/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code 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.

Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#pragma hdrstop
#include "precompiled.h"

#include "RegExp.h"
#include "DeviceContext.h"
#include "Window.h"
#include "UserInterfaceLocal.h"

int idRegister::REGCOUNT[NUMTYPES] = {4, 1, 1, 1, 0, 2, 3, 4};

/*
====================
idRegister::SetToRegs
====================
*/
void idRegister::SetToRegs( float* registers )
{
	int i;
	idVec4 v;
	idVec2 v2;
	idVec3 v3;
	idRectangle rect;
	
	if( !enabled || var == NULL || ( var && ( var->GetDict() || !var->GetEval() ) ) )
	{
		return;
	}
	
	switch( type )
	{
		case VEC4:
		{
			v = *static_cast<idWinVec4*>( var );
			break;
		}
		case RECTANGLE:
		{
			rect = *static_cast<idWinRectangle*>( var );
			v = rect.ToVec4();
			break;
		}
		case VEC2:
		{
			v2 = *static_cast<idWinVec2*>( var );
			v[0] = v2[0];
			v[1] = v2[1];
			break;
		}
		case VEC3:
		{
			v3 = *static_cast<idWinVec3*>( var );
			v[0] = v3[0];
			v[1] = v3[1];
			v[2] = v3[2];
			break;
		}
		case FLOAT:
		{
			v[0] = *static_cast<idWinFloat*>( var );
			break;
		}
		case INT:
		{
			v[0] = *static_cast<idWinInt*>( var );
			break;
		}
		case BOOL:
		{
			v[0] = *static_cast<idWinBool*>( var );
			break;
		}
		default:
		{
			common->FatalError( "idRegister::SetToRegs: bad reg type" );
			break;
		}
	}
	for( i = 0; i < regCount; i++ )
	{
		registers[ regs[ i ] ] = v[i];
	}
}

/*
=================
idRegister::GetFromRegs
=================
*/
void idRegister::GetFromRegs( float* registers )
{
	idVec4 v;
	idRectangle rect;
	
	if( !enabled || var == NULL || ( var && ( var->GetDict() || !var->GetEval() ) ) )
	{
		return;
	}
	
	for( int i = 0; i < regCount; i++ )
	{
		v[i] = registers[regs[i]];
	}
	
	switch( type )
	{
		case VEC4:
		{
			*dynamic_cast<idWinVec4*>( var ) = v;
			break;
		}
		case RECTANGLE:
		{
			rect.x = v.x;
			rect.y = v.y;
			rect.w = v.z;
			rect.h = v.w;
			*static_cast<idWinRectangle*>( var ) = rect;
			break;
		}
		case VEC2:
		{
			*static_cast<idWinVec2*>( var ) = v.ToVec2();
			break;
		}
		case VEC3:
		{
			*static_cast<idWinVec3*>( var ) = v.ToVec3();
			break;
		}
		case FLOAT:
		{
			*static_cast<idWinFloat*>( var ) = v[0];
			break;
		}
		case INT:
		{
			*static_cast<idWinInt*>( var ) = v[0];
			break;
		}
		case BOOL:
		{
			*static_cast<idWinBool*>( var ) = ( v[0] != 0.0f );
			break;
		}
		default:
		{
			common->FatalError( "idRegister::GetFromRegs: bad reg type" );
			break;
		}
	}
}

/*
=================
idRegister::ReadFromDemoFile
=================
*/
void idRegister::ReadFromDemoFile( idDemoFile* f )
{
	f->ReadBool( enabled );
	f->ReadShort( type );
	f->ReadInt( regCount );
	for( int i = 0; i < 4; i++ )
		f->ReadUnsignedShort( regs[i] );
	name = f->ReadHashString();
}

/*
=================
idRegister::WriteToDemoFile
=================
*/
void idRegister::WriteToDemoFile( idDemoFile* f )
{
	f->WriteBool( enabled );
	f->WriteShort( type );
	f->WriteInt( regCount );
	for( int i = 0; i < 4; i++ )
		f->WriteUnsignedShort( regs[i] );
	f->WriteHashString( name );
}

/*
=================
idRegister::WriteToSaveGame
=================
*/
void idRegister::WriteToSaveGame( idFile* savefile )
{
	int len;
	
	savefile->Write( &enabled, sizeof( enabled ) );
	savefile->Write( &type, sizeof( type ) );
	savefile->Write( &regCount, sizeof( regCount ) );
	savefile->Write( &regs[0], sizeof( regs ) );
	
	len = name.Length();
	savefile->Write( &len, sizeof( len ) );
	savefile->Write( name.c_str(), len );
	
	var->WriteToSaveGame( savefile );
}

/*
================
idRegister::ReadFromSaveGame
================
*/
void idRegister::ReadFromSaveGame( idFile* savefile )
{
	int len;
	
	savefile->Read( &enabled, sizeof( enabled ) );
	savefile->Read( &type, sizeof( type ) );
	savefile->Read( &regCount, sizeof( regCount ) );
	savefile->Read( &regs[0], sizeof( regs ) );
	
	savefile->Read( &len, sizeof( len ) );
	name.Fill( ' ', len );
	savefile->Read( &name[0], len );
	
	var->ReadFromSaveGame( savefile );
}

/*
====================
idRegisterList::AddReg
====================
*/
void idRegisterList::AddReg( const char* name, int type, idVec4 data, idWindow* win, idWinVar* var )
{
	if( FindReg( name ) == NULL )
	{
		assert( type >= 0 && type < idRegister::NUMTYPES );
		int numRegs = idRegister::REGCOUNT[type];
		idRegister* reg = new( TAG_OLD_UI ) idRegister( name, type );
		reg->var = var;
		for( int i = 0; i < numRegs; i++ )
		{
			reg->regs[i] = win->ExpressionConstant( data[i] );
		}
		int hash = regHash.GenerateKey( name, false );
		regHash.Add( hash, regs.Append( reg ) );
	}
}

/*
====================
idRegisterList::AddReg
====================
*/
void idRegisterList::AddReg( const char* name, int type, idTokenParser* src, idWindow* win, idWinVar* var )
{
	idRegister* reg;
	
	reg = FindReg( name );
	
	if( reg == NULL )
	{
		assert( type >= 0 && type < idRegister::NUMTYPES );
		int numRegs = idRegister::REGCOUNT[type];
		reg = new( TAG_OLD_UI ) idRegister( name, type );
		reg->var = var;
		if( type == idRegister::STRING )
		{
			idToken tok;
			if( src->ReadToken( &tok ) )
			{
				tok = idLocalization::GetString( tok );
				var->Init( tok, win );
			}
		}
		else
		{
			for( int i = 0; i < numRegs; i++ )
			{
				reg->regs[i] = win->ParseExpression( src, NULL );
				if( i < numRegs - 1 )
				{
					src->ExpectTokenString( "," );
				}
			}
		}
		int hash = regHash.GenerateKey( name, false );
		regHash.Add( hash, regs.Append( reg ) );
	}
	else
	{
		int numRegs = idRegister::REGCOUNT[type];
		reg->var = var;
		if( type == idRegister::STRING )
		{
			idToken tok;
			if( src->ReadToken( &tok ) )
			{
				var->Init( tok, win );
			}
		}
		else
		{
			for( int i = 0; i < numRegs; i++ )
			{
				reg->regs[i] = win->ParseExpression( src, NULL );
				if( i < numRegs - 1 )
				{
					src->ExpectTokenString( "," );
				}
			}
		}
	}
}

/*
====================
idRegisterList::GetFromRegs
====================
*/
void idRegisterList::GetFromRegs( float* registers )
{
	for( int i = 0; i < regs.Num(); i++ )
	{
		regs[i]->GetFromRegs( registers );
	}
}

/*
====================
idRegisterList::SetToRegs
====================
*/

void idRegisterList::SetToRegs( float* registers )
{
	int i;
	for( i = 0; i < regs.Num(); i++ )
	{
		regs[i]->SetToRegs( registers );
	}
}

/*
====================
idRegisterList::FindReg
====================
*/
idRegister* idRegisterList::FindReg( const char* name )
{
	int hash = regHash.GenerateKey( name, false );
	for( int i = regHash.First( hash ); i != -1; i = regHash.Next( i ) )
	{
		if( regs[i]->name.Icmp( name ) == 0 )
		{
			return regs[i];
		}
	}
	return NULL;
}

/*
====================
idRegisterList::Reset
====================
*/
void idRegisterList::Reset()
{
	regs.DeleteContents( true );
	regHash.Clear();
}

/*
====================
idRegisterList::ReadFromSaveGame
====================
*/
void idRegisterList::ReadFromDemoFile( idDemoFile* f )
{
	int c;
	
	f->ReadInt( c );
	regs.DeleteContents( true );
	for( int i = 0; i < c; i++ )
	{
		idRegister* reg = new( TAG_OLD_UI ) idRegister;
		reg->ReadFromDemoFile( f );
		regs.Append( reg );
	}
}

/*
====================
idRegisterList::ReadFromSaveGame
====================
*/
void idRegisterList::WriteToDemoFile( idDemoFile* f )
{
	int c = regs.Num();
	
	f->WriteInt( c );
	for( int i = 0 ; i < c; i++ )
	{
		regs[i]->WriteToDemoFile( f );
	}
}

/*
=====================
idRegisterList::WriteToSaveGame
=====================
*/
void idRegisterList::WriteToSaveGame( idFile* savefile )
{
	int i, num;
	
	num = regs.Num();
	savefile->Write( &num, sizeof( num ) );
	
	for( i = 0; i < num; i++ )
	{
		regs[i]->WriteToSaveGame( savefile );
	}
}

/*
====================
idRegisterList::ReadFromSaveGame
====================
*/
void idRegisterList::ReadFromSaveGame( idFile* savefile )
{
	int i, num;
	
	savefile->Read( &num, sizeof( num ) );
	for( i = 0; i < num; i++ )
	{
		regs[i]->ReadFromSaveGame( savefile );
	}
}
