//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: 
//
// $NoKeywords: $
//===========================================================================//

#include "cbase.h"
#include <stdio.h>

#include <cdll_client_int.h>
#include <cdll_util.h>
#include <globalvars_base.h>
#include <igameresources.h>
#include "IGameUIFuncs.h" // for key bindings
#include "inputsystem/iinputsystem.h"
#include "clientscoreboarddialog.h"
#include <voice_status.h>

#include <vgui/IScheme.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <vgui/IVGui.h>
#include <vstdlib/IKeyValuesSystem.h>

#include <KeyValues.h>
#include <vgui_controls/ImageList.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/SectionedListPanel.h>

#include <game/client/iviewport.h>
#include <igameresources.h>

#include "vgui_avatarimage.h"

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

using namespace vgui;

bool AvatarIndexLessFunc( const int &lhs, const int &rhs )	
{ 
	return lhs < rhs; 
}

//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CClientScoreBoardDialog::CClientScoreBoardDialog(IViewPort *pViewPort) : EditablePanel( NULL, PANEL_SCOREBOARD )
{
	m_iPlayerIndexSymbol = KeyValuesSystem()->GetSymbolForString("playerIndex");
	m_nCloseKey = BUTTON_CODE_INVALID;

	//memset(s_VoiceImage, 0x0, sizeof( s_VoiceImage ));
	TrackerImage = 0;
	m_pViewPort = pViewPort;

	// initialize dialog
	SetProportional(true);
	SetKeyBoardInputEnabled(false);
	SetMouseInputEnabled(false);

	// set the scheme before any child control is created
	SetScheme("ClientScheme");

	m_pPlayerList = new SectionedListPanel(this, "PlayerList");
	m_pPlayerList->SetVerticalScrollbar(false);

	LoadControlSettings("Resource/UI/ScoreBoard.res");
	m_iDesiredHeight = GetTall();
	m_pPlayerList->SetVisible( false ); // hide this until we load the images in applyschemesettings

	m_HLTVSpectators = 0;
	
	// update scoreboard instantly if on of these events occure
	ListenForGameEvent( "hltv_status" );
	ListenForGameEvent( "server_spawn" );

	m_pImageList = NULL;

	m_mapAvatarsToImageList.SetLessFunc( AvatarIndexLessFunc );
	m_mapAvatarsToImageList.RemoveAll();
	memset( &m_iImageAvatars, 0, sizeof(int) * (MAX_PLAYERS+1) );
}

//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CClientScoreBoardDialog::~CClientScoreBoardDialog()
{
	if ( NULL != m_pImageList )
	{
		delete m_pImageList;
		m_pImageList = NULL;
	}
}

//-----------------------------------------------------------------------------
// Call every frame
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::OnThink()
{
	BaseClass::OnThink();

	// NOTE: this is necessary because of the way input works.
	// If a key down message is sent to vgui, then it will get the key up message
	// Sometimes the scoreboard is activated by other vgui menus, 
	// sometimes by console commands. In the case where it's activated by
	// other vgui menus, we lose the key up message because this panel
	// doesn't accept keyboard input. It *can't* accept keyboard input
	// because another feature of the dialog is that if it's triggered
	// from within the game, you should be able to still run around while
	// the scoreboard is up. That feature is impossible if this panel accepts input.
	// because if a vgui panel is up that accepts input, it prevents the engine from
	// receiving that input. So, I'm stuck with a polling solution.
	// 
	// Close key is set to non-invalid when something other than a keybind
	// brings the scoreboard up, and it's set to invalid as soon as the 
	// dialog becomes hidden.
	if ( m_nCloseKey != BUTTON_CODE_INVALID )
	{
		if ( !g_pInputSystem->IsButtonDown( m_nCloseKey ) )
		{
			m_nCloseKey = BUTTON_CODE_INVALID;
			gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, false );
			GetClientVoiceMgr()->StopSquelchMode();
		}
	}
}

//-----------------------------------------------------------------------------
// Called by vgui panels that activate the client scoreboard
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::OnPollHideCode( int code )
{
	m_nCloseKey = (ButtonCode_t)code;
}

//-----------------------------------------------------------------------------
// Purpose: clears everything in the scoreboard and all it's state
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::Reset()
{
	// clear
	m_pPlayerList->DeleteAllItems();
	m_pPlayerList->RemoveAllSections();

	m_iSectionId = 0;
	m_fNextUpdateTime = 0;
	// add all the sections
	InitScoreboardSections();
}

//-----------------------------------------------------------------------------
// Purpose: adds all the team sections to the scoreboard
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::InitScoreboardSections()
{
}

//-----------------------------------------------------------------------------
// Purpose: sets up screen
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::ApplySchemeSettings( IScheme *pScheme )
{
	BaseClass::ApplySchemeSettings( pScheme );

	if ( m_pImageList )
		delete m_pImageList;
	m_pImageList = new ImageList( false );

	m_mapAvatarsToImageList.RemoveAll();
	memset( &m_iImageAvatars, 0, sizeof(int) * (MAX_PLAYERS+1) );

	PostApplySchemeSettings( pScheme );
}

//-----------------------------------------------------------------------------
// Purpose: Does dialog-specific customization after applying scheme settings.
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::PostApplySchemeSettings( vgui::IScheme *pScheme )
{
	// resize the images to our resolution
	for (int i = 0; i < m_pImageList->GetImageCount(); i++ )
	{
		int wide, tall;
		m_pImageList->GetImage(i)->GetSize(wide, tall);
		m_pImageList->GetImage(i)->SetSize(scheme()->GetProportionalScaledValueEx( GetScheme(),wide), scheme()->GetProportionalScaledValueEx( GetScheme(),tall));
	}

	m_pPlayerList->SetImageList( m_pImageList, false );
	m_pPlayerList->SetVisible( true );

	// light up scoreboard a bit
	SetBgColor( Color( 0,0,0,0) );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::ShowPanel(bool bShow)
{
	// Catch the case where we call ShowPanel before ApplySchemeSettings, eg when
	// going from windowed <-> fullscreen
	if ( m_pImageList == NULL )
	{
		InvalidateLayout( true, true );
	}

	if ( !bShow )
	{
		m_nCloseKey = BUTTON_CODE_INVALID;
	}

	if ( BaseClass::IsVisible() == bShow )
		return;

	if ( bShow )
	{
		Reset();
		Update();
		SetVisible( true );
		MoveToFront();
	}
	else
	{
		BaseClass::SetVisible( false );
		SetMouseInputEnabled( false );
		SetKeyBoardInputEnabled( false );
	}
}

void CClientScoreBoardDialog::FireGameEvent( IGameEvent *event )
{
	const char * type = event->GetName();

	if ( Q_strcmp(type, "hltv_status") == 0 )
	{
		// spectators = clients - proxies
		m_HLTVSpectators = event->GetInt( "clients" );
		m_HLTVSpectators -= event->GetInt( "proxies" );
	}

	else if ( Q_strcmp(type, "server_spawn") == 0 )
	{
		// We'll post the message ourselves instead of using SetControlString()
		// so we don't try to translate the hostname.
		const char *hostname = event->GetString( "hostname" );
		Panel *control = FindChildByName( "ServerName" );
		if ( control )
		{
			PostMessage( control, new KeyValues( "SetText", "text", hostname ) );
			control->MoveToFront();
		}
	}

	if( IsVisible() )
		Update();

}

bool CClientScoreBoardDialog::NeedsUpdate( void )
{
	return (m_fNextUpdateTime < gpGlobals->curtime);	
}

//-----------------------------------------------------------------------------
// Purpose: Recalculate the internal scoreboard data
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::Update( void )
{
	// Set the title
	
	// Reset();
	m_pPlayerList->DeleteAllItems();
	
	FillScoreBoard();

	// grow the scoreboard to fit all the players
	int wide, tall;
	m_pPlayerList->GetContentSize(wide, tall);
	tall += GetAdditionalHeight();
	wide = GetWide();
	if (m_iDesiredHeight < tall)
	{
		SetSize(wide, tall);
		m_pPlayerList->SetSize(wide, tall);
	}
	else
	{
		SetSize(wide, m_iDesiredHeight);
		m_pPlayerList->SetSize(wide, m_iDesiredHeight);
	}

	MoveToCenterOfScreen();

	// update every second
	m_fNextUpdateTime = gpGlobals->curtime + 1.0f; 
}

//-----------------------------------------------------------------------------
// Purpose: Sort all the teams
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::UpdateTeamInfo()
{
// TODO: work out a sorting algorithm for team display for TF2
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::UpdatePlayerInfo()
{
	m_iSectionId = 0; // 0'th row is a header
	int selectedRow = -1;

	// walk all the players and make sure they're in the scoreboard
	for ( int i = 1; i <= gpGlobals->maxClients; ++i )
	{
		IGameResources *gr = GameResources();

		if ( gr && gr->IsConnected( i ) )
		{
			// add the player to the list
			KeyValues *playerData = new KeyValues("data");
			GetPlayerScoreInfo( i, playerData );
			UpdatePlayerAvatar( i, playerData );

			const char *oldName = playerData->GetString("name","");
			char newName[MAX_PLAYER_NAME_LENGTH];

			UTIL_MakeSafeName( oldName, newName, MAX_PLAYER_NAME_LENGTH );

			playerData->SetString("name", newName);

			int itemID = FindItemIDForPlayerIndex( i );
  			int sectionID = gr->GetTeam( i );
			
			if ( gr->IsLocalPlayer( i ) )
			{
				selectedRow = itemID;
			}
			if (itemID == -1)
			{
				// add a new row
				itemID = m_pPlayerList->AddItem( sectionID, playerData );
			}
			else
			{
				// modify the current row
				m_pPlayerList->ModifyItem( itemID, sectionID, playerData );
			}

			// set the row color based on the players team
			m_pPlayerList->SetItemFgColor( itemID, gr->GetTeamColor( sectionID ) );

			playerData->deleteThis();
		}
		else
		{
			// remove the player
			int itemID = FindItemIDForPlayerIndex( i );
			if (itemID != -1)
			{
				m_pPlayerList->RemoveItem(itemID);
			}
		}
	}

	if ( selectedRow != -1 )
	{
		m_pPlayerList->SetSelectedItem(selectedRow);
	}
}

//-----------------------------------------------------------------------------
// Purpose: adds the top header of the scoreboars
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::AddHeader()
{
	// add the top header
	m_pPlayerList->AddSection(m_iSectionId, "");
	m_pPlayerList->SetSectionAlwaysVisible(m_iSectionId);
	m_pPlayerList->AddColumnToSection(m_iSectionId, "name", "#PlayerName", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),NAME_WIDTH) );
	m_pPlayerList->AddColumnToSection(m_iSectionId, "frags", "#PlayerScore", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),SCORE_WIDTH) );
	m_pPlayerList->AddColumnToSection(m_iSectionId, "deaths", "#PlayerDeath", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),DEATH_WIDTH) );
	m_pPlayerList->AddColumnToSection(m_iSectionId, "ping", "#PlayerPing", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),PING_WIDTH) );
}

//-----------------------------------------------------------------------------
// Purpose: Adds a new section to the scoreboard (i.e the team header)
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::AddSection(int teamType, int teamNumber)
{
	if ( teamType == TYPE_TEAM )
	{
		IGameResources *gr = GameResources();

		if ( !gr )
			return;

		// setup the team name
		wchar_t *teamName = g_pVGuiLocalize->Find( gr->GetTeamName(teamNumber) );
		wchar_t name[64];
		wchar_t string1[1024];
		
		if (!teamName)
		{
			g_pVGuiLocalize->ConvertANSIToUnicode(gr->GetTeamName(teamNumber), name, sizeof(name));
			teamName = name;
		}

		g_pVGuiLocalize->ConstructString( string1, sizeof( string1 ), g_pVGuiLocalize->Find("#Player"), 2, teamName );
		
		m_pPlayerList->AddSection(m_iSectionId, "", StaticPlayerSortFunc);

		// Avatars are always displayed at 32x32 regardless of resolution
		if ( ShowAvatars() )
		{
			m_pPlayerList->AddColumnToSection( m_iSectionId, "avatar", "", SectionedListPanel::COLUMN_IMAGE | SectionedListPanel::COLUMN_CENTER, m_iAvatarWidth );
		}

		m_pPlayerList->AddColumnToSection(m_iSectionId, "name", string1, 0, scheme()->GetProportionalScaledValueEx( GetScheme(),NAME_WIDTH) - m_iAvatarWidth );
		m_pPlayerList->AddColumnToSection(m_iSectionId, "frags", "", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),SCORE_WIDTH) );
		m_pPlayerList->AddColumnToSection(m_iSectionId, "deaths", "", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),DEATH_WIDTH) );
		m_pPlayerList->AddColumnToSection(m_iSectionId, "ping", "", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),PING_WIDTH) );
	}
	else if ( teamType == TYPE_SPECTATORS )
	{
		m_pPlayerList->AddSection(m_iSectionId, "");

		// Avatars are always displayed at 32x32 regardless of resolution
		if ( ShowAvatars() )
		{
			m_pPlayerList->AddColumnToSection( m_iSectionId, "avatar", "", SectionedListPanel::COLUMN_IMAGE | SectionedListPanel::COLUMN_CENTER, m_iAvatarWidth );
		}
		m_pPlayerList->AddColumnToSection(m_iSectionId, "name", "#Spectators", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),NAME_WIDTH) - m_iAvatarWidth );
		m_pPlayerList->AddColumnToSection(m_iSectionId, "frags", "", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),SCORE_WIDTH) );
	}
}

//-----------------------------------------------------------------------------
// Purpose: Used for sorting players
//-----------------------------------------------------------------------------
bool CClientScoreBoardDialog::StaticPlayerSortFunc(vgui::SectionedListPanel *list, int itemID1, int itemID2)
{
	KeyValues *it1 = list->GetItemData(itemID1);
	KeyValues *it2 = list->GetItemData(itemID2);
	Assert(it1 && it2);

	// first compare frags
	int v1 = it1->GetInt("frags");
	int v2 = it2->GetInt("frags");
	if (v1 > v2)
		return true;
	else if (v1 < v2)
		return false;

	// next compare deaths
	v1 = it1->GetInt("deaths");
	v2 = it2->GetInt("deaths");
	if (v1 > v2)
		return false;
	else if (v1 < v2)
		return true;

	// the same, so compare itemID's (as a sentinel value to get deterministic sorts)
	return itemID1 < itemID2;
}

//-----------------------------------------------------------------------------
// Purpose: Adds a new row to the scoreboard, from the playerinfo structure
//-----------------------------------------------------------------------------
bool CClientScoreBoardDialog::GetPlayerScoreInfo(int playerIndex, KeyValues *kv)
{
	IGameResources *gr = GameResources();

	if (!gr )
		return false;

	kv->SetInt("deaths", gr->GetDeaths( playerIndex ) );
	kv->SetInt("frags", gr->GetFrags( playerIndex ) );
	kv->SetInt("ping", gr->GetPing( playerIndex ) ) ;
	kv->SetString("name", gr->GetPlayerName( playerIndex ) );
	kv->SetInt("playerIndex", playerIndex);

	return true;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::UpdatePlayerAvatar( int playerIndex, KeyValues *kv )
{
	// Update their avatar
	if ( kv && ShowAvatars() && steamapicontext->SteamFriends() && steamapicontext->SteamUtils() )
	{
		player_info_t pi;
		if ( engine->GetPlayerInfo( playerIndex, &pi ) )
		{
			if ( pi.friendsID )
			{
				CSteamID steamIDForPlayer( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual );

				// See if the avatar's changed
				int iAvatar = steamapicontext->SteamFriends()->GetFriendAvatar( steamIDForPlayer );
				if ( m_iImageAvatars[playerIndex] != iAvatar )
				{
					m_iImageAvatars[playerIndex] = iAvatar;

					// Now see if we already have that avatar in our list
					int iIndex = m_mapAvatarsToImageList.Find( iAvatar );
					if ( iIndex == m_mapAvatarsToImageList.InvalidIndex() )
					{
						CAvatarImage *pImage = new CAvatarImage();
						pImage->SetAvatarSteamID( steamIDForPlayer );
						pImage->SetSize( 32, 32 );	// Deliberately non scaling
						int iImageIndex = m_pImageList->AddImage( pImage );

						m_mapAvatarsToImageList.Insert( iAvatar, iImageIndex );
					}
				}

				int iIndex = m_mapAvatarsToImageList.Find( iAvatar );

				if ( iIndex != m_mapAvatarsToImageList.InvalidIndex() )
				{
					kv->SetInt( "avatar", m_mapAvatarsToImageList[iIndex] );
				}
			}
		}
	}
}

//-----------------------------------------------------------------------------
// Purpose: reload the player list on the scoreboard
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::FillScoreBoard()
{
	// update totals information
	UpdateTeamInfo();

	// update player info
	UpdatePlayerInfo();
} 

//-----------------------------------------------------------------------------
// Purpose: searches for the player in the scoreboard
//-----------------------------------------------------------------------------
int CClientScoreBoardDialog::FindItemIDForPlayerIndex(int playerIndex)
{
	for (int i = 0; i <= m_pPlayerList->GetHighestItemID(); i++)
	{
		if (m_pPlayerList->IsItemIDValid(i))
		{
			KeyValues *kv = m_pPlayerList->GetItemData(i);
			kv = kv->FindKey(m_iPlayerIndexSymbol);
			if (kv && kv->GetInt() == playerIndex)
				return i;
		}
	}
	return -1;
}

//-----------------------------------------------------------------------------
// Purpose: Sets the text of a control by name
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::MoveLabelToFront(const char *textEntryName)
{
	Label *entry = dynamic_cast<Label *>(FindChildByName(textEntryName));
	if (entry)
	{
		entry->MoveToFront();
	}
}

//-----------------------------------------------------------------------------
// Purpose: Center the dialog on the screen.  (vgui has this method on
//			Frame, but we're an EditablePanel, need to roll our own.)
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::MoveToCenterOfScreen()
{
	int wx, wy, ww, wt;
	surface()->GetWorkspaceBounds(wx, wy, ww, wt);
	SetPos((ww - GetWide()) / 2, (wt - GetTall()) / 2);
}
