// 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 _MENUSTATESCENARIO_H_
#define _MENUSTATESCENARIO_H_

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

namespace Game {
	// ===============================
	//      class MenuStateScenario
	// ===============================

	class MenuStateScenario :public MenuState {
	private:

		GraphicButton buttonReturn;
		GraphicButton buttonPlayNow;

		GraphicLabel labelInfo;
		GraphicLabel labelScenario;
		GraphicListBox listBoxScenario;
		GraphicLabel labelScenarioName;


		vector < string > scenarioFiles;

		ScenarioInfo scenarioInfo;
		vector < string > dirList;

		GraphicMessageBox mainMessageBox;
		int mainMessageBoxState;

		string autoloadScenarioName;

		time_t previewLoadDelayTimer;
		bool needToLoadTextures;

		bool enableScenarioTexturePreview;
		Texture2D *scenarioLogoTexture;

		bool isTutorialMode;

	public:
		MenuStateScenario(Program * program, MainMenu * mainMenu,
			bool isTutorialMode,
			const vector < string > &dirList,
			string autoloadScenarioName = "");
		virtual ~MenuStateScenario();

		void mouseClick(int x, int y, MouseButton mouseButton);
		void mouseMove(int x, int y, const MouseState * mouseState);
		void render();
		void update();

		void launchGame();
		void setScenario(int i);
		int getScenarioCount() const {
			return listBoxScenario.getItemCount();
		}

		virtual void keyDown(SDL_KeyboardEvent key);

		virtual void reloadUI();

	private:

		void loadScenarioInfo(string file, ScenarioInfo * scenarioInfo);
		void loadGameSettings(const ScenarioInfo * scenarioInfo,
			GameSettings * gameSettings);
		void loadScenarioPreviewTexture();
		Difficulty computeDifficulty(const ScenarioInfo * scenarioInfo);
		void showMessageBox(const string & text, const string & header,
			bool toggle);

		void cleanupPreviewTexture();
	};

} //end namespace

#endif
