// This file is part of ZetaGlest <https://github.com/ZetaGlest>
//
// Copyright (C) 2018  The ZetaGlest team
//
// ZetaGlest is a fork of MegaGlest <https://megaglest.org>
//
// 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 <https://www.gnu.org/licenses/>

#ifndef _MENUSTATELOADGAME_H_
#define _MENUSTATELOADGAME_H_

#include "main_menu.h"
#include "leak_dumper.h"

namespace Game {
	// ===============================
	//      class MenuStateLoadGame
	// ===============================
	//typedef vector<GraphicButton*> SaveSlotButtons;
	class MenuStateLoadGame :public MenuState {
	private:
		GraphicButton loadButton;
		GraphicButton deleteButton;
		GraphicButton abortButton;
		vector < GraphicButton * >slots;
		vector < GraphicComponent * >slotsGB;
		vector < string > filenames;
		GraphicScrollBar slotsScrollBar;
		GraphicButton *selectedButton;

		GraphicButton *buttonToDelete;

		Texture2D *previewTexture;

		GraphicLabel headerLabel;
		GraphicLabel noSavedGamesLabel;
		GraphicLabel savedGamesLabel;
		GraphicLabel infoHeaderLabel;
		GraphicLabel infoTextLabel;
		GraphicLabel versionWarningLabel;

		GraphicLine lines[2];

		GraphicMessageBox mainMessageBox;

		string saveGameDir;
		int slotLinesYBase;
		int slotsLineHeight;

	public:
		MenuStateLoadGame(Program * program, MainMenu * mainMenu);
		~MenuStateLoadGame();

		void mouseClick(int x, int y, MouseButton mouseButton);
		void mouseUp(int x, int y, const MouseButton mouseButton);
		void mouseMove(int x, int y, const MouseState * mouseState);
		void update();
		void render();
		virtual void keyDown(SDL_KeyboardEvent key);

		void reloadUI();

	private:

		void clearSlots();
		void listFiles();

		void showMessageBox(const string & text, const string & header,
			bool toggle);

		void cleanupTexture(Texture2D ** texture);
	};
} //end namespace

#endif
