// Copyright (C) 2002-2008 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#include "CSceneNodeAnimatorTexture.h"
#include "ITexture.h"

namespace irr
{
namespace scene
{


//! constructor
CSceneNodeAnimatorTexture::CSceneNodeAnimatorTexture(const core::array<video::ITexture*>& textures, 
					 s32 timePerFrame, bool loop, u32 now)
: TimePerFrame(timePerFrame), StartTime(now), Loop(loop)
{
	#ifdef _DEBUG
	setDebugName("CSceneNodeAnimatorTexture");
	#endif

	for (u32 i=0; i<textures.size(); ++i)
	{
		if (textures[i])
			textures[i]->grab();

		Textures.push_back(textures[i]);
	}

	EndTime = now + (timePerFrame * Textures.size());
}



//! destructor
CSceneNodeAnimatorTexture::~CSceneNodeAnimatorTexture()
{
	clearTextures();
}



void CSceneNodeAnimatorTexture::clearTextures()
{
	for (u32 i=0; i<Textures.size(); ++i)
		if (Textures[i])
			Textures[i]->drop();
}



//! animates a scene node
void CSceneNodeAnimatorTexture::animateNode(ISceneNode* node, u32 timeMs)
{
	if (Textures.size())
	{
		const u32 t = (timeMs-StartTime);

		u32 idx = 0;
		if (!Loop && timeMs >= EndTime)
			idx = Textures.size() - 1;
		else
			idx = (t/TimePerFrame) % Textures.size();

		if (idx < Textures.size())
			node->setMaterialTexture(0, Textures[idx]);
	}
}


//! Writes attributes of the scene node animator.
void CSceneNodeAnimatorTexture::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
	out->addInt("TimePerFrame", TimePerFrame);
	out->addBool("Loop", Loop);

	// add one texture in addition when serializing for editors
	// to make it easier to add textures quickly

	u32 count = Textures.size();
	if ( options && (options->Flags & io::EARWF_FOR_EDITOR))
		count += 1;

	for (u32 i=0; i<count; ++i)
	{
		core::stringc tname = "Texture";
		tname += (int)(i+1);

		out->addTexture(tname.c_str(), i<Textures.size() ? Textures[i] : 0);
	}
}

//! Reads attributes of the scene node animator.
void CSceneNodeAnimatorTexture::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
	TimePerFrame = in->getAttributeAsInt("TimePerFrame");
	Loop = in->getAttributeAsBool("Loop");

	clearTextures();

	for(u32 i=1; true; ++i)
	{
		core::stringc tname = "Texture";
		tname += (int)i;

		if (in->existsAttribute(tname.c_str()))
		{
			video::ITexture* tex = in->getAttributeAsTexture(tname.c_str());
			if (tex)
			{
				tex->grab();
				Textures.push_back(tex);
			}
		}
		else
			break;
	}
}


} // end namespace scene
} // end namespace irr

