/* RageTexture - Abstract class for a texture and metadata.  */

#ifndef RAGE_TEXTURE_H
#define RAGE_TEXTURE_H

#include "RageTypes.h"
#include "RageTextureID.h"

struct lua_State;
class RageTexture
{
public:
	RageTexture( RageTextureID file );
	virtual ~RageTexture() = 0;
	virtual void Update( float /* fDeltaTime */ ) {}
	virtual void Reload() {}
	virtual void Invalidate() { }	/* only called by RageTextureManager::InvalidateTextures */
	virtual unsigned GetTexHandle() const = 0;	// accessed by RageDisplay

	// movie texture/animated texture stuff
	virtual void SetPosition( float /* fSeconds */ ) {} // seek
	virtual void DecodeSeconds( float /* fSeconds */ ) {} // decode
	virtual void SetPlaybackRate( float ) {}
	virtual bool IsAMovie() const { return false; }
	virtual void SetLooping(bool) { }

	int GetSourceWidth() const	{return m_iSourceWidth;}
	int GetSourceHeight() const {return m_iSourceHeight;}
	int GetTextureWidth() const {return m_iTextureWidth;}
	int GetTextureHeight() const{return m_iTextureHeight;}
	int GetImageWidth() const	{return m_iImageWidth;}
	int GetImageHeight() const	{return m_iImageHeight;}

	int GetFramesWide() const	{return m_iFramesWide;}
	int GetFramesHigh() const	{return m_iFramesHigh;}

	int GetSourceFrameWidth() const		{return GetSourceWidth()	/	GetFramesWide();}
	int GetSourceFrameHeight() const	{return GetSourceHeight()	/	GetFramesHigh();}
	int GetTextureFrameWidth() const	{return GetTextureWidth()	/	GetFramesWide();}
	int GetTextureFrameHeight() const	{return GetTextureHeight()	/	GetFramesHigh();}
	int GetImageFrameWidth() const		{return GetImageWidth()		/	GetFramesWide();}
	int GetImageFrameHeight() const		{return GetImageHeight()	/	GetFramesHigh();}

	// Use these to convert between the different coordinate systems:
	float GetSourceToImageCoordsRatioX() const { return float(GetImageWidth()) / GetSourceWidth(); }
	float GetImageToTexCoordsRatioX() const { return 1.0f / GetTextureWidth(); }
	float GetSourceToTexCoordsRatioX() const { return GetSourceToImageCoordsRatioX() * GetImageToTexCoordsRatioX(); }
	float GetSourceToImageCoordsRatioY() const { return float(GetImageHeight()) / GetSourceHeight(); }
	float GetImageToTexCoordsRatioY() const { return 1.0f / GetTextureHeight(); }
	float GetSourceToTexCoordsRatioY() const { return GetSourceToImageCoordsRatioY() * GetImageToTexCoordsRatioY(); }

	const RectF *GetTextureCoordRect( int frameNo ) const;
	int   GetNumFrames() const { return m_iFramesWide*m_iFramesHigh; }

	// Used by RageTextureManager. Order is important; see RageTextureManager.cpp.
	const RageTextureID::TexPolicy &GetPolicy() const { return m_ID.Policy; }
	RageTextureID::TexPolicy &GetPolicy() { return m_ID.Policy; }
	int		m_iRefCount;
	bool	m_bWasUsed;

	// The ID that we were asked to load:
	const RageTextureID &GetID() const { return m_ID; }

	static void GetFrameDimensionsFromFileName( RString sPath, int* puFramesWide, int* puFramesHigh );

	// Lua
	virtual void PushSelf( lua_State *L );

private:
	/* We might change settings when loading (due to hints, hardware
	 * limitations, etc). The data actually loaded is here: */
	RageTextureID m_ID;

protected:

	int		m_iSourceWidth,		m_iSourceHeight;	// dimensions of the original image loaded from disk
	int		m_iTextureWidth,	m_iTextureHeight;	// dimensions of the texture in memory
	int		m_iImageWidth,		m_iImageHeight;		// dimensions of the image in the texture
	int		m_iFramesWide,		m_iFramesHigh;		// The number of frames of animation in each row and column of this texture
	vector<RectF>	m_TextureCoordRects;	// size = m_iFramesWide * m_iFramesHigh

	virtual void CreateFrameRects();
};

#endif

/*
 * Copyright (c) 2001-2004 Chris Danford
 * All rights reserved.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, and/or sell copies of the Software, and to permit persons to
 * whom the Software is furnished to do so, provided that the above
 * copyright notice(s) and this permission notice appear in all copies of
 * the Software and that both the above copyright notice(s) and this
 * permission notice appear in supporting documentation.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
 * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
 * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
 * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
 * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
 * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
 * PERFORMANCE OF THIS SOFTWARE.
 */
