/* ************************
   Copyright Terrain Experts Inc.
   Terrain Experts Inc (TERREX) reserves all rights to this source code
   unless otherwise specified in writing by the President of TERREX.
   This copyright may be updated in the future, in which case that version
   supercedes this one.
   -------------------
   Terrex Experts Inc.
   4400 East Broadway #314
   Tucson, AZ  85711
   info@terrex.com
   Tel: (520) 323-7990
   ************************
   */

#ifndef _trpage_io_h_
#define _trpage_io_h_

/* trpage_io.h
	Token definitions and basic classes.
  */

#include <trpage_sys.h>

// Macros we may need
#ifndef MIN
// {secret}
#define MIN(x,y) (((x) < (y)) ? (x) : (y))
#endif
#ifndef MAX
// {secret}
#define MAX(x,y) (((x) > (y)) ? (x) : (y))
#endif

// File header Magic Number
#define TRPG_MAGIC			9480372

// Current TerraPage major version
#define TRPG_VERSION_MAJOR 2
// Current TerraPage minor version
#define TRPG_VERSION_MINOR 0

// Non-existent token
// {secret}
#define TRPG_NOTOKEN		0

// 16 bit token definition value.  These are values such as TRPGTEXTABLE or TRPG_ATTACH, etc...
typedef short trpgToken;

// Tokens for paging data structures
// Update the MINTOKEN and MAXTOKEN when you add tokens
// {secret}
#define TRPG_MINTOKEN		100
// {secret}
#define TRPG_PUSH			100
// {secret}
#define TRPG_POP			101

// {secret}
#define TRPGHEADER			200
// {secret}
#define TRPGHEAD_LODINFO	201

// {secret}
#define TRPGMATTABLE		300
// Added 11/14/98 - New material table
// {secret}
#define TRPGMATTABLE2		301		
// Added 11/14/98
// {secret}
#define TRPGSHORTMATTABLE	302		

// {secret}
#define TRPGMATERIAL		400
// {secret}
#define TRPGMAT_BASIC		401
// {secret}
#define TRPGMAT_SHADE		402
// {secret}
// {secret}
#define TRPGMAT_SIZES		403
// {secret}
#define TRPGMAT_CULL		404
// {secret}
#define TRPGMAT_ALPHA		405
// {secret}
#define TRPGMAT_NORMAL		406
// {secret}
#define TRPGMAT_TEXTURE		407
// {secret}
#define TRPGMAT_BUMP		408
// {secret}
#define TRPGMAT_ATTR		409

// {secret}
#define TRPGMAT_TEXENV		500
// {secret}
#define TRPGMAT_TXENV_MODE	501
// {secret}
#define TRPGMAT_TXENV_FILTER 502
// {secret}
#define TRPGMAT_TXENV_WRAP	503
// {secret}
#define TRPGMAT_TXENV_BORDER 504

// {secret}
#define TRPGTEXTABLE		600
// {secret}
#define TRPGTEXTABLE2		601
// {secret}
#define TRPGTEXTURE			650

// {secret}
#define TRPGMODELREF		700

// {secret}
#define TRPGMODELTABLE		800

// {secret}
#define TRPGTILETABLE		900
// {secret}
#define TRPG_TILE_ENTRY		901
// {secret}
#define TRPGTILETABLE2		902

// {secret}
#define TRPGTILEHEADER		1000
// {secret}
#define TRPG_TILE_MATLIST	1001
// {secret}
#define TRPG_TILE_MODELLIST	1002
// {secret}
#define TRPG_TILE_DATE		1003
// {secret}
#define TRPGLOCALMATERIAL	1004
// {secret}
#define TRPG_TILE_LOCMATLIST	1005


// Lights support added by Nick
// {secret}
#define TRPGLIGHTTABLE				1100
// {secret}
#define TRPGLIGHTATTR				1150
// {secret}
#define TRPGLIGHTATTR_BASIC			1151
// {secret}
#define TRPGLIGHTATTR_RASCAL		1152
// {secret}
#define TRPGLIGHTATTR_CALLIGRAPHIC	1153
// {secret}
#define TRPGLIGHTATTR_PERFORMER		1154
// {secret}
#define TRPGLIGHTATTR_ANIMATION		1155
// {secret}
#define TRPGLIGHTATTR_COMMENT		1156
// {secret}
#define TRPGLIGHT					1160
// {secret}
#define TRPG_LIGHT					1160

// {secret}
#define TRPGRANGETABLE				1200
// {secret}
#define TRPG_RANGE					1201

// Label and style support added 12-02
// {secret}
#define TRPG_TEXT_STYLE_TABLE		1300
// {secret}
#define TRPG_TEXT_STYLE				1301
// {secret}
#define TRPG_TEXT_STYLE_BASIC		1302

// {secret}
#define TRPG_SUPPORT_STYLE_TABLE    1310
// {secret}
#define TRPG_SUPPORT_STYLE          1311
// {secret}
#define TRPG_SUPPORT_STYLE_BASIC    1312

// {secret}
#define TRPG_LABEL_PROPERTY_TABLE   1320
// {secret}
#define TRPG_LABEL_PROPERTY         1321
// {secret}
#define TRPG_LABEL_PROPERTY_BASIC   1322


// {secret}
#define TRPG_LABEL					1330


// {secret}
#define TRPG_GROUP			2001
// {secret}
#define TRPG_BILLBOARD		2002
// {secret}
#define TRPG_LOD			2003
// {secret}
#define TRPG_TRANSFORM		2004
// {secret}
#define TRPG_MODELREF		2005
// {secret}
#define TRPG_LAYER			2006

// {secret}
#define TRPG_GEOMETRY		3000
// {secret}
#define TRPG_GEOM_PRIM		3001
// {secret}
#define TRPG_GEOM_MATERIAL	3002
// {secret}
#define TRPG_GEOM_VERT32	3003
// {secret}
#define TRPG_GEOM_VERT64	3004
// {secret}
#define TRPG_GEOM_NORM32	3005
// {secret}
#define TRPG_GEOM_NORM64	3006
// {secret}
#define TRPG_GEOM_COLOR		3007
// {secret}
#define TRPG_GEOM_TEX32		3008
// {secret}
#define TRPG_GEOM_TEX64		3009
// {secret}
#define TRPG_GEOM_EFLAG		3010

// {secret}
#define TRPG_ATTACH			4000

// {secret}
#define TRPG_MAXTOKEN		4000

// Basic data types

/* 64 bit disk reference value. */
typedef trpgllong trpgDiskRef;
// {secret}
typedef int trpgMatRef;

/* Double precision 2 dimensional point. */
TX_EXDECL class TX_CLDECL trpg2dPoint {
public:
	double x, y;
	trpg2dPoint (void) { };
	trpg2dPoint (double in_x,double in_y) { x = in_x; y = in_y; };
	bool operator==(const trpg2dPoint& pt ) const {
		if ( x != pt.x ) return false;
		if ( y != pt.y ) return false;
		return true;
	};
	bool operator!=(const trpg2dPoint& pt ) const { return !operator==(pt); };
};
/* Integer 2 dimensional point.  This is used primarily as a 2D index value. */
TX_EXDECL class TX_CLDECL trpg2iPoint {
public:
	int x,y;
	trpg2iPoint (void) { };
	trpg2iPoint (int in_x,int in_y) {x = in_x; y = in_y;};
};
/* Double precision 3 dimensional point. */
TX_EXDECL class TX_CLDECL trpg3dPoint {
public:
	double x,y,z;
	trpg3dPoint(void) { };
	trpg3dPoint(double in_x,double in_y,double in_z) {x = in_x; y = in_y; z = in_z;}
	bool operator==(const trpg3dPoint& pt ) const {
		if ( x != pt.x ) return false;
		if ( y != pt.y ) return false;
		if ( z != pt.z ) return false;
		return true;
	};
	bool operator!=(const trpg3dPoint& pt ) const { return !operator==(pt); };
};
/* Simple red, green, blue color definition */
TX_EXDECL class TX_CLDECL trpgColor {
public:
	trpgColor(float64 r,float64 g,float64 b) {red = r; green = g; blue = b;}
	trpgColor(void) { };
	bool operator==(const trpgColor& color) {
		if ( color.red != red )		return false;
		if ( color.green != green ) return false;
		if ( color.blue != blue )	return false;
		return true;
	};
	bool operator!=(const trpgColor& color) { return !operator==(color); };
	float64 red,green,blue;
};

// Used to specify machine endianess
typedef enum {LittleEndian,BigEndian} trpgEndian;

/* 	This is a base class for an abstract buffer type.
	It contains the virtual methods for writing
	data to an abstract device.  The device implementation is up
	to the subclass.  trpgReadBuffer performs the similar function
	for reading.
	{group:Low Level I/O}
	 */
TX_EXDECL class TX_CLDECL trpgWriteBuffer {
public:
	virtual ~trpgWriteBuffer(void) { };
	/* The add functions must be filled in by the child class
		They add data of the appropriate type to the current buffer. */
	virtual void Add(int32) = 0;
	virtual void Add(int64) = 0;
	virtual void Add(const char *) = 0;
	virtual void Add(float32) = 0;
	virtual void Add(float64) = 0;
//#if (bool != int32)
	virtual void Add(bool) = 0;
//#endif
	virtual void Add(uint8) = 0;
#if (trpgDiskRef != int64)
	virtual void Add(trpgDiskRef) = 0;
#endif
	virtual void Add(trpgToken) = 0;
	/* Child class method.  Returns the buffer to an original state. */
	virtual void Reset(void) = 0;
	// See trpgMemWriteBuffer for details
	virtual void Begin(trpgToken) = 0;
	// See trpgMemWriteBuffer for details
	virtual void End(void) = 0;
	// See trpgMemWriteBuffer for details
	virtual void Push(void) = 0;
	// See trpgMemWriteBuffer for details
	virtual void Pop(void) = 0;

	// Some add functions are helpers for composite values that call the basic add functions
	virtual void Add(const trpg2iPoint &);
	virtual void Add(const trpg2dPoint &);
	virtual void Add(const trpg3dPoint &);
	virtual void Add(const trpgColor &);
	virtual void Add(const std::string &);

	/* Endianness is something the child class buffer type must set and use.
		This function returns the endiannes of the current buffer. */
	virtual trpgEndian GetEndian(void) { return ness; }

protected:
	// Target endianness of the buffer.  This should be set by the subclass on creation.
	trpgEndian ness;
	// Endianness of the machine we're running on.
	trpgEndian cpuNess;
};

/* The Memory Write Buffer is an implementation of the Write Buffer that
	uses chunks of memory.  It contains implementations of the all the virtual
	methods straight to memory.  This is used primarily in writing archives and
	tiles.
	{group:Low Level I/O}
	*/
TX_EXDECL class TX_CLDECL trpgMemWriteBuffer : public trpgWriteBuffer {
public:
	/* The constructor takes an endianness for this buffer.
		Data will automatically be converted to that as it goes in. */
	trpgMemWriteBuffer(trpgEndian);
	virtual ~trpgMemWriteBuffer(void);
	// Return the current length of buffer
	virtual int length(void) const;		
	// Return the raw data (if you want to write to disk, for example)
	virtual const char *getData(void) const;	
	// Allocate the given amount of space for the buffer
	virtual void setLength(unsigned int);  

	// Add a 32 bit integer to the buffer
	virtual void Add(int32);
	// Add a 64 bit integer to the buffer
	virtual void Add(int64);
	/* Add an arbitrary length string to the buffer.
		This writes both the length and the string itself.
		*/
	virtual void Add(const char *);
	// Same as const char * version
	virtual void Add(std::string &);
	// Add a 32 bit float to the buffer
	virtual void Add(float32);
	// Add a 64 bit float to the buffer
	virtual void Add(float64);
//#if (bool != int32)
	// Add a boolean value to the buffer.  It will become at least one byte.
	virtual void Add(bool);
//#endif
	// Add an unsigned character to the buffer
	virtual void Add(uint8);
#if (trpgDiskRef != int64)
	// Add a 64 bit disk reference to the buffer
	virtual void Add(trpgDiskRef);
#endif
	// Add a token (16 bit) to the buffer
	virtual void Add(trpgToken);
	// Reset this buffer.  This will set the current length to zero, but will not deallocate memory
	virtual void Reset(void);
	/* Start defining an tokenized object.  The token is put into the buffer stream
	   and the position of a size value following it is kept.  When End() is called
	   the buffer will rewind to that value and save the size.  This method ensures
	   that token data can be skipped if necessary. */
	virtual void Begin(trpgToken);
	/* This method is called at the end of a tokenized object.  See Begin for details. */
	virtual void End(void);
	/* Adds the TRPG_PUSH token to the current buffer.  This is done by objects
	   that have children as they're being written.  See Pop as well. */
	virtual void Push(void);
	/* Adds the TRPG_POP token to the current buffer.  This is done by objects
	   that have defined children.  See Push. */
	virtual void Pop(void);

protected:
	virtual void append(unsigned int,const char *);
	virtual void set(unsigned int pos,unsigned int len,const char *);
	int curLen;
	int totLen;
	char *data;
	std::vector<int> lengths;
};

/* This is a virtual base class for reading data from a device.
	The device implementation is left as an excercise to the sub class.
	This class contains methods for getting data that must be filled in
	as well as helper methods that call those.
	{group:Low Level I/O}
	  */
TX_EXDECL class TX_CLDECL trpgReadBuffer {
public:
	virtual ~trpgReadBuffer(void) { };
	/* The Get methods are utility routines that all call the GetData method.
		Only that method need be filled in by a subclass. */
	virtual bool Get(int32 &);
	virtual bool Get(int64 &);
	virtual bool Get(char *,int);
	virtual bool Get(std::string &);
	virtual bool Get(float32 &);
	virtual bool Get(float64 &);
//#if (bool != int32)
	virtual bool Get(bool &);
//#endif
	virtual bool Get(uint8 &);
#if (trpgDiskRef != int64)
	virtual bool Get(trpgDiskRef &);
#endif
	virtual bool Get(trpgToken &);

	/* These methods return references to arrays of data of the given types.
		These are all utility routines and depend upon GetDataRef. */
	virtual bool GetArray(int,float32 **);
	virtual bool GetArray(int,float64 **);
	virtual bool GetArray(int,int32 **);
	virtual bool GetArray(int,trpgColor **);
	virtual bool GetArray(int,char **);

	virtual bool Get(trpg2iPoint &);
	virtual bool Get(trpg2dPoint &);
	virtual bool Get(trpg3dPoint &);
	virtual bool Get(trpgColor &);
	virtual bool GetToken(trpgToken &,int32 &);

	/* Force the buffer to only allow the next N bytes to be read.
		The limits are stack based.  That is, this limit is the current one
		until it's popped off the stack.  Then it reverts to the previous one.
		Any bytes read in the mean time count against all limits. */
	virtual void PushLimit(int);
	/* Revert to the limit before this one.  Typically this would happen when
	   a tokenized object has been read. */
	virtual void PopLimit(void);
	/* Skip to the end of the current limit.  This is done by a parser when
		reading a tokenized object from the buffer to make sure that the next
		object can be safely read even if the current one wasn't. */
	virtual bool SkipToLimit(void);

	// Buffer is empty
	virtual bool isEmpty(void) = 0;

protected:
	trpgEndian ness;					 // Endianness of the source we're reading
	trpgEndian cpuNess;					 // Endiannees of the CPU
	/* Virtual raw data retrieval function that must be implemented by a subclass.
		It must return a given number of bytes in the array passed in. */
	virtual bool GetData(char *,int)=0;
	/* Virtual raw data reference retrieval function.  The difference between
		this method and GetData is that this is supposed to return a pointer
		to a given amount of bytes.  This assumes some sort of memory caching
		mechanism in the subclass. */
	virtual bool GetDataRef(char **,int)=0;
	/* This virtual method must be filled in by the subclass so that SkipToLimit
		will work correctly. */
	virtual bool Skip(int) = 0;			 
	/* A utility function for subclasses to use to see if they would exceed an
		outside imposed limit by reading the given number of bytes. */
	virtual bool TestLimit(int);
	/* Utility function that must be called after a successfull read to update
		the outside imposed read limits. */
	virtual void UpdateLimits(int);
	std::vector<int> limits;
};

/* This class implements a read buffer that uses a chunk of memory.
	Typically, raw data will be dumped into this class, then it will be
	passed to a parser for object based reading.
	{group:Low Level I/O}
	*/
TX_EXDECL class TX_CLDECL trpgMemReadBuffer : public trpgReadBuffer {
public:
	// Memory read buffers must be initialized with an endianness
	trpgMemReadBuffer(trpgEndian);
	~trpgMemReadBuffer(void);
    // Return true if we're out of data
	bool isEmpty(void);						
	// Sets the size of this read buffer.
	void SetLength(int);
	/* Return a pointer to the raw data cache for this object.  Data will
		be dumped straight into here (from disk, for example) and then parsed
		by something that takes a trpgReadBuffer as input. */
	char *GetDataPtr(void);
protected:
	bool GetData(char *,int);			// Retrieve the given amount of data
	bool GetDataRef(char **,int);		// Retrieve a pointer to the given array
	bool Skip(int);						// Skip over the given amount
	int len;							// Data Length
	int totLen;							// Total allocated length
	int pos;							// Current position
	char *data;
};

/* A Checkable is purely a base class used by other classes that
	need validity checks associated with them.  By default, the
	checkable will return false for isValid unless the valid flag is set.
	*/
TX_EXDECL class TX_CLDECL trpgCheckable {
public:
	trpgCheckable(void);
	virtual ~trpgCheckable(void);
	// Returns the state of the valid flag, or can be overriden by a subclass to do a more complex check.
	bool isValid(void) const;
protected:
	/* Set this flag to true if your checkable structure doesn't have a complex
		check it needs to do. */
	bool valid;
};

class trpgPrintBuffer;
/* The Read/Writeable is a class that knows how to read itself from a trpgReadBuffer
    and write itself to a trpgWriteBuffer.  This includes all the node and header
	data in TerraPage.  These classes are intended as marshalling points for reading
	and writing data, not as data containers in and of themselves.  If you find
	yourself keeping a lot of classes derived from trpgReadWriteable around, you're
	probably misusing them.

	The classes derived from this one will have a lot of methods that begin with
	"Set", "Get", and "Add".  These will almost always return a bool value.  This
	is used to indicate whether the given call succeeded.  In the case of "Set" and "Add" calls
	this should always work if it possibly can.  An out of range index might make it
	fail, for example.  "Get" calls will always fail if the object you're getting from
	is not valid.  Be sure to do an isValid check as soon as you've read or filled out
	one of these objects.
	{group:Read/Write Classes}
	*/
TX_EXDECL class TX_CLDECL trpgReadWriteable : public trpgCheckable {
public:

	trpgReadWriteable() { errMess[0] = '\0';}

	/* The Write method is a virtual that must be filled in by the subclass.
		It takes a trpgWriteBuffer and should return true on success. */
	virtual bool		Write(trpgWriteBuffer &) = 0;
	/* The Read method should be overriden by a subclass.  It should read
		the contents of the given trpgReadBuffer up to the current limit
		into itself.  It must return true on success. */
	virtual bool		Read(trpgReadBuffer &) { return false;};
	/* Every read/writeable must be able to reset itself to a pristine state
		so that, for example, multiple objects of the same type can be read into
		it, one after the other.  */ 
	virtual void		Reset(void) = 0;
	/* The print method is optional.  If it's not there, it won't do anything.
	 */
	virtual bool		Print(trpgPrintBuffer &) const { return true; }

	const char *getErrMess() const {if(errMess[0] == '\0') return 0;else return &errMess[0];}

protected:

	mutable char errMess[512];
};

/* Pointer into a trpgwAppFile.  The full name of the file
	is based on the context (e.g. texture vs. tile)
	{group:Archive Writing}
 */
TX_EXDECL class TX_CLDECL trpgwAppAddress {
public:
	trpgwAppAddress() {file = -1; offset = -1;};
	// Which file
	int32 file;
	// Offset within the file
	// Note: This is not a 64 bit value
	int32 offset;
};

/* Archive File.
	This class represents an appendable file archive used for
	consolidating tiles and textures.
	{group:Archive Writing}
 */
TX_EXDECL class TX_CLDECL trpgwAppFile {
public:
	trpgwAppFile(trpgEndian,const char *);
	virtual ~trpgwAppFile(void);
	virtual bool Append(const trpgMemWriteBuffer *,const trpgMemWriteBuffer *);
	virtual bool Append(const char *,int size);
	virtual int64 Pos(void) const;
	virtual int GetLengthWritten();
	virtual bool Flush(void);

	bool isValid(void) const;
protected:
	bool valid;
	trpgEndian ness,cpuNess;
	FILE *fp;
	int lengthSoFar;
};

/* Archive File - Read version.
	This class represents an appendable file archive from the
	read perspective.  This is the same type of file written by
	trpgwAppFile.
 */
TX_EXDECL class TX_CLDECL trpgrAppFile {
public:
	trpgrAppFile(trpgEndian,const char *);
	virtual ~trpgrAppFile(void);
	virtual bool Read(trpgMemReadBuffer *,int32 offset);
	virtual bool Read(char *data,int32 baseOffset,int32 objOffset,int32 dataSize);

	bool isValid(void) const;
protected:
	bool valid;
	trpgEndian ness,cpuNess;
	FILE *fp;
};

/* Archive File Cache.
	This class keeps 
 */
TX_EXDECL class TX_CLDECL trpgrAppFileCache {
public:
	trpgrAppFileCache(const char *prefix,const char *ext,int noFiles=32);
	~trpgrAppFileCache(void);
	trpgrAppFile *GetFile(trpgEndian ness,int id);
protected:
	// Prefix name and extension
	char baseName[1024],ext[20];

	class OpenFile {
	public:
		OpenFile(void);
		int id;  // ID of open file
		trpgrAppFile *afile;
		int lastUsed;  // When the file was last accessed
	};

	std::vector<OpenFile> files;
	int timeCount;   // Incremented for every access
};

#endif
