#include "global.h"

/*
 * Styles define a set of columns for each player, and information about those
 * columns, like what Instruments are used play those columns and what track 
 * to use to populate the column's notes.
 * A "track" is the term used to descibe a particular vertical sting of note 
 * in NoteData.
 * A "column" is the term used to describe the vertical string of notes that 
 * a player sees on the screen while they're playing.  Column notes are 
 * picked from a track, but columns and tracks don't have a 1-to-1 
 * correspondance.  For example, dance-versus has 8 columns but only 4 tracks
 * because two players place from the same set of 4 tracks.
 */

#include "Style.h"
#include "GameState.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "InputMapper.h"
#include "NoteData.h"
#include <float.h>

bool Style::GetUsesCenteredArrows() const
{
	switch( m_StyleType )
	{
	case StyleType_OnePlayerTwoSides:
	case StyleType_TwoPlayersSharedSides:
		return true;
	default:
		return false;
	}
}

void Style::GetTransformedNoteDataForStyle( PlayerNumber pn, const NoteData& original, NoteData& noteDataOut ) const
{
	ASSERT( pn >=0 && pn <= NUM_PLAYERS );

	int iNewToOriginalTrack[MAX_COLS_PER_PLAYER];
	for( int col=0; col<m_iColsPerPlayer; col++ )
	{
		ColumnInfo colInfo = m_ColumnInfo[pn][col];
		iNewToOriginalTrack[col] = colInfo.track;
	}

	noteDataOut.LoadTransformed( original, m_iColsPerPlayer, iNewToOriginalTrack );
}

GameInput Style::StyleInputToGameInput( int iCol, PlayerNumber pn ) const
{
	ASSERT_M( pn < NUM_PLAYERS  &&  iCol < MAX_COLS_PER_PLAYER,
		ssprintf("P%i C%i", pn, iCol) );
	bool bUsingOneSide = m_StyleType != StyleType_OnePlayerTwoSides && m_StyleType != StyleType_TwoPlayersSharedSides;

	FOREACH_ENUM( GameController, gc)
	{
		if( bUsingOneSide && gc != (int) pn )
			continue;

		int iButtonsPerController = INPUTMAPPER->GetInputScheme()->m_iButtonsPerController;
		for( GameButton gb=GAME_BUTTON_NEXT; gb < iButtonsPerController; gb=(GameButton)(gb+1) )
		{
			int iThisInputCol = m_iInputColumn[gc][gb-GAME_BUTTON_NEXT];
			if( iThisInputCol == END_MAPPING )
				break;

			if( iThisInputCol == iCol )
				return GameInput( gc, gb );
		}
	}

	FAIL_M( ssprintf("Invalid column number %i for player %i in the style %s", iCol, pn, GAMESTATE->GetCurrentStyle()->m_szName) );
};

int Style::GameInputToColumn( const GameInput &GameI ) const
{
	if( GameI.button < GAME_BUTTON_NEXT )
		return Column_Invalid;
	int iColumnIndex = GameI.button - GAME_BUTTON_NEXT;
	if( m_iInputColumn[GameI.controller][iColumnIndex] == NO_MAPPING )
		return Column_Invalid;

	for( int i = 0; i <= iColumnIndex; ++i )
		if( m_iInputColumn[GameI.controller][i] == END_MAPPING )
			return Column_Invalid;

	return m_iInputColumn[GameI.controller][iColumnIndex];
}


void Style::GetMinAndMaxColX( PlayerNumber pn, float& fMixXOut, float& fMaxXOut ) const
{
	ASSERT( pn != PLAYER_INVALID );

	fMixXOut = FLT_MAX;
	fMaxXOut = FLT_MIN;
	for( int i=0; i<m_iColsPerPlayer; i++ )
	{
		fMixXOut = min( fMixXOut, m_ColumnInfo[pn][i].fXOffset );
		fMaxXOut = max( fMaxXOut, m_ColumnInfo[pn][i].fXOffset );
	}
}

RString Style::ColToButtonName( int iCol ) const
{
	const char *pzColumnName = m_ColumnInfo[PLAYER_1][iCol].pzName;
	if( pzColumnName != NULL )
		return pzColumnName;

	GameInput GI = StyleInputToGameInput( iCol, PLAYER_1 );
	return INPUTMAPPER->GetInputScheme()->GetGameButtonName(GI.button);
}

// Lua bindings
#include "LuaBinding.h"

/** @brief Allow Lua to have access to the Style. */ 
class LunaStyle: public Luna<Style>
{
public:
	static int GetName( T* p, lua_State *L )		{ LuaHelpers::Push( L, (RString) p->m_szName ); return 1; }
	DEFINE_METHOD( GetStyleType,		m_StyleType )
	DEFINE_METHOD( GetStepsType,		m_StepsType )
	DEFINE_METHOD( ColumnsPerPlayer,	m_iColsPerPlayer )
	DEFINE_METHOD( NeedsZoomOutWith2Players,	m_bNeedsZoomOutWith2Players )

	LunaStyle()
	{
		ADD_METHOD( GetName );
		ADD_METHOD( GetStyleType );
		ADD_METHOD( GetStepsType );
		ADD_METHOD( ColumnsPerPlayer );
		ADD_METHOD( NeedsZoomOutWith2Players );
	}
};

LUA_REGISTER_CLASS( Style )

/*
 * (c) 2001-2002 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.
 */
