/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011      Zynga Inc.

http://www.cocos2d-x.org

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
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The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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****************************************************************************/

#ifndef __SPITE_NODE_CCSPRITE_H__
#define __SPITE_NODE_CCSPRITE_H__

#include "base_nodes/CCNode.h"
#include "CCProtocols.h"
#include "textures/CCTextureAtlas.h"
#include "ccTypes.h"
#include "cocoa/CCDictionary.h"
#include <string>
#ifdef EMSCRIPTEN
#include "base_nodes/CCGLBufferedNode.h"
#endif // EMSCRIPTEN

NS_CC_BEGIN

class CCSpriteBatchNode;
class CCSpriteFrame;
class CCAnimation;
class CCRect;
class CCPoint;
class CCSize;
class CCTexture2D;
struct transformValues_;

/**
 * @addtogroup sprite_nodes
 * @{
 */

#define CCSpriteIndexNotInitialized 0xffffffff     /// CCSprite invalid index on the CCSpriteBatchNode


/** 
 * CCSprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) )
 *
 * CCSprite can be created with an image, or with a sub-rectangle of an image.
 *
 * If the parent or any of its ancestors is a CCSpriteBatchNode then the following features/limitations are valid
 *    - Features when the parent is a CCBatchNode:
 *        - MUCH faster rendering, specially if the CCSpriteBatchNode has many children. All the children will be drawn in a single batch.
 *
 *    - Limitations
 *        - Camera is not supported yet (eg: CCOrbitCamera action doesn't work)
 *        - GridBase actions are not supported (eg: CCLens, CCRipple, CCTwirl)
 *        - The Alias/Antialias property belongs to CCSpriteBatchNode, so you can't individually set the aliased property.
 *        - The Blending function property belongs to CCSpriteBatchNode, so you can't individually set the blending function property.
 *        - Parallax scroller is not supported, but can be simulated with a "proxy" sprite.
 *
 *  If the parent is an standard CCNode, then CCSprite behaves like any other CCNode:
 *    - It supports blending functions
 *    - It supports aliasing / antialiasing
 *    - But the rendering will be slower: 1 draw per children.
 *
 * The default anchorPoint in CCSprite is (0.5, 0.5).
 */
class CC_DLL CCSprite : public CCNodeRGBA, public CCTextureProtocol
#ifdef EMSCRIPTEN
, public CCGLBufferedNode
#endif // EMSCRIPTEN
{
public:
    /// @{
    /// @name Creators
    
    /**
     * Creates an empty sprite without texture. You can call setTexture method subsequently.
     *
     * @return An empty sprite object that is marked as autoreleased.
     */
    static CCSprite* create();
    
    /**
     * Creates a sprite with an image filename.
     *
     * After creation, the rect of sprite will be the size of the image,
     * and the offset will be (0,0).
     *
     * @param   pszFileName The string which indicates a path to image file, e.g., "scene1/monster.png".
     * @return  A valid sprite object that is marked as autoreleased.
     */
    static CCSprite* create(const char *pszFileName);
    
    /**
     * Creates a sprite with an image filename and a rect.
     *
     * @param   pszFileName The string wich indicates a path to image file, e.g., "scene1/monster.png"
     * @param   rect        Only the contents inside rect of pszFileName's texture will be applied for this sprite.
     * @return  A valid sprite object that is marked as autoreleased.
     */
    static CCSprite* create(const char *pszFileName, const CCRect& rect);
    
    /**
     * Creates a sprite with an exsiting texture contained in a CCTexture2D object
     * After creation, the rect will be the size of the texture, and the offset will be (0,0).
     *
     * @param   pTexture    A pointer to a CCTexture2D object.
     * @return  A valid sprite object that is marked as autoreleased.
     */
    static CCSprite* createWithTexture(CCTexture2D *pTexture);
    
    /**
     * Creates a sprite with a texture and a rect.
     *
     * After creation, the offset will be (0,0).
     *
     * @param   pTexture    A pointer to an existing CCTexture2D object.
     *                      You can use a CCTexture2D object for many sprites.
     * @param   rect        Only the contents inside the rect of this texture will be applied for this sprite.
     * @return  A valid sprite object that is marked as autoreleased.
     */
    static CCSprite* createWithTexture(CCTexture2D *pTexture, const CCRect& rect);
    
    /**
     * Creates a sprite with an sprite frame.
     *
     * @param   pSpriteFrame    A sprite frame which involves a texture and a rect
     * @return  A valid sprite object that is marked as autoreleased.
     */
    static CCSprite* createWithSpriteFrame(CCSpriteFrame *pSpriteFrame);
    
    /**
     * Creates a sprite with an sprite frame name.
     *
     * A CCSpriteFrame will be fetched from the CCSpriteFrameCache by pszSpriteFrameName param.
     * If the CCSpriteFrame doesn't exist it will raise an exception.
     *
     * @param   pszSpriteFrameName A null terminated string which indicates the sprite frame name.
     * @return  A valid sprite object that is marked as autoreleased.
     */
    static CCSprite* createWithSpriteFrameName(const char *pszSpriteFrameName);
    
    /// @}  end of creators group
    
    
    
    /// @{
    /// @name Initializers
    
    /**
     * Default constructor
     * @js ctor
     */
    CCSprite(void);
    
    /**
     * Default destructor
     * @js NA
     * @lua NA
     */
    virtual ~CCSprite(void);
    
    /**
     * Initializes an empty sprite with nothing init.
     */
    virtual bool init(void);
    
    /**
     * Initializes a sprite with a texture.
     *
     * After initialization, the rect used will be the size of the texture, and the offset will be (0,0).
     *
     * @param   pTexture    A pointer to an existing CCTexture2D object.
     *                      You can use a CCTexture2D object for many sprites.
     * @return  true if the sprite is initialized properly, false otherwise.
     */
    virtual bool initWithTexture(CCTexture2D *pTexture);
    
    /**
     * Initializes a sprite with a texture and a rect.
     *
     * After initialization, the offset will be (0,0).
     *
     * @param   pTexture    A pointer to an exisiting CCTexture2D object.
     *                      You can use a CCTexture2D object for many sprites.
     * @param   rect        Only the contents inside rect of this texture will be applied for this sprite.
     * @return  true if the sprite is initialized properly, false otherwise.
     */
    virtual bool initWithTexture(CCTexture2D *pTexture, const CCRect& rect);
    
    /**
     * Initializes a sprite with a texture and a rect in points, optionally rotated.
     *
     * After initialization, the offset will be (0,0).
     * @note    This is the designated initializer.
     *
     * @param   pTexture    A CCTexture2D object whose texture will be applied to this sprite.
     * @param   rect        A rectangle assigned the contents of texture.
     * @param   rotated     Whether or not the texture rectangle is rotated.
     * @return  true if the sprite is initialized properly, false otherwise.
     */
    virtual bool initWithTexture(CCTexture2D *pTexture, const CCRect& rect, bool rotated);
    
    /**
     * Initializes a sprite with an SpriteFrame. The texture and rect in SpriteFrame will be applied on this sprite
     *
     * @param   pSpriteFrame  A CCSpriteFrame object. It should includes a valid texture and a rect
     * @return  true if the sprite is initialized properly, false otherwise.
     */
    virtual bool initWithSpriteFrame(CCSpriteFrame *pSpriteFrame);
    
    /**
     * Initializes a sprite with an sprite frame name.
     *
     * A CCSpriteFrame will be fetched from the CCSpriteFrameCache by name.
     * If the CCSpriteFrame doesn't exist it will raise an exception.
     *
     * @param   pszSpriteFrameName  A key string that can fected a volid CCSpriteFrame from CCSpriteFrameCache
     * @return  true if the sprite is initialized properly, false otherwise.
     */
    virtual bool initWithSpriteFrameName(const char *pszSpriteFrameName);
    
    /**
     * Initializes a sprite with an image filename.
     *
     * This method will find pszFilename from local file system, load its content to CCTexture2D,
     * then use CCTexture2D to create a sprite.
     * After initialization, the rect used will be the size of the image. The offset will be (0,0).
     *
     * @param   pszFilename The path to an image file in local file system
     * @return  true if the sprite is initialized properly, false otherwise.
     * @js init
     */
    virtual bool initWithFile(const char *pszFilename);
    
    /**
     * Initializes a sprite with an image filename, and a rect.
     *
     * This method will find pszFilename from local file system, load its content to CCTexture2D,
     * then use CCTexture2D to create a sprite.
     * After initialization, the offset will be (0,0).
     *
     * @param   pszFilename The path to an image file in local file system.
     * @param   rect        The rectangle assigned the content area from texture.
     * @return  true if the sprite is initialized properly, false otherwise.
     * @js init
     */
    virtual bool initWithFile(const char *pszFilename, const CCRect& rect);
    
    /// @} end of initializers
    
    /// @{
    /// @name Functions inherited from CCTextureProtocol
    virtual void setTexture(CCTexture2D *texture);
    virtual CCTexture2D* getTexture(void);
    inline void setBlendFunc(ccBlendFunc blendFunc) { m_sBlendFunc = blendFunc; }
    /**
     * @js NA
     */
    inline ccBlendFunc getBlendFunc(void) { return m_sBlendFunc; }
    /// @}

    /// @{
    /// @name Functions inherited from CCNode
    virtual void setScaleX(float fScaleX);
    virtual void setScaleY(float fScaleY);
    /**
     * @lua NA
     */
    virtual void setPosition(const CCPoint& pos);
    virtual void setRotation(float fRotation);
    virtual void setRotationX(float fRotationX);
    virtual void setRotationY(float fRotationY);
    virtual void setSkewX(float sx);
    virtual void setSkewY(float sy);
    virtual void removeChild(CCNode* pChild, bool bCleanup);
    virtual void removeAllChildrenWithCleanup(bool bCleanup);
    virtual void reorderChild(CCNode *pChild, int zOrder);
    virtual void addChild(CCNode *pChild);
    virtual void addChild(CCNode *pChild, int zOrder);
    virtual void addChild(CCNode *pChild, int zOrder, int tag);
    virtual void sortAllChildren();
    virtual void setScale(float fScale);
    virtual void setVertexZ(float fVertexZ);
    virtual void setAnchorPoint(const CCPoint& anchor);
    virtual void ignoreAnchorPointForPosition(bool value);
    virtual void setVisible(bool bVisible);
    virtual void draw(void);
    /// @}
    
    /// @{
    /// @name Functions inherited from CCNodeRGBA
    virtual void setColor(const ccColor3B& color3);
    virtual void updateDisplayedColor(const ccColor3B& parentColor);
    virtual void setOpacity(GLubyte opacity);
    virtual void setOpacityModifyRGB(bool modify);
    virtual bool isOpacityModifyRGB(void);
    virtual void updateDisplayedOpacity(GLubyte parentOpacity);
    /// @}

    
    /// @{
    /// @name BatchNode methods
    
    /**
     * Updates the quad according the rotation, position, scale values. 
     */
    virtual void updateTransform(void);
    
    /**
     * Returns the batch node object if this sprite is rendered by CCSpriteBatchNode
     *
     * @return The CCSpriteBatchNode object if this sprite is rendered by CCSpriteBatchNode,
     *         NULL if the sprite isn't used batch node.
     */
    virtual CCSpriteBatchNode* getBatchNode(void);
    /**
     * Sets the batch node to sprite
     * @warning This method is not recommended for game developers. Sample code for using batch node
     * @code
     * CCSpriteBatchNode *batch = CCSpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);
     * CCSprite *sprite = CCSprite::createWithTexture(batch->getTexture(), CCRectMake(0, 0, 57, 57));
     * batch->addChild(sprite);
     * layer->addChild(batch);
     * @endcode
     */
    virtual void setBatchNode(CCSpriteBatchNode *pobSpriteBatchNode);
     
    /// @} end of BatchNode methods
    
    
    
    /// @{
    /// @name Texture methods
    
    /**
     * Updates the texture rect of the CCSprite in points.
     * It will call setTextureRect:rotated:untrimmedSize with rotated = NO, and utrimmedSize = rect.size.
     */
    virtual void setTextureRect(const CCRect& rect);
    
    /**
     * Sets the texture rect, rectRotated and untrimmed size of the CCSprite in points.
     * It will update the texture coordinates and the vertex rectangle.
     */
    virtual void setTextureRect(const CCRect& rect, bool rotated, const CCSize& untrimmedSize);
    
    /**
     * Sets the vertex rect.
     * It will be called internally by setTextureRect.
     * Useful if you want to create 2x images from SD images in Retina Display.
     * Do not call it manually. Use setTextureRect instead.
     */
    virtual void setVertexRect(const CCRect& rect);
    
    /// @} end of texture methods
    

    
    /// @{
    /// @name Frames methods
    
    /**
     * Sets a new display frame to the CCSprite.
     */
    virtual void setDisplayFrame(CCSpriteFrame *pNewFrame);
    
    /**
     * Returns whether or not a CCSpriteFrame is being displayed
     */
    virtual bool isFrameDisplayed(CCSpriteFrame *pFrame);
    
    /**
     * Returns the current displayed frame.
     * @js NA
     */
    virtual CCSpriteFrame* displayFrame(void);
    
    /// @} End of frames methods
    

    /// @{
    /// @name Animation methods
    /**
     * Changes the display frame with animation name and index.
     * The animation name will be get from the CCAnimationCache
     */
    virtual void setDisplayFrameWithAnimationName(const char *animationName, int frameIndex);
    /// @}
    
    
    /// @{
    /// @name Sprite Properties' setter/getters
    
    /** 
     * Whether or not the Sprite needs to be updated in the Atlas.
     *
     * @return true if the sprite needs to be updated in the Atlas, false otherwise.
     */
    inline virtual bool isDirty(void) { return m_bDirty; }
    
    /** 
     * Makes the Sprite to be updated in the Atlas.
     */
    inline virtual void setDirty(bool bDirty) { m_bDirty = bDirty; }
    
    /**
     * Returns the quad (tex coords, vertex coords and color) information.
     * @js NA
     */
    inline ccV3F_C4B_T2F_Quad getQuad(void) { return m_sQuad; }

    /** 
     * Returns whether or not the texture rectangle is rotated.
     */
    inline bool isTextureRectRotated(void) { return m_bRectRotated; }
    
    /** 
     * Returns the index used on the TextureAtlas. 
     */
    inline unsigned int getAtlasIndex(void) { return m_uAtlasIndex; }
    
    /** 
     * Sets the index used on the TextureAtlas.
     * @warning Don't modify this value unless you know what you are doing
     */
    inline void setAtlasIndex(unsigned int uAtlasIndex) { m_uAtlasIndex = uAtlasIndex; }

    /** 
     * Returns the rect of the CCSprite in points 
     */
    inline const CCRect& getTextureRect(void) { return m_obRect; }

    /**
     * Gets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode
     */
    inline CCTextureAtlas* getTextureAtlas(void) { return m_pobTextureAtlas; }
    
    /**
     * Sets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode
     */
    inline void setTextureAtlas(CCTextureAtlas *pobTextureAtlas) { m_pobTextureAtlas = pobTextureAtlas; }

    /** 
     * Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex.
     */
    inline const CCPoint& getOffsetPosition(void) { return m_obOffsetPosition; }


    /** 
     * Returns the flag which indicates whether the sprite is flipped horizontally or not.
     *
     * It only flips the texture of the sprite, and not the texture of the sprite's children.
     * Also, flipping the texture doesn't alter the anchorPoint.
     * If you want to flip the anchorPoint too, and/or to flip the children too use:
     * sprite->setScaleX(sprite->getScaleX() * -1);
     *
     * @return true if the sprite is flipped horizaontally, false otherwise.
     * @js isFlippedX
     */
    bool isFlipX(void);
    /**
     * Sets whether the sprite should be flipped horizontally or not.
     *
     * @param bFlipX true if the sprite should be flipped horizaontally, false otherwise.
     */
    void setFlipX(bool bFlipX);
    
    /** 
     * Return the flag which indicates whether the sprite is flipped vertically or not.
     * 
     * It only flips the texture of the sprite, and not the texture of the sprite's children.
     * Also, flipping the texture doesn't alter the anchorPoint.
     * If you want to flip the anchorPoint too, and/or to flip the children too use:
     * sprite->setScaleY(sprite->getScaleY() * -1);
     * 
     * @return true if the sprite is flipped vertically, flase otherwise.
     * @js isFlippedY
     */
    bool isFlipY(void);
    /**
     * Sets whether the sprite should be flipped vertically or not.
     *
     * @param bFlipY true if the sprite should be flipped vertically, flase otherwise.
     */
    void setFlipY(bool bFlipY);
    
    /// @} End of Sprite properties getter/setters
    
protected:
    void updateColor(void);
    virtual void setTextureCoords(CCRect rect);
    virtual void updateBlendFunc(void);
    virtual void setReorderChildDirtyRecursively(void);
    virtual void setDirtyRecursively(bool bValue);

    //
    // Data used when the sprite is rendered using a CCSpriteSheet
    //
    CCTextureAtlas*     m_pobTextureAtlas;      /// CCSpriteBatchNode texture atlas (weak reference)
    unsigned int        m_uAtlasIndex;          /// Absolute (real) Index on the SpriteSheet
    CCSpriteBatchNode*  m_pobBatchNode;         /// Used batch node (weak reference)
    
    bool                m_bDirty;               /// Whether the sprite needs to be updated
    bool                m_bRecursiveDirty;      /// Whether all of the sprite's children needs to be updated
    bool                m_bHasChildren;         /// Whether the sprite contains children
    bool                m_bShouldBeHidden;      /// should not be drawn because one of the ancestors is not visible
    CCAffineTransform   m_transformToBatch;
    
    //
    // Data used when the sprite is self-rendered
    //
    ccBlendFunc        m_sBlendFunc;            /// It's required for CCTextureProtocol inheritance
    CCTexture2D*       m_pobTexture;            /// CCTexture2D object that is used to render the sprite

    //
    // Shared data
    //

    // texture
    CCRect m_obRect;                            /// Retangle of CCTexture2D
    bool   m_bRectRotated;                      /// Whether the texture is rotated

    // Offset Position (used by Zwoptex)
    CCPoint m_obOffsetPosition;
    CCPoint m_obUnflippedOffsetPositionFromCenter;

    // vertex coords, texture coords and color info
    ccV3F_C4B_T2F_Quad m_sQuad;

    // opacity and RGB protocol
    bool m_bOpacityModifyRGB;

    // image is flipped
    bool m_bFlipX;                              /// Whether the sprite is flipped horizaontally or not.
    bool m_bFlipY;                              /// Whether the sprite is flipped vertically or not.
};


// end of sprite_nodes group
/// @}

NS_CC_END

#endif // __SPITE_NODE_CCSPRITE_H__
