#pragma once
//-----------------------------------------------------------------------------
// Copyright (c) 2013 GarageGames, LLC
//
// 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, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// 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. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef SOUND_ASSET_H
#define SOUND_ASSET_H

#ifndef _ASSET_BASE_H_
#include "assets/assetBase.h"
#endif

#ifndef _ASSET_DEFINITION_H_
#include "assets/assetDefinition.h"
#endif

#ifndef _STRINGUNIT_H_
#include "string/stringUnit.h"
#endif

#ifndef _ASSET_FIELD_TYPES_H_
#include "assets/assetFieldTypes.h"
#endif

#include "gui/editor/guiInspectorTypes.h"
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif 

#ifndef _BITSTREAM_H_
#include "core/stream/bitStream.h"
#endif

#ifndef _SFXRESOURCE_H_
#include "sfx/sfxResource.h"
#endif

#ifndef _SFXDESCRIPTION_H_
#include "sfx/sfxDescription.h"
#endif // !_SFXDESCRIPTION_H_

#ifndef _SFXPROFILE_H_
#include "sfx/sfxProfile.h"
#endif // !_SFXPROFILE_H_

#ifndef _RESOURCEMANAGER_H_
#include "core/resourceManager.h"
#endif

#include "assetMacroHelpers.h"
class SFXResource;

//-----------------------------------------------------------------------------
class SoundAsset : public AssetBase
{
   typedef AssetBase Parent;

protected:
   StringTableEntry        mSoundFile;
   StringTableEntry        mSoundPath;
   SFXProfile              mSFXProfile;
   SFXDescription          mProfileDesc;
   // subtitles
   StringTableEntry        mSubtitleString;
   bool                    mPreload;

   /*These will be needed in the refactor!
   Resource<SFXResource>   mSoundResource;
   

   // SFXDesctriptions, some off these will be removed
   F32                     mPitchAdjust;
   F32                     mVolumeAdjust;
   bool                    mIs3D;
   bool                    mLoop;
   bool                    mIsStreaming;
   bool                    mUseHardware;

   F32                     mMinDistance;
   F32                     mMaxDistance;
   U32                     mConeInsideAngle;
   U32                     mConeOutsideAngle;
   F32                     mConeOutsideVolume;
   F32                     mRolloffFactor;
   Point3F                 mScatterDistance;
   F32                     mPriority;
   */

   typedef Signal<void()> SoundAssetChanged;
   SoundAssetChanged mChangeSignal;

public:
   SoundAsset();
   virtual ~SoundAsset();

   /// Engine.
   static void initPersistFields();
   virtual void copyTo(SimObject* object);

   //SFXResource* getSound() { return mSoundResource; }
   Resource<SFXResource> getSoundResource() { return mSFXProfile.getResource(); }

   /// Declare Console Object.
   DECLARE_CONOBJECT(SoundAsset);

   void                    setSoundFile(const char* pSoundFile);
   bool loadSound();
   inline StringTableEntry getSoundFile(void) const { return mSoundFile; };
   inline StringTableEntry getSoundPath(void) const { return mSoundPath; };
   SFXProfile* getSfxProfile() { return &mSFXProfile; }
   SFXDescription* getSfxDescription() { return &mProfileDesc; }

   bool isLoop() { return mProfileDesc.mIsLooping; }
   bool is3D() { return mProfileDesc.mIs3D; }

   static StringTableEntry getAssetIdByFileName(StringTableEntry fileName);
   static U32 getAssetById(StringTableEntry assetId, AssetPtr<SoundAsset>* materialAsset);
   static U32 getAssetByFileName(StringTableEntry fileName, AssetPtr<SoundAsset>* matAsset);

protected:
   virtual void            initializeAsset(void);
   void _onResourceChanged(const Torque::Path & path);
   virtual void            onAssetRefresh(void);

   static bool setSoundFile(void *obj, const char *index, const char *data) { static_cast<SoundAsset*>(obj)->setSoundFile(data); return false; }
   static const char* getSoundFile(void* obj, const char* data) { return static_cast<SoundAsset*>(obj)->getSoundFile(); }
};

DefineConsoleType(TypeSoundAssetPtr, SoundAsset)
DefineConsoleType(TypeSoundAssetId, String)

//-----------------------------------------------------------------------------
// TypeAssetId GuiInspectorField Class
//-----------------------------------------------------------------------------
class GuiInspectorTypeSoundAssetPtr : public GuiInspectorTypeFileName
{
   typedef GuiInspectorTypeFileName Parent;
public:

   GuiBitmapButtonCtrl* mEditButton;

   DECLARE_CONOBJECT(GuiInspectorTypeSoundAssetPtr);
   static void consoleInit();

   virtual GuiControl* constructEditControl();
   virtual bool updateRects();
};

class GuiInspectorTypeSoundAssetId : public GuiInspectorTypeSoundAssetPtr
{
   typedef GuiInspectorTypeSoundAssetPtr Parent;
public:

   DECLARE_CONOBJECT(GuiInspectorTypeSoundAssetId);
   static void consoleInit();
};

#pragma region Singular Asset Macros

//Singular assets
/// <Summary>
/// Declares a sound asset
/// This establishes the assetId, asset and legacy filepath fields, along with supplemental getter and setter functions
/// </Summary>
#define DECLARE_SOUNDASSET(className, name) public: \
   Resource<SFXResource> m##name;\
   StringTableEntry m##name##Name; \
   StringTableEntry m##name##AssetId;\
   AssetPtr<SoundAsset> m##name##Asset = NULL;\
   SFXProfile* m##name##Profile = NULL;\
   SFXDescription* m##name##Desc = NULL;\
public: \
   const StringTableEntry get##name##File() const { return m##name##Name; }\
   void set##name##File(const FileName &_in) { m##name##Name = StringTable->insert(_in.c_str());}\
   const AssetPtr<SoundAsset> & get##name##Asset() const { return m##name##Asset; }\
   void set##name##Asset(const AssetPtr<SoundAsset> &_in) { m##name##Asset = _in;}\
   \
   bool _set##name(StringTableEntry _in)\
   {\
      if(m##name##AssetId != _in || m##name##Name != _in)\
      {\
         if (_in == NULL || _in == StringTable->EmptyString())\
         {\
            m##name##Name = StringTable->EmptyString();\
            m##name##AssetId = StringTable->EmptyString();\
            m##name##Asset = NULL;\
            m##name = NULL;\
            return true;\
         }\
         \
         if (AssetDatabase.isDeclaredAsset(_in))\
         {\
            m##name##AssetId = _in;\
            \
            U32 assetState = SoundAsset::getAssetById(m##name##AssetId, &m##name##Asset);\
            \
            if (SoundAsset::Ok == assetState)\
            {\
               m##name##Name = StringTable->EmptyString();\
            }\
         }\
         else\
         {\
            StringTableEntry assetId = SoundAsset::getAssetIdByFileName(_in);\
            if (assetId != StringTable->EmptyString())\
            {\
               m##name##AssetId = assetId;\
               if(SoundAsset::getAssetById(m##name##AssetId, &m##name##Asset) == SoundAsset::Ok)\
               {\
                  m##name##Name = StringTable->EmptyString();\
               }\
            }\
            else\
            {\
               m##name##Name = _in;\
               m##name##AssetId = StringTable->EmptyString();\
               m##name##Asset = NULL;\
            }\
         }\
      }\
      if (get##name() != StringTable->EmptyString() && m##name##Asset.notNull())\
      {\
         m##name = m##name##Asset->getSoundResource();\
      }\
      else\
      {\
         m##name = NULL;\
      }\
      if(get##name() == StringTable->EmptyString())\
         return true;\
      \
      if(get##name() == StringTable->EmptyString())\
         return true;\
      if (m##name##Asset.notNull() && m##name##Asset->getStatus() != SoundAsset::Ok)\
      {\
         Con::errorf("%s(%s)::_set%s() - sound asset failure\"%s\" due to [%s]", macroText(className), getName(), macroText(name), _in, SoundAsset::getAssetErrstrn(m##name##Asset->getStatus()).c_str());\
         return false; \
      }\
      else if (!m##name)\
      {\
         Con::errorf("%s(%s)::_set%s() - Couldn't load sound \"%s\"", macroText(className), getName(), macroText(name), _in);\
         return false;\
      }\
      return true;\
   }\
   \
   const StringTableEntry get##name() const\
   {\
      if (m##name##Asset && (m##name##Asset->getSoundPath() != StringTable->EmptyString()))\
         return m##name##Asset->getSoundPath();\
      else if (m##name##AssetId != StringTable->EmptyString())\
         return m##name##AssetId;\
      else if (m##name##Name != StringTable->EmptyString())\
         return StringTable->insert(m##name##Name);\
      else\
         return StringTable->EmptyString();\
   }\
   Resource<SFXResource> get##name##Resource() \
   {\
      return m##name;\
   }\
   SFXProfile* get##name##Profile()\
   {\
      if (get##name() != StringTable->EmptyString() && m##name##Asset.notNull())\
         m##name##Profile = m##name##Asset->getSfxProfile();\
         return m##name##Profile;\
      return NULL;\
   }\
   SFXDescription* get##name##Description()\
   {\
      if (get##name() != StringTable->EmptyString() && m##name##Asset.notNull())\
         m##name##Desc = m##name##Asset->getSfxDescription();\
         return m##name##Desc;\
      return NULL;\
   }\
   bool is##name##Valid() { return (get##name() != StringTable->EmptyString() && m##name##Asset->getStatus() == AssetBase::Ok); }

#ifdef TORQUE_SHOW_LEGACY_FILE_FIELDS

#define INITPERSISTFIELD_SOUNDASSET(name, consoleClass, docs) \
   addProtectedField(assetText(name, File), TypeSoundFilename, Offset(m##name##Name, consoleClass), _set##name##Data, & defaultProtectedGetFn, assetText(name, docs)); \
   addProtectedField(assetText(name, Asset), TypeSoundAssetId, Offset(m##name##AssetId, consoleClass), _set##name##Data, & defaultProtectedGetFn, assetText(name, asset reference.));

#else

#define INITPERSISTFIELD_SOUNDASSET(name, consoleClass, docs) \
   addProtectedField(assetText(name, File), TypeSoundFilename, Offset(m##name##Name, consoleClass), _set##name##Data, & defaultProtectedGetFn, assetText(name, docs), AbstractClassRep::FIELD_HideInInspectors); \
   addProtectedField(assetText(name, Asset), TypeSoundAssetId, Offset(m##name##AssetId, consoleClass), _set##name##Data, & defaultProtectedGetFn, assetText(name, asset reference.));

#endif // TORQUE_SHOW_LEGACY_FILE_FIELDS

//network send - datablock
#define PACKDATA_SOUNDASSET(name)\
   if (stream->writeFlag(m##name##Asset.notNull()))\
   {\
      if (m##name##Profile)\
         m##name##Profile->packData(stream);\
      sfxWrite(stream, m##name##Desc);\
   }\
   else\
      stream->writeString(m##name##Name);

//network recieve - datablock
#define UNPACKDATA_SOUNDASSET(name)\
   if (stream->readFlag())\
   {\
      if (m##name##Profile)\
         m##name##Profile->unpackData(stream);\
      sfxRead(stream, &m##name##Desc);\
   }\
   else\
   {\
      m##name##Name = stream->readSTString();\
      _set##name(m##name##Name);\
   }

#pragma endregion

#pragma region Arrayed Asset Macros

#define DECLARE_SOUNDASSET_ARRAY(className,name,max) public: \
   static const U32 sm##name##Count = max;\
   Resource<SFXResource> m##name[max];\
   StringTableEntry m##name##Name[max]; \
   StringTableEntry m##name##AssetId[max];\
   AssetPtr<SoundAsset> m##name##Asset[max];\
   SFXProfile* m##name##Profile[max];\
public: \
   const StringTableEntry get##name##File(const U32& index) const { return m##name##Name[index]; }\
   void set##name##File(const FileName &_in, const U32& index) { m##name##Name[index] = StringTable->insert(_in.c_str());}\
   const AssetPtr<SoundAsset> & get##name##Asset(const U32& index) const { return m##name##Asset[index]; }\
   void set##name##Asset(const AssetPtr<SoundAsset> &_in, const U32& index) { m##name##Asset[index] = _in;}\
   \
   bool _set##name(StringTableEntry _in, const U32& index)\
   {\
      if(m##name##AssetId[index] != _in || m##name##Name[index] != _in)\
      {\
         if(index >= sm##name##Count || index < 0) \
               return false;\
         if (_in == NULL || _in == StringTable->EmptyString())\
         {\
            m##name##Name[index] = StringTable->EmptyString();\
            m##name##AssetId[index] = StringTable->EmptyString();\
            m##name##Asset[index] = NULL;\
            m##name[index] = NULL;\
            return true;\
         }\
         else if(_in[0] == '$' || _in[0] == '#')\
         {\
            m##name##Name[index] = _in;\
            m##name##AssetId[index] = StringTable->EmptyString();\
            m##name##Asset[index] = NULL;\
            m##name[index] = NULL;\
            return true;\
         }\
         \
         if (AssetDatabase.isDeclaredAsset(_in))\
         {\
            m##name##AssetId[index] = _in;\
            \
            U32 assetState = SoundAsset::getAssetById(m##name##AssetId[index], &m##name##Asset[index]);\
            \
            if (SoundAsset::Ok == assetState)\
            {\
               m##name##Name[index] = StringTable->EmptyString();\
            }\
         }\
         else\
         {\
            StringTableEntry assetId = SoundAsset::getAssetIdByFileName(_in);\
            if (assetId != StringTable->EmptyString())\
            {\
               m##name##AssetId[index] = assetId;\
               if(SoundAsset::getAssetById(m##name##AssetId[index], &m##name##Asset[index]) == SoundAsset::Ok)\
               {\
                  m##name##Name[index] = StringTable->EmptyString();\
               }\
            }\
            else\
            {\
               m##name##Name[index] = _in;\
               m##name##AssetId[index] = StringTable->EmptyString();\
               m##name##Asset[index] = NULL;\
            }\
         }\
      }\
      if (get##name(index) != StringTable->EmptyString() && m##name##Asset[index].notNull())\
      {\
         m##name[index] = m##name##Asset[index]->getSoundResource();\
      }\
      else\
      {\
         m##name[index] = NULL;\
      }\
      if(get##name(index) == StringTable->EmptyString())\
         return true;\
      \
      if (m##name##Asset[index].notNull() && m##name##Asset[index]->getStatus() != SoundAsset::Ok)\
      {\
         Con::errorf("%s(%s)::_set%s(%i) - sound asset failure\"%s\" due to [%s]", macroText(className), getName(), macroText(name),index, _in, SoundAsset::getAssetErrstrn(m##name##Asset[index]->getStatus()).c_str());\
         return false; \
      }\
      else if (!m##name[index])\
      {\
         Con::errorf("%s(%s)::_set%s(%i) - Couldn't load sound \"%s\"", macroText(className), getName(), macroText(name),index, _in);\
         return false;\
      }\
      return true;\
   }\
   \
   const StringTableEntry get##name(const U32& index) const\
   {\
      if (m##name##Asset[index] && (m##name##Asset[index]->getSoundPath() != StringTable->EmptyString()))\
         return m##name##Asset[index]->getSoundPath();\
      else if (m##name##AssetId[index] != StringTable->EmptyString())\
         return m##name##AssetId[index];\
      else if (m##name##Name[index] != StringTable->EmptyString())\
         return StringTable->insert(m##name##Name[index]);\
      else\
         return StringTable->EmptyString();\
   }\
   Resource<SFXResource> get##name##Resource(const U32& id) \
   {\
      if(id >= sm##name##Count || id < 0)\
         return ResourceManager::get().load( "" );\
      return m##name[id];\
   }\
   SFXProfile* get##name##Profile(const U32& id)\
   {\
      if (get##name(id) != StringTable->EmptyString() && m##name##Asset[id].notNull())\
         return m##name##Asset[id]->getSfxProfile();\
      return NULL;\
   }\
   bool is##name##Valid(const U32& id) {return (get##name(id) != StringTable->EmptyString() && m##name##Asset[id]->getStatus() == AssetBase::Ok); }


#ifdef TORQUE_SHOW_LEGACY_FILE_FIELDS

#define INITPERSISTFIELD_IMAGEASSET_ARRAY(name, arraySize, consoleClass, docs) \
   addProtectedField(#name, TypeSoundFilename, Offset(m##name##Name, consoleClass), _set##name##Data, &defaultProtectedGetFn, arraySize, assetDoc(name, docs)); \
   addProtectedField(assetText(name, Asset), TypeImageAssetId, Offset(m##name##AssetId, consoleClass), _set##name##Data, &defaultProtectedGetFn, arraySize, assetDoc(name, asset docs.));

#else

#define INITPERSISTFIELD_SOUNDASSET_ARRAY(name, arraySize, consoleClass, docs) \
   addProtectedField(#name, TypeSoundFilename, Offset(m##name##Name, consoleClass), _set##name##Data, &defaultProtectedGetFn, arraySize, assetDoc(name, docs), AbstractClassRep::FIELD_HideInInspectors); \
   addProtectedField(assetText(name, Asset), TypeSoundAssetId, Offset(m##name##AssetId, consoleClass), _set##name##Data, &defaultProtectedGetFn, arraySize, assetDoc(name, asset docs.));

#endif

#define LOAD_SOUNDASSET_ARRAY(name, index)\
if (m##name##AssetId[index] != StringTable->EmptyString())\
{\
   S32 assetState = SoundAsset::getAssetById(m##name##AssetId[index], &m##name##Asset[index]);\
   if (assetState == SoundAsset::Ok )\
   {\
      m##name##Name[index] = StringTable->EmptyString();\
   }\
   else Con::warnf("Warning: %s::LOAD_SOUNDASSET_ARRAY(%s[%i])-%s", mClassName, m##name##AssetId[index], index, ImageAsset::getAssetErrstrn(assetState).c_str());\
}

#define assetEnumNameConcat(x,suff)(new std::string( x + std::string(#suff)))->c_str()

#define INITPERSISTFIELD_SOUNDASSET_ENUMED(name, enumType, maxValue, consoleClass, docs) \
   for (U32 i = 0; i < maxValue; i++)\
   {\
      const enumType itter = static_cast<enumType>(i);\
      const char* enumString = castConsoleTypeToString(static_cast<enumType>(itter));\
      if (enumString && enumString[0])\
      {\
         addField(assetEnumNameConcat(enumString, File), TypeSoundFilename, Offset(m##name##Name[0], consoleClass) + sizeof(m##name##Name[0])*i, assetText(name, docs), AbstractClassRep::FIELD_HideInInspectors); \
         addField(assetEnumNameConcat(enumString, Asset), TypeSoundAssetId, Offset(m##name##AssetId[0], consoleClass) + sizeof(m##name##AssetId[0])*i, assetText(name, asset reference.));\
      }\
   }
#pragma endregion

#endif // _ASSET_BASE_H_

