#include "global.h"
#include "Foreground.h"
#include "RageUtil.h"
#include "IniFile.h"
#include "GameState.h"
#include "RageTextureManager.h"
#include "ActorUtil.h"
#include "song.h"
#include "BackgroundUtil.h"
#include "Foreach.h"

Foreground::~Foreground()
{
	Unload();
}

void Foreground::Unload()
{
	for( unsigned i=0; i < m_BGAnimations.size(); ++i )
		delete m_BGAnimations[i].m_bga;
	m_BGAnimations.clear();
	m_SubActors.clear();
	m_fLastMusicSeconds = -9999;
	m_pSong = NULL;
}

void Foreground::LoadFromSong( const Song *pSong )
{
        /* Song graphics can get very big; never keep them in memory. */
	RageTextureID::TexPolicy OldPolicy = TEXTUREMAN->GetDefaultTexturePolicy();
	TEXTUREMAN->SetDefaultTexturePolicy( RageTextureID::TEX_VOLATILE );

	m_pSong = pSong;
	FOREACH_CONST( BackgroundChange, pSong->GetForegroundChanges(), bgc )
	{
		const BackgroundChange &change = *bgc;
		CString sBGName = change.m_def.m_sFile1;
		
		LoadedBGA bga;
		bga.m_bga = ActorUtil::MakeActor( pSong->GetSongDir() + sBGName );
		bga.m_bga->PlayCommand( "On" );
		bga.m_fStartBeat = change.m_fStartBeat;
		bga.m_bFinished = false;

		const float fStartSecond = pSong->m_Timing.GetElapsedTimeFromBeat( bga.m_fStartBeat );
		const float fStopSecond = fStartSecond + bga.m_bga->GetTweenTimeLeft();
		bga.m_fStopBeat = pSong->m_Timing.GetBeatFromElapsedTime( fStopSecond );

		bga.m_bga->SetHidden( true );

		this->AddChild( bga.m_bga );
		m_BGAnimations.push_back( bga );
	}

	TEXTUREMAN->SetDefaultTexturePolicy( OldPolicy );

	this->SortByDrawOrder();
}

void Foreground::Update( float fDeltaTime )
{
	/* Calls to Update() should *not* be scaled by music rate. Undo it. */
	const float fRate = GAMESTATE->m_SongOptions.m_fMusicRate;

	for( unsigned i=0; i < m_BGAnimations.size(); ++i )
	{
		LoadedBGA &bga = m_BGAnimations[i];

		if( GAMESTATE->m_fSongBeat < bga.m_fStartBeat )
		{
			/* The animation hasn't started yet. */
			continue;
		}

		if( bga.m_bFinished )
			continue;

		/* Update the actor even if we're about to hide it, so queued commands
		 * are always run. */
		float fDeltaTime;
		if( bga.m_bga->GetHidden() )
		{
			bga.m_bga->SetHidden( false );

			const float fStartSecond = m_pSong->m_Timing.GetElapsedTimeFromBeat( bga.m_fStartBeat );
			fDeltaTime = GAMESTATE->m_fMusicSeconds - fStartSecond;
		}
		else
		{
			fDeltaTime = GAMESTATE->m_fMusicSeconds - m_fLastMusicSeconds;
		}
		bga.m_bga->Update( fDeltaTime / fRate );

		if( GAMESTATE->m_fSongBeat > bga.m_fStopBeat )
		{
			/* Finished. */
			bga.m_bga->SetHidden( true );
			bga.m_bFinished = true;
			continue;
		}
	}

	m_fLastMusicSeconds = GAMESTATE->m_fMusicSeconds;
}

/*
 * (c) 2004 Glenn Maynard
 * 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.
 */
