/****************************************************************************
Copyright (c) 2009      On-Core
Copyright (c) 2010-2012 cocos2d-x.org
CopyRight (c) 2013-2016 Chukong Technologies Inc.

http://www.cocos2d-x.org

Permission is hereby granted, free of charge, to any person obtaining a copy
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****************************************************************************/
#ifndef __ACTION_CCTILEDGRID_ACTION_H__
#define __ACTION_CCTILEDGRID_ACTION_H__

#include "2d/CCActionGrid.h"

NS_CC_BEGIN

/**
 * @addtogroup actions
 * @{
 */

/**
@brief ShakyTiles3D action.
@details This action is make the target node shake with many tiles.
        You can create the action by these parameters:
        duration, grid size, range, whether shake on the z axis.
 */
class CC_DLL ShakyTiles3D : public TiledGrid3DAction
{
public:
    /** 
    @brief Create the action with a range, shake Z vertices, a grid and duration.
    @param duration Specify the duration of the ShakyTiles3D action. It's a value in seconds.
    @param gridSize Specify the size of the grid.
    @param range Specify the range of the shaky effect.
    @param shakeZ Specify whether shake on the z axis.
    @return If the creation success, return a pointer of ShakyTiles3D action; otherwise, return nil.
    */
    static ShakyTiles3D* create(float duration, const Size& gridSize, int range, bool shakeZ);

    // Override
    virtual ShakyTiles3D* clone() const override;
    virtual void update(float time) override;
    
CC_CONSTRUCTOR_ACCESS:
    ShakyTiles3D() {}
    virtual ~ShakyTiles3D() {}

    /** 
    @brief Initializes the action with a range, shake Z vertices, grid size and duration.
    @param duration Specify the duration of the ShakyTiles3D action. It's a value in seconds.
    @param gridSize Specify the size of the grid.
    @param range Specify the range of the shaky effect.
    @param shakeZ Specify whether shake on the z axis.
    @return If the Initialization success, return true; otherwise, return false.
    */
    bool initWithDuration(float duration, const Size& gridSize, int range, bool shakeZ);

protected:
    int _randrange;
    bool _shakeZ;

private:
    CC_DISALLOW_COPY_AND_ASSIGN(ShakyTiles3D);
};

/**
@brief ShatteredTiles3D action.
@details This action make the target node shattered with many tiles.
        You can create the action by these parameters:
        duration, grid size, range, whether shatter on the z axis.
*/
class CC_DLL ShatteredTiles3D : public TiledGrid3DAction
{
public:
    /** 
     * @brief Create the action with a range, whether of not to shatter Z vertices, grid size and duration.
     * @param duration Specify the duration of the ShatteredTiles3D action. It's a value in seconds.
     * @param gridSize Specify the size of the grid.
     * @param range Specify the range of the shatter effect.
     * @param shatterZ Specify whether shatter on the z axis.
     * @return If the creation success, return a pointer of ShatteredTiles3D action; otherwise, return nil.
     */
    static ShatteredTiles3D* create(float duration, const Size& gridSize, int range, bool shatterZ);

    // Override
    virtual ShatteredTiles3D* clone() const override;
    virtual void update(float time) override;
    
CC_CONSTRUCTOR_ACCESS:
    ShatteredTiles3D() {}
    virtual ~ShatteredTiles3D() {}

    /** 
    @brief Initializes the action with a range, shatter Z vertices, grid size and duration.
    @param duration Specify the duration of the ShatteredTiles3D action. It's a value in seconds.
    @param gridSize Specify the size of the grid.
    @param range Specify the range of the shatter effect.
    @param shatterZ Specify whether shake on the z axis.
    @return If the Initialization success, return true; otherwise, return false.
    */
    bool initWithDuration(float duration, const Size& gridSize, int range, bool shatterZ);

protected:
    int _randrange;
    bool _once;
    bool _shatterZ;

private:
    CC_DISALLOW_COPY_AND_ASSIGN(ShatteredTiles3D);
};

struct Tile;
/**
@brief ShuffleTiles action.
@details This action make the target node shuffle with many tiles in random order.
        You can create the action by these parameters:
        duration, grid size, the random seed.
*/
class CC_DLL ShuffleTiles : public TiledGrid3DAction
{
public:
    /** 
    * @brief Create the action with grid size, random seed and duration.
    * @param duration Specify the duration of the ShuffleTiles action. It's a value in seconds.
    * @param gridSize Specify the size of the grid.
    * @param seed Specify the random seed.
    * @return If the creation success, return a pointer of ShuffleTiles action; otherwise, return nil.
    */
    static ShuffleTiles* create(float duration, const Size& gridSize, unsigned int seed);

    void shuffle(unsigned int *array, unsigned int len);
    Size getDelta(const Size& pos) const;
    void placeTile(const Vec2& pos, Tile *t);

    // Overrides
    virtual void startWithTarget(Node *target) override;
    virtual void update(float time) override;
    virtual ShuffleTiles* clone() const override;
    
CC_CONSTRUCTOR_ACCESS:
    ShuffleTiles() {}
    virtual ~ShuffleTiles();

    /** 
    * @brief Initializes the action with grid size, random seed and duration.
    * @param duration Specify the duration of the ShuffleTiles action. It's a value in seconds.
    * @param gridSize Specify the size of the grid.
    * @param seed Specify the random seed.
    * @return If the Initialization success, return true; otherwise, return false.
    */
    bool initWithDuration(float duration, const Size& gridSize, unsigned int seed);

protected:
    unsigned int _seed;
    unsigned int _tilesCount;
    unsigned int* _tilesOrder;
    Tile* _tiles;

private:
    CC_DISALLOW_COPY_AND_ASSIGN(ShuffleTiles);
};

/**
@brief FadeOutTRTiles action.
@details Fades out the target node with many tiles from Bottom-Left to Top-Right.
 */
class CC_DLL FadeOutTRTiles : public TiledGrid3DAction
{
public:
    /** 
    * @brief Create the action with the grid size and the duration.
    * @param duration Specify the duration of the FadeOutTRTiles action. It's a value in seconds.
    * @param gridSize Specify the size of the grid.
    * @return If the creation success, return a pointer of FadeOutTRTiles action; otherwise, return nil.
    */
    static FadeOutTRTiles* create(float duration, const Size& gridSize);

    /**
    @brief Calculate the percentage a tile should be shown.
    @param pos The position index of the tile.
    @param time The current percentage of the action.
    @return Return the percentage the tile should be shown.
    */
    virtual float testFunc(const Size& pos, float time);

    /**
    @brief Show the tile at specified position.
    @param pos The position index of the tile should be shown.
    */
    void turnOnTile(const Vec2& pos);

    /**
    @brief Hide the tile at specified position.
    @param pos The position index of the tile should be hide.
    */
    void turnOffTile(const Vec2& pos);

    /**
    @brief Show part of the tile.
    @param pos The position index of the tile should be shown.
    @param distance The percentage that the tile should be shown.
    */
    virtual void transformTile(const Vec2& pos, float distance);

    // Overrides
    virtual void update(float time) override;
    virtual FadeOutTRTiles* clone() const override;

CC_CONSTRUCTOR_ACCESS:
    FadeOutTRTiles() {}
    virtual ~FadeOutTRTiles() {}

private:
    CC_DISALLOW_COPY_AND_ASSIGN(FadeOutTRTiles);
};

/**
@brief FadeOutBLTiles action.
@details Fades out the target node with many tiles from Top-Right to Bottom-Left.
 */
class CC_DLL FadeOutBLTiles : public FadeOutTRTiles
{
public:
    /** 
    * @brief Create the action with the grid size and the duration.
    * @param duration Specify the duration of the FadeOutBLTiles action. It's a value in seconds.
    * @param gridSize Specify the size of the grid.
    * @return If the creation success, return a pointer of FadeOutBLTiles action; otherwise, return nil.
    */
    static FadeOutBLTiles* create(float duration, const Size& gridSize);

    // Overrides
    virtual float testFunc(const Size& pos, float time) override;
    virtual FadeOutBLTiles* clone() const override;

CC_CONSTRUCTOR_ACCESS:
    FadeOutBLTiles() {}
    virtual ~FadeOutBLTiles() {}

private:
    CC_DISALLOW_COPY_AND_ASSIGN(FadeOutBLTiles);
};

/**
@brief FadeOutUpTiles action.
@details Fades out the target node with many tiles from bottom to top.
 */
class CC_DLL FadeOutUpTiles : public FadeOutTRTiles
{
public:
    /** 
    * @brief Create the action with the grid size and the duration.
    * @param duration Specify the duration of the FadeOutUpTiles action. It's a value in seconds.
    * @param gridSize Specify the size of the grid.
    * @return If the creation success, return a pointer of FadeOutUpTiles action; otherwise, return nil.
    */
    static FadeOutUpTiles* create(float duration, const Size& gridSize);

    virtual void transformTile(const Vec2& pos, float distance) override;

    // Overrides
    virtual FadeOutUpTiles* clone() const override;
    virtual float testFunc(const Size& pos, float time) override;

CC_CONSTRUCTOR_ACCESS:
    FadeOutUpTiles() {}
    virtual ~FadeOutUpTiles() {}

private:
    CC_DISALLOW_COPY_AND_ASSIGN(FadeOutUpTiles);
};

/**
@brief FadeOutDownTiles action.
@details Fades out the target node with many tiles from top to bottom.
 */
class CC_DLL FadeOutDownTiles : public FadeOutUpTiles
{
public:
    /** 
    * @brief Create the action with the grid size and the duration.
    * @param duration Specify the duration of the FadeOutDownTiles action. It's a value in seconds.
    * @param gridSize Specify the size of the grid.
    * @return If the creation success, return a pointer of FadeOutDownTiles action; otherwise, return nil.
    */
    static FadeOutDownTiles* create(float duration, const Size& gridSize);

    // Overrides
    virtual FadeOutDownTiles* clone() const override;
    virtual float testFunc(const Size& pos, float time) override;

CC_CONSTRUCTOR_ACCESS:
    FadeOutDownTiles() {}
    virtual ~FadeOutDownTiles() {}

private:
    CC_DISALLOW_COPY_AND_ASSIGN(FadeOutDownTiles);
};

/**
@brief TurnOffTiles action.
@details Turn off the target node with many tiles in random order.
 */
class CC_DLL TurnOffTiles : public TiledGrid3DAction
{
public:
    /** 
    * @brief Create the action with the grid size and the duration.
    * @param duration Specify the duration of the TurnOffTiles action. It's a value in seconds.
    * @param gridSize Specify the size of the grid.
    * @return If the creation success, return a pointer of TurnOffTiles action; otherwise, return nil.
    */
    static TurnOffTiles* create(float duration, const Size& gridSize);
    /** 
    * @brief Create the action with the grid size and the duration.
    * @param duration Specify the duration of the TurnOffTiles action. It's a value in seconds.
    * @param gridSize Specify the size of the grid.
    * @param seed Specify the random seed.
    * @return If the creation success, return a pointer of TurnOffTiles action; otherwise, return nil.
    */
    static TurnOffTiles* create(float duration, const Size& gridSize, unsigned int seed);

    /**
    @brief Shuffle the array specified.
    @param array The array will be shuffled.
    @param len The size of the array.
    */
    void shuffle(unsigned int *array, unsigned int len);

    /**
    @brief Show the tile at specified position.
    @param pos The position index of the tile should be shown.
    */
    void turnOnTile(const Vec2& pos);

    /**
    @brief Hide the tile at specified position.
    @param pos The position index of the tile should be hide.
    */
    void turnOffTile(const Vec2& pos);

    // Overrides
	virtual TurnOffTiles* clone() const override;
    virtual void startWithTarget(Node *target) override;
    virtual void update(float time) override;
    
CC_CONSTRUCTOR_ACCESS:
    TurnOffTiles() {}
    virtual ~TurnOffTiles();

    /** 
    * @brief Initializes the action with grid size, random seed and duration.
    * @param duration Specify the duration of the TurnOffTiles action. It's a value in seconds.
    * @param gridSize Specify the size of the grid.
    * @param seed Specify the random seed.
    * @return If the Initialization success, return true; otherwise, return false.
    */
    bool initWithDuration(float duration, const Size& gridSize, unsigned int seed);

protected:
    unsigned int    _seed;
    unsigned int    _tilesCount;
    unsigned int*   _tilesOrder;

private:
    CC_DISALLOW_COPY_AND_ASSIGN(TurnOffTiles);
};

/**
@brief WavesTiles3D action.
@details This action wave the target node with many tiles.
*/
class CC_DLL WavesTiles3D : public TiledGrid3DAction
{
public:
    /** 
     * @brief Create the action with a number of waves, the waves amplitude, the grid size and the duration.
     * @param duration Specify the duration of the WavesTiles3D action. It's a value in seconds.
     * @param gridSize Specify the size of the grid.
     * @param waves Specify the waves count of the WavesTiles3D action.
     * @param amplitude Specify the amplitude of the WavesTiles3D action.
     * @return If the creation success, return a pointer of WavesTiles3D action; otherwise, return nil.
     */
    static WavesTiles3D* create(float duration, const Size& gridSize, unsigned int waves, float amplitude);

    /**
    @brief Get the amplitude of the effect.
    @return Return the amplitude of the effect.
    */
    float getAmplitude() const { return _amplitude; }
    /**
    @brief Set the amplitude to the effect.
    @param amplitude The value of amplitude will be set.
    */
    void setAmplitude(float amplitude) { _amplitude = amplitude; }

    /**
    @brief Get the amplitude rate of the effect.
    @return Return the amplitude rate of the effect.
    */
    float getAmplitudeRate() const { return _amplitudeRate; }
    /**
    @brief Set the amplitude rate of the effect.
    @param amplitudeRate The value of amplitude rate will be set.
    */
    void setAmplitudeRate(float amplitudeRate) { _amplitudeRate = amplitudeRate; }

    // Override
    virtual WavesTiles3D* clone() const override;
    virtual void update(float time) override;
    
CC_CONSTRUCTOR_ACCESS:
    WavesTiles3D() {}
    virtual ~WavesTiles3D() {}

    /** 
    @brief Initializes an action with duration, grid size, waves count and amplitude.
    @param duration Specify the duration of the WavesTiles3D action. It's a value in seconds.
    @param gridSize Specify the size of the grid.
    @param waves Specify the waves count of the WavesTiles3D action.
    @param amplitude Specify the amplitude of the WavesTiles3D action.
    @return If the initialization success, return true; otherwise, return false.
    */
    bool initWithDuration(float duration, const Size& gridSize, unsigned int waves, float amplitude);

protected:
    unsigned int _waves;
    float _amplitude;
    float _amplitudeRate;

private:
    CC_DISALLOW_COPY_AND_ASSIGN(WavesTiles3D);
};

/**
@brief JumpTiles3D action.
@details Move the tiles of a target node across the Z axis.
*/
class CC_DLL JumpTiles3D : public TiledGrid3DAction
{
public:
    /** 
     * @brief Create the action with the number of jumps, the sin amplitude, the grid size and the duration.
     * @param duration Specify the duration of the JumpTiles3D action. It's a value in seconds.
     * @param gridSize Specify the size of the grid.
     * @param numberOfJumps Specify the jump tiles count.
     * @param amplitude Specify the amplitude of the JumpTiles3D action.
     * @return If the creation success, return a pointer of JumpTiles3D action; otherwise, return nil.
     */
    static JumpTiles3D* create(float duration, const Size& gridSize, unsigned int numberOfJumps, float amplitude);

    /**
    @brief Get the amplitude of the effect.
    @return Return the amplitude of the effect.
    */
    float getAmplitude() const { return _amplitude; }
    /**
    @brief Set the amplitude to the effect.
    @param amplitude The value of amplitude will be set.
    */
    void setAmplitude(float amplitude) { _amplitude = amplitude; }

    /**
    @brief Get the amplitude rate of the effect.
    @return Return the amplitude rate of the effect.
    */
    float getAmplitudeRate() const { return _amplitudeRate; }
    /**
    @brief Set the amplitude rate of the effect.
    @param amplitudeRate The value of amplitude rate will be set.
    */
    void setAmplitudeRate(float amplitudeRate) { _amplitudeRate = amplitudeRate; }

    // Override
    virtual JumpTiles3D* clone() const override;
    virtual void update(float time) override;
    
CC_CONSTRUCTOR_ACCESS:
    JumpTiles3D() {}
    virtual ~JumpTiles3D() {}

    /** 
     * @brief Initializes the action with the number of jumps, the sin amplitude, the grid size and the duration.
     * @param duration Specify the duration of the JumpTiles3D action. It's a value in seconds.
     * @param gridSize Specify the size of the grid.
     * @param numberOfJumps Specify the jump tiles count.
     * @param amplitude Specify the amplitude of the JumpTiles3D action.
     * @return If the initialization success, return true; otherwise, return false.
     */
    bool initWithDuration(float duration, const Size& gridSize, unsigned int numberOfJumps, float amplitude);

protected:
    unsigned int _jumps;
    float _amplitude;
    float _amplitudeRate;

private:
    CC_DISALLOW_COPY_AND_ASSIGN(JumpTiles3D);
};

/**
@brief SplitRows action.
@details Split the target node in many rows.
        Then move out some rows from left, move out the other rows from right.
*/
class CC_DLL SplitRows : public TiledGrid3DAction
{
public :
    /** 
     * @brief Create the action with the number of rows and the duration.
     * @param duration Specify the duration of the SplitRows action. It's a value in seconds.
     * @param rows Specify the rows count should be split.
     * @return If the creation success, return a pointer of SplitRows action; otherwise, return nil.
     */
    static SplitRows* create(float duration, unsigned int rows);

    // Overrides
    virtual SplitRows* clone() const override;
    virtual void update(float time) override;
    virtual void startWithTarget(Node *target) override;
    
CC_CONSTRUCTOR_ACCESS:
    SplitRows() {}
    virtual ~SplitRows() {}

    /** 
     * @brief Initializes the action with the number rows and the duration.
     * @param duration Specify the duration of the SplitRows action. It's a value in seconds.
     * @param rows Specify the rows count should be split.
     * @return If the creation success, return true; otherwise, return false.
     */
    bool initWithDuration(float duration, unsigned int rows);

protected:
    unsigned int _rows;
    Size _winSize;

private:
    CC_DISALLOW_COPY_AND_ASSIGN(SplitRows);
};

/**
@brief SplitCols action.
@details Split the target node in many columns.
        Then move out some columns from top, move out the other columns from bottom.
*/
class CC_DLL SplitCols : public TiledGrid3DAction
{
public:
    
    /** 
     * @brief Create the action with the number of columns and the duration.
     * @param duration Specify the duration of the SplitCols action. It's a value in seconds.
     * @param cols Specify the columns count should be split.
     * @return If the creation success, return a pointer of SplitCols action; otherwise, return nil.
     */
    static SplitCols* create(float duration, unsigned int cols);

    // Overrides
    virtual SplitCols* clone() const override;
    /**
     * @param time in seconds
     */
    virtual void update(float time) override;
    virtual void startWithTarget(Node *target) override;
    
CC_CONSTRUCTOR_ACCESS:
    SplitCols() {}
    virtual ~SplitCols() {}

    /** 
     * @brief Initializes the action with the number columns and the duration.
     * @param duration Specify the duration of the SplitCols action. It's a value in seconds.
     * @param cols Specify the columns count should be split.
     * @return If the creation success, return true; otherwise, return false.
     */
    bool initWithDuration(float duration, unsigned int cols);

protected:
    unsigned int _cols;
    Size _winSize;

private:
    CC_DISALLOW_COPY_AND_ASSIGN(SplitCols);
};

// end of actions group
/// @}

NS_CC_END

#endif // __ACTION_CCTILEDGRID_ACTION_H__