#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using ANX.Framework.Windows.DX10;
using ANX.Framework.Input;
using ANX.Framework;

#endregion // Using Statements

#region License

//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license. 
// If you do not accept the license, do not use the software.
//
// 1.Definitions
//   The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning 
//   here as under U.S. copyright law.
//   A "contribution" is the original software, or any additions or changes to the software.
//   A "contributor" is any person that distributes its contribution under this license.
//   "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
//   (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations 
//       in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to 
//       reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
//       or any derivative works that you create.
//   (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in 
//       section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
//       patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution 
//       in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
//   (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
//   (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your 
//       patent license from such contributor to the software ends automatically.
//   (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution 
//       notices that are present in the software.
//   (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
//       a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or 
//       object code form, you may only do so under a license that complies with this license.
//   (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
//       or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
//       extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a 
//       particular purpose and non-infringement.

#endregion // License

namespace ANX.RenderSystem.Windows.DX11
{
    public class WindowsGameHost : GameHost
    {
        private Game game;
        private WindowsGameWindow gameWindow;
        private bool exitRequested;

        public WindowsGameHost(Game game)
            : base(game)
        {
            this.game = game;
            //this.LockThreadToProcessor();
            this.gameWindow = new WindowsGameWindow();
            Mouse.WindowHandle = this.gameWindow.Handle;        //TODO: find a way to initialize all InputSystems with one Handle
            Keyboard.WindowHandle = this.gameWindow.Handle;
            //TouchPanel.WindowHandle = this.gameWindow.Handle;
            //this.gameWindow.IsMouseVisible = game.IsMouseVisible;
            this.gameWindow.Activated += new EventHandler<EventArgs>(this.GameWindowActivated);
            this.gameWindow.Deactivated += new EventHandler<EventArgs>(this.GameWindowDeactivated);
            //this.gameWindow.Suspend += new EventHandler<EventArgs>(this.GameWindowSuspend);
            //this.gameWindow.Resume += new EventHandler<EventArgs>(this.GameWindowResume);
        
        }

        public override void Run()
        {
            Application.Idle += new EventHandler(this.ApplicationIdle);
            Application.Run(this.gameWindow.Form);
            Application.Idle -= this.ApplicationIdle;
        }

        public void RunOneFrame()
        {
            //this.gameWindow.Tick();
            base.OnIdle();
        }

        public override GameWindow Window
        {
            get 
            { 
                return this.gameWindow; 
            }
        }

        public override void Exit()
        {
            this.exitRequested = true;
        }

        private void GameWindowActivated(object sender, EventArgs e)
        {
            base.OnActivated();
        }

        private void GameWindowDeactivated(object sender, EventArgs e)
        {
            base.OnDeactivated();
        }

        private void ApplicationIdle(object sender, EventArgs e)
        {
            NativeMethods.Message message;
            while (!NativeMethods.PeekMessage(out message, IntPtr.Zero, 0, 0, 0))
            {
                if (this.exitRequested)
                {
                    this.gameWindow.Close();
                }
                else
                {
                    this.RunOneFrame();
                }
            }
        }
    }
}