/* ************************
   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_print_h_
#define trpage_print_h_

#include <trpage_read.h>

/* Print Buffer for TerraPage.  Subclasses of this object
	are used to print out to stdout or disk (or whatever).
	You won't create one of these directly, instead you'll create
	something which inherits from it.
 */
TX_EXDECL class TX_CLDECL trpgPrintBuffer {
public:
	trpgPrintBuffer(void);
	virtual ~trpgPrintBuffer(void) { };

	// Check if print buffer is valid
	virtual bool isValid(void) { return true; }

	// The main print function.  Subclasses must fill this in.
	virtual bool prnLine(char *str=NULL)=0;

	// This increases the current indentation by the amount given (defaults to one)
	virtual void IncreaseIndent(int amount=1);
	// Decreases the current indentation by the amount given (defaults to one)
	virtual void DecreaseIndent(int amount=1);
protected:
	void updateIndent(void);
	int curIndent;
	char indentStr[200];
};

/* File print buffer for TerraPage.  The file print buffer writes
	debugging output to a file.
 */
TX_EXDECL class TX_CLDECL trpgFilePrintBuffer : public trpgPrintBuffer {
public:
	// This class can be constructed with either a FILE pointer or a file name
	trpgFilePrintBuffer(FILE *);
	trpgFilePrintBuffer(char *);
	~trpgFilePrintBuffer(void);

	// Check if file print buffer is valid (i.e. if file was opened)
	bool isValid(void) { return valid; };

	// For a file printer buffer, this writes a string out to a file
	bool prnLine(char *str = NULL);
protected:
	bool valid;
	bool isMine;
	FILE *fp;
};

/* The Print Graph Parser is a scene graph parser that
	prints out the scene graph as it goes.  It's simpler
	than the scene example in trpage_scene.cpp since it
	isn't trying to build up a working scene graph.
 */
TX_EXDECL class TX_CLDECL trpgPrintGraphParser : public trpgSceneParser {
public:
	trpgPrintGraphParser(trpgr_Archive *,trpgrImageHelper *,trpgPrintBuffer *);
	virtual ~trpgPrintGraphParser(void) { };

	/* The read helper class is the callback for all the various
		token (node) types.  Normally we would use a number of
		these, probably one per token.  However, since we're just
		printing we can use a switch statement instead.
	 */
	class ReadHelper : public trpgr_Callback {
	public:
		ReadHelper(trpgPrintGraphParser *inPG,trpgPrintBuffer *inBuf) {pBuf = inBuf; parse = inPG;};
		void *Parse(trpgToken,trpgReadBuffer &buf);
	protected:
		trpgPrintBuffer *pBuf;
		trpgPrintGraphParser *parse;
	};

	// Fetch the archive associated with this print
	trpgr_Archive *GetArchive() {return archive; };
	trpgrImageHelper *GetImageHelp() {return imageHelp; };
	
protected:
	bool StartChildren(void *);
	bool EndChildren(void *);

	trpgPrintBuffer *printBuf;
	trpgr_Archive *archive;
	trpgrImageHelper *imageHelp;
};

// Print utitility for while archive

#define TRPGPRN_ALL -1
#define TRPGPRN_HEADER (1<<0)
#define TRPGPRN_BODY   (1<<1)
TX_CPPDECL bool trpgPrintArchive(char *filename,trpgPrintBuffer &pBuf,int flags=TRPGPRN_ALL);
TX_CPPDECL bool trpgPrintArchive(trpgr_Archive *,trpgPrintBuffer &pBuf,int flags=TRPGPRN_ALL);

#endif
