/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <http://www.gnu.org/licenses/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
      14617 N Newport Hwy
      Mead, WA   99021

*==LICENSE==*/

#ifndef plVisMgr_inc
#define plVisMgr_inc

#include <vector>

#include "pnKeyedObject/hsKeyedObject.h"
#include "hsBitVector.h"

class hsStream;
class hsResMgr;
class plVisRegion;
class plMessage;
struct hsPoint3;

class plVisMgr : public hsKeyedObject
{
public:
    enum RsvBits
    {
        kNormal,
        kCharacter,

        kNumReserved
    };
protected:
    std::vector<plVisRegion*>       fRegions;
    std::vector<plVisRegion*>       fNotRegions;

    hsBitVector                     fVisSet;
    hsBitVector                     fVisNot;

    int                             fMaxSet;
    int                             fMaxNot;

    hsBitVector                     fOnBitSet; // Forces a true response from that enabling region
    hsBitVector                     fOffBitSet; // Forces a false response from that enabling region

    hsBitVector                     fOnBitNot; // Forces a true response from that disabling region
    hsBitVector                     fOffBitNot; // Forces a falseresponse from that disabling region

    static hsBitVector              fIdxSet;
    static hsBitVector              fIdxNot;

    // There's currently no reason why you would call ResetNormal
    // because it's called after every Eval.
    void    ResetNormal();

public:
    plVisMgr();
    virtual ~plVisMgr();

    CLASSNAME_REGISTER( plVisMgr );
    GETINTERFACE_ANY( plVisMgr, hsKeyedObject );

    bool MsgReceive(plMessage* msg) override;

    void Read(hsStream* stream, hsResMgr* mgr) override;
    void Write(hsStream* stream, hsResMgr* mgr) override;

    void Register(plVisRegion* reg, bool bnot);
    void UnRegister(plVisRegion* reg, bool bnot);

    void Eval(const hsPoint3& pos);

    const hsBitVector& GetVisSet() const { return fVisSet; }
    const hsBitVector& GetVisNot() const { return fVisNot; }

    // All the following persist only through the next Eval. So a normal
    // use would be to call DisableNormal() in your RenderRequest's Render method,
    // then Enable a few vissets of personal interest, then call the base RenderRequest::Render().
    //
    // Turns all regions off, so NOTHING gets drawn. That includes Normal and Character.
    void    DisableNormal();

    // Enable drawing of selected sets. Either one index at a time or pass in a bitvector.
    // The regions are just enabled, they can still say no.
    void    EnableVisSet(int idx, bool isNot = false);
    void    EnableVisSets(const hsBitVector& enabled, bool isNot = false);

    // Make specified regions say yes, no matter where the camera is.
    // This will implicitly call EnableVisSet for you.
    void    ForceVisSet(int idx, bool isNot = false);
    void    ForceVisSets(const hsBitVector& enabled, bool isNot = false);
};

class plGlobalVisMgr
{
protected:
    static plVisMgr*        fInstance;
public:
    static plVisMgr* Instance() { return fInstance; }

    static void Init();
    static void DeInit();
};

#endif // plVisMgr_inc
