// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#ifndef __I_GUI_BUTTON_H_INCLUDED__
#define __I_GUI_BUTTON_H_INCLUDED__

#include "IGUIElement.h"

namespace irr
{

namespace video
{
	class ITexture;
} // end namespace video

namespace gui
{
	class IGUIFont;
	class IGUISpriteBank;

	//! Current state of buttons used for drawing sprites.
	//! Note that up to 3 states can be active at the same time:
	//! EGBS_BUTTON_UP or EGBS_BUTTON_DOWN
	//! EGBS_BUTTON_MOUSE_OVER or EGBS_BUTTON_MOUSE_OFF
	//! EGBS_BUTTON_FOCUSED or EGBS_BUTTON_NOT_FOCUSED
	enum EGUI_BUTTON_STATE
	{
		//! The button is not pressed.
		EGBS_BUTTON_UP=0,
		//! The button is currently pressed down.
		EGBS_BUTTON_DOWN,
		//! The mouse cursor is over the button
		EGBS_BUTTON_MOUSE_OVER,
		//! The mouse cursor is not over the button
		EGBS_BUTTON_MOUSE_OFF,
		//! The button has the focus
		EGBS_BUTTON_FOCUSED,
		//! The button doesn't have the focus
		EGBS_BUTTON_NOT_FOCUSED,
		//! The button is disabled All other states are ignored in that case.
		EGBS_BUTTON_DISABLED,
		//! not used, counts the number of enumerated items
		EGBS_COUNT
	};

	//! Names for gui button state icons
	const c8* const GUIButtonStateNames[EGBS_COUNT+1] =
	{
		"buttonUp",
		"buttonDown",
		"buttonMouseOver",
		"buttonMouseOff",
		"buttonFocused",
		"buttonNotFocused",
		"buttonDisabled",
		0	// count
	};

	//! State of buttons used for drawing texture images.
	//! Note that only a single state is active at a time
	//! Also when no image is defined for a state it will use images from another state
	//! and if that state is not set from the replacement for that,etc.
	//! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient.
	enum EGUI_BUTTON_IMAGE_STATE
	{
		//! When no other states have images they will all use this one.
		EGBIS_IMAGE_UP,
		//! When not set EGBIS_IMAGE_UP is used.
		EGBIS_IMAGE_UP_MOUSEOVER,
		//! When not set EGBIS_IMAGE_UP_MOUSEOVER is used.
		EGBIS_IMAGE_UP_FOCUSED,
		//! When not set EGBIS_IMAGE_UP_FOCUSED is used.
		EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER,
		//! When not set EGBIS_IMAGE_UP is used.
		EGBIS_IMAGE_DOWN,
		//! When not set EGBIS_IMAGE_DOWN is used.
		EGBIS_IMAGE_DOWN_MOUSEOVER,
		//! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used.
		EGBIS_IMAGE_DOWN_FOCUSED,
		//! When not set EGBIS_IMAGE_DOWN_FOCUSED is used.
		EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER,
		//! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state).
		EGBIS_IMAGE_DISABLED,
		//! not used, counts the number of enumerated items
		EGBIS_COUNT
	};

	//! Names for gui button image states
	const c8* const GUIButtonImageStateNames[EGBIS_COUNT+1] =
	{
		"Image",	// not "ImageUp" as it otherwise breaks serialization of old files
		"ImageUpOver",
		"ImageUpFocused",
		"ImageUpFocusedOver",
		"PressedImage",	// not "ImageDown" as it otherwise breaks serialization of old files
		"ImageDownOver",
		"ImageDownFocused",
		"ImageDownFocusedOver",
		"ImageDisabled",
		0	// count
	};

	//! GUI Button interface.
	/** \par This element can create the following events of type EGUI_EVENT_TYPE:
	\li EGET_BUTTON_CLICKED
	*/
	class IGUIButton : public IGUIElement
	{
	public:

		//! constructor
		IGUIButton(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
			: IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {}

		//! Sets another skin independent font.
		/** If this is set to zero, the button uses the font of the skin.
		\param font: New font to set. */
		virtual void setOverrideFont(IGUIFont* font=0) = 0;

		//! Gets the override font (if any)
		/** \return The override font (may be 0) */
		virtual IGUIFont* getOverrideFont(void) const = 0;

		//! Get the font which is used right now for drawing
		/** Currently this is the override font when one is set and the
		font of the active skin otherwise */
		virtual IGUIFont* getActiveFont() const = 0;

		//! Sets another color for the button text.
		/** When set, this color is used instead of EGDC_BUTTON_TEXT/EGDC_GRAY_TEXT.
		You don't need to call enableOverrideColor(true), that's done by this function.
		If you want the the color of the skin back, call enableOverrideColor(false);
		\param color: New color of the text. */
		virtual void setOverrideColor(video::SColor color) = 0;

		//! Gets the override color
		/** \return: The override color */
		virtual video::SColor getOverrideColor(void) const = 0;

		//! Gets the currently used text color
		/** Either a skin-color for the current state or the override color */
		virtual video::SColor getActiveColor() const = 0;

		//! Sets if the button text should use the override color or the color in the gui skin.
		/** \param enable: If set to true, the override color, which can be set
		with IGUIStaticText::setOverrideColor is used, otherwise the
		EGDC_BUTTON_TEXT or EGDC_GRAY_TEXT color of the skin. */
		virtual void enableOverrideColor(bool enable) = 0;

		//! Checks if an override color is enabled
		/** \return true if the override color is enabled, false otherwise */
		virtual bool isOverrideColorEnabled(void) const = 0;

		//! Sets an image which should be displayed on the button when it is in the given state.
		/** Only one image-state can be active at a time. Images are drawn below sprites.
		If a state is without image it will try to use images from other states as described
		in ::EGUI_BUTTON_IMAGE_STATE.
		Images are a little less flexible than sprites, but easier to use.
		\param state: One of ::EGUI_BUTTON_IMAGE_STATE
		\param image: Image to be displayed or NULL to remove the image
		\param sourceRect: Source rectangle on the image texture. When width or height are 0 then the full texture-size is used (default). */
		virtual void setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture* image=0, const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0)) = 0;

		//! Sets an image which should be displayed on the button when it is in normal state.
		/** This is identical to calling setImage(EGBIS_IMAGE_UP, image); and might be deprecated in future revisions.
		\param image: Image to be displayed */
		virtual void setImage(video::ITexture* image=0) = 0;

		//! Sets a background image for the button when it is in normal state.
		/** This is identical to calling setImage(EGBIS_IMAGE_UP, image, sourceRect); and might be deprecated in future revisions.
		\param image: Texture containing the image to be displayed
		\param sourceRect: Position in the texture, where the image is located.
		When width or height are 0 then the full texture-size is used */
		virtual void setImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;

		//! Sets a background image for the button when it is in pressed state.
		/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image); and might be deprecated in future revisions.
		If no images is specified for the pressed state via
		setPressedImage(), this image is also drawn in pressed state.
		\param image: Image to be displayed */
		virtual void setPressedImage(video::ITexture* image=0) = 0;

		//! Sets an image which should be displayed on the button when it is in pressed state.
		/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image, sourceRect); and might be deprecated in future revisions.
		\param image: Texture containing the image to be displayed
		\param sourceRect: Position in the texture, where the image is located */
		virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;


		//! Sets the sprite bank used by the button
		/** NOTE: The spritebank itself is _not_ serialized so far. The sprites are serialized.
		Which means after loading the gui you still have to set the spritebank manually. */
		virtual void setSpriteBank(IGUISpriteBank* bank=0) = 0;

		//! Sets the animated sprite for a specific button state
		/** Several sprites can be drawn at the same time.
		Sprites can be animated.
		Sprites are drawn above the images.
		\param index: Number of the sprite within the sprite bank, use -1 for no sprite
		\param state: State of the button to set the sprite for
		\param index: The sprite number from the current sprite bank
		\param color: The color of the sprite
		\param loop: True if the animation should loop, false if not
		\param scale: True if the sprite should scale to button size, false if not	*/
		virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
				video::SColor color=video::SColor(255,255,255,255), bool loop=false, bool scale=false) = 0;

		//! Get the sprite-index for the given state or -1 when no sprite is set
		virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0;

		//! Get the sprite color for the given state. Color is only used when a sprite is set.
		virtual video::SColor getSpriteColor(EGUI_BUTTON_STATE state) const = 0;

		//! Returns if the sprite in the given state does loop
		virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0;

		//! Returns if the sprite in the given state is scaled
		virtual bool getSpriteScale(EGUI_BUTTON_STATE state) const = 0;

		//! Sets if the button should behave like a push button.
		/** Which means it can be in two states: Normal or Pressed. With a click on the button,
		the user can change the state of the button. */
		virtual void setIsPushButton(bool isPushButton=true) = 0;

		//! Sets the pressed state of the button if this is a pushbutton
		virtual void setPressed(bool pressed=true) = 0;

		//! Returns if the button is currently pressed
		virtual bool isPressed() const = 0;

		//! Sets if the alpha channel should be used for drawing background images on the button (default is false)
		virtual void setUseAlphaChannel(bool useAlphaChannel=true) = 0;

		//! Returns if the alpha channel should be used for drawing background images on the button
		virtual bool isAlphaChannelUsed() const = 0;

		//! Returns whether the button is a push button
		virtual bool isPushButton() const = 0;

		//! Sets if the button should use the skin to draw its border and button face (default is true)
		virtual void setDrawBorder(bool border=true) = 0;

		//! Returns if the border and button face are being drawn using the skin
		virtual bool isDrawingBorder() const = 0;

		//! Sets if the button should scale the button images to fit
		virtual void setScaleImage(bool scaleImage=true) = 0;

		//! Checks whether the button scales the used images
		virtual bool isScalingImage() const = 0;

		//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
		/** Generated together with event, so info is available in the event-receiver.	*/
		virtual bool getClickShiftState() const	= 0;

		//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
		/** Generated together with event, so info is available in the event-receiver.	*/
		virtual bool getClickControlState() const = 0;
	};


} // end namespace gui
} // end namespace irr

#endif