        ~PCZLight();

        /** Overridden from MovableObject */
        const String& getMovableType(void) const;

        /** Clear the affectedZonesList 
        */
        void clearAffectedZones(void);

        /** Manually add a zone to the zones affected list
        */
        void addZoneToAffectedZonesList(PCZone * zone);

        /** Check if a zone is in the list of zones affected by the light
        */
        bool affectsZone(PCZone * zone);

        /** @return Flag indicating if the light affects a zone which is visible
        *   in the current frame
        */
        bool affectsVisibleZone(void) {return mAffectsVisibleZone;}

        /** Marks a light as affecting a visible zone */
        void setAffectsVisibleZone(bool affects) { mAffectsVisibleZone = affects; }

        /** Update the list of zones the light affects 
        */
        void updateZones(PCZone * defaultZone, unsigned long frameCount);

        /// Manually remove a zone from the affected list
        void removeZoneFromAffectedZonesList(PCZone * zone);

        /// MovableObject notified when SceneNode changes
        virtual void _notifyMoved(void);   

        /// Clear update flag
        void clearNeedsUpdate(void)   { mNeedsUpdate = false; } 

        /// Get status of need for update. this checks all affected zones
        bool getNeedsUpdate(void);   

    protected:
        /** Flag indicating if any of the zones in the affectedZonesList is 
        *   visible in the current frame
        */
        bool mAffectsVisibleZone;

        /** List of PCZones which are affected by the light
        */
        ZoneList affectedZonesList;

        /// Flag recording if light has moved, therefore affected list needs updating
        bool mNeedsUpdate;   
    };

    /** Factory object for creating PCZLight instances */
    class _OgrePCZPluginExport PCZLightFactory : public MovableObjectFactory
    {
    protected:
        MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params);
    public:
        PCZLightFactory() {}
        ~PCZLightFactory() {}

        static String FACTORY_TYPE_NAME;

        const String& getType(void) const;
        void destroyInstance( MovableObject* obj);  

    };


} // Namespace
#endif
