////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2025, 2026
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D 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 this program; if not, write to the Free Software Foundation, Inc.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#ifndef __INCLUDE_TargetCamera_hpp_INCLUDE__
#define __INCLUDE_TargetCamera_hpp_INCLUDE__

#include <GLEXT/GLCamera.hpp>
#include <GLW/GLWToolTip.hpp>
#include <engine/GameState.hpp>
#include <graph/ParticleEmitter.hpp>
#include <common/Keyboard.hpp>

class Tank;

class TargetCamera
{
public:
	enum CamType
	{
		CamTop = 0,
		CamBehind,
		CamTank,
		CamShot,
		CamAim,
		CamExplosion,
		CamAction,
		CamLeft,
		CamRight,
		CamLeftFar,
		CamRightFar,
		CamSpectator,
		CamObject,
		CamFree
	};

	TargetCamera();
	virtual ~TargetCamera();

	// clang-format off
	// uncrustify off
	GLCamera&       getCamera()                   { return mainCam_; }
	CamType         getCameraType()               { return cameraPos_; }
	ParticleEngine& getPrecipitationEngine()      { return particleEngine_; }
	void            setCameraType( CamType type ) { cameraPos_ = type; }
	void            resetCam();
	// uncrustify on
	// clang-format on

	void simulate( float frameTime, bool playing );
	void draw();
	void drawPrecipitation();
	void mouseWheel( int x, int y, int z, bool& skipRest );
	void mouseDown( GameState::MouseButton button, int x, int y, bool& skipRest );
	void mouseUp( GameState::MouseButton button, int x, int y, bool& skipRest );
	void mouseDrag( GameState::MouseButton button, int mx, int my, int x, int y, bool& skipRest );
	bool keyboardCheck(
		float                            frameTime,
		char*                            buffer,
		unsigned int                     keyState,
		KeyboardHistory::HistoryElement* history,
		int                              hisCount,
		bool&                            skipRest
	);

	static const char** getCameraNames();
	static ToolTip*     getCameraToolTips();
	static int          getNoCameraNames();
	static float        minHeightFunc( int x, int y, void* heightData );
	static float        maxHeightFunc( int x, int y, void* heightData );

	static TargetCamera* getCurrentTargetCamera() { return currentTargetCamera_; }

protected:
	static TargetCamera* currentTargetCamera_;
	GLCamera             mainCam_;
	CamType              cameraPos_;
	ParticleEmitter      rainEmitter_;
	ParticleEmitter      snowEmitter_;
	ParticleEngine       particleEngine_;
	float                totalTime_;
	float                objectTime_;
	int                  viewObject_;
	int                  dragXStart_, dragYStart_;
	bool                 dragging_;
	bool                 lastLandIntersectValid_;
	Vector               lastLandIntersect_;

	void moveCamera();
	bool getLandIntersect( int x, int y, Vector& intersect );
	void viewBehindTank( Tank* tank );
	void viewSpectator();
};

#endif  // __INCLUDE_TargetCamera_hpp_INCLUDE__
