/*  -*-c++-*- 
 *  Copyright (C) 2008 Cedric Pinson <mornifle@plopbyte.net>
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library 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 
 * OpenSceneGraph Public License for more details.
*/

#include <iostream>
#include <osgDB/ReadFile>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgGA/KeySwitchMatrixManipulator>
#include <osgGA/StateSetManipulator>
#include <osgGA/AnimationPathManipulator>
#include <osgGA/TerrainManipulator>

#include <osgAnimation/Bone>
#include <osgAnimation/Skeleton>
#include <osgAnimation/RigGeometry>
#include <osgAnimation/Skinning>
#include <osgAnimation/Timeline>
#include <osgAnimation/AnimationManagerBase>
#include <osgAnimation/TimelineAnimationManager>


struct NoseBegin : public osgAnimation::Action::Callback
{
    virtual void operator()(osgAnimation::Action* action)
    {
        std::cout << "sacrebleu, it scratches my nose, let me scratch it" << std::endl;
        std::cout << "process NoseBegin call back " << action->getName() << std::endl << std::endl;
    }
};

struct NoseEnd : public osgAnimation::Action::Callback
{
    virtual void operator()(osgAnimation::Action* action)
    {
        std::cout << "shhhrt shrrrrt shhhhhhrrrrt, haaa it's better"<< std::endl;
        std::cout << "process NoseEnd call back " << action->getName() << std::endl << std::endl;
    }
};

struct ExampleTimelineUsage : public osgGA::GUIEventHandler
{
    osg::ref_ptr<osgAnimation::StripAnimation> _mainLoop;
    osg::ref_ptr<osgAnimation::StripAnimation> _scratchHead;
    osg::ref_ptr<osgAnimation::StripAnimation> _scratchNose;
    osg::ref_ptr<osgAnimation::TimelineAnimationManager> _manager;

    bool _releaseKey;

    ExampleTimelineUsage(osgAnimation::TimelineAnimationManager* manager)
    {
        _releaseKey = false;
        _manager = manager;

        const osgAnimation::AnimationList& list = _manager->getAnimationList();
        osgAnimation::AnimationMap map;
        for (osgAnimation::AnimationList::const_iterator it = list.begin(); it != list.end(); it++)
            map[(*it)->getName()] = *it;

        _mainLoop = new osgAnimation::StripAnimation(map["Idle_Main"].get(),0.0,0.0);
        _mainLoop->setLoop(0); // means forever

        _scratchHead = new osgAnimation::StripAnimation(map["Idle_Head_Scratch.02"].get(),0.2,0.3);
        _scratchHead->setLoop(1); // one time

        map["Idle_Nose_Scratch.01"]->setDuration(10.0); // set this animation duration to 10 seconds
        _scratchNose = new osgAnimation::StripAnimation(map["Idle_Nose_Scratch.01"].get(),0.2,0.3);
        _scratchNose->setLoop(1); // one time

        // add the main loop at priority 0 at time 0.
        
        osgAnimation::Timeline* tml = _manager->getTimeline();
        tml->play();
        tml->addActionAt(0.0, _mainLoop.get(), 0);


        // add a scratch head priority 1 at 3.0 second.
        tml->addActionAt(5.0, _scratchHead.get(), 1);

        // populate time with scratch head
        for (int i = 1; i < 20; i++)
        {
            // we add a scratch head priority 1 each 10 second
            // note:
            //      it's possible to add the same instance more then once on the timeline
            //      the only things you need to take care is if you remove it. It will remove
            //      all instance that exist on the timeline. If you need to differtiate
            //      it's better to create a new instance
            tml->addActionAt(5.0 + 10.0 * i, _scratchHead.get(), 1);
        }

        // we will add the scratch nose action only when the player hit a key
        // in the operator()

        // now we will add callback at end and begin of animation of Idle_Nose_Scratch.02
        _scratchNose->setCallback(0.0, new NoseBegin);
        _scratchNose->setCallback(_scratchNose->getNumFrames()-1, new NoseEnd);
    }

    bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter&)
    {
        if (ea.getEventType() == osgGA::GUIEventAdapter::KEYUP)
        {
            _releaseKey = true;
        }
        return false;
    }

    virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
    {
        if (nv && nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
        {
            if (_releaseKey) // we hit a key and release it execute an action
            {
                osgAnimation::Timeline* tml = _manager->getTimeline();
                // dont play if already playing
                if (!tml->isActive(_scratchNose.get()))
                {
                    // add this animation on top of two other
                    // we add one to evaluate the animation at the next frame, else we
                    // will miss the current frame
                    tml->addActionAt(tml->getCurrentFrame() + 1, _scratchNose.get(), 2);
                }
                _releaseKey = false;
            }
        }
        else
        {
            osgGA::EventVisitor* ev = dynamic_cast<osgGA::EventVisitor*>(nv);
            if (ev && ev->getActionAdapter() && !ev->getEvents().empty())
            {
                for(osgGA::EventQueue::Events::iterator itr = ev->getEvents().begin();
                    itr != ev->getEvents().end();
                    ++itr)
                {
                    handleWithCheckAgainstIgnoreHandledEventsMask(*(*itr), *(ev->getActionAdapter()), node, nv);
                }
            }
        }            
        traverse(node, nv);
    }

};


int main (int argc, char* argv[])
{
    std::cerr << "This example works only with osgAnimation/nathan.osg" << std::endl;

    osg::ArgumentParser psr(&argc, argv);

    osgViewer::Viewer viewer(psr);

    std::string file = "osgAnimation/nathan.osg";
    if(argc >= 2) 
        file = psr[1];

    // replace the manager
    osg::Group* root = dynamic_cast<osg::Group*>(osgDB::readNodeFile(file));
    osgAnimation::AnimationManagerBase* animationManager = dynamic_cast<osgAnimation::AnimationManagerBase*>(root->getUpdateCallback());
    if(!animationManager) 
    {
        std::cerr << "Did not find AnimationManagerBase updateCallback needed to animate elements" << std::endl;
        return 1;
    }

    osg::ref_ptr<osgAnimation::TimelineAnimationManager> tl = new osgAnimation::TimelineAnimationManager(*animationManager);
    root->setUpdateCallback(tl.get());
    
    ExampleTimelineUsage* callback = new ExampleTimelineUsage(tl.get());
    root->setEventCallback(callback);
    root->getUpdateCallback()->addNestedCallback(callback);
        


    // add the state manipulator
    viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
    
    // add the thread model handler
    viewer.addEventHandler(new osgViewer::ThreadingHandler);

    // add the window size toggle handler
    viewer.addEventHandler(new osgViewer::WindowSizeHandler);
        
    // add the stats handler
    viewer.addEventHandler(new osgViewer::StatsHandler);

    // add the help handler
    viewer.addEventHandler(new osgViewer::HelpHandler(psr.getApplicationUsage()));

    // add the LOD Scale handler
    viewer.addEventHandler(new osgViewer::LODScaleHandler);

    // add the screen capture handler
    viewer.addEventHandler(new osgViewer::ScreenCaptureHandler);

    viewer.setSceneData(root);

    return viewer.run();
}


