#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using System.IO;

#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.Framework.Graphics
{
    public class Effect : GraphicsResource, IGraphicsResource
    {
        #region Private Members
        private WeakReference<INativeEffect> nativeEffect;
        private EffectTechniqueCollection techniqueCollection;
        private EffectTechnique currentTechnique;
        private EffectParameterCollection parameterCollection;
        private byte[] byteCode;

        #endregion // Private Members

        protected Effect(Effect cloneSource)
            : this(cloneSource.GraphicsDevice, cloneSource.byteCode)
        {
        }

        public Effect(GraphicsDevice graphicsDevice, byte[] byteCode)
            : base(graphicsDevice)
        {
            this.byteCode = new byte[byteCode.Length];
            Array.Copy(byteCode, this.byteCode, byteCode.Length);

            base.GraphicsDevice.ResourceCreated += new EventHandler<ResourceCreatedEventArgs>(GraphicsDevice_ResourceCreated);
            base.GraphicsDevice.ResourceDestroyed += new EventHandler<ResourceDestroyedEventArgs>(GraphicsDevice_ResourceDestroyed);

            CreateNativeEffect();

            this.currentTechnique = this.techniqueCollection[0];
        }

        ~Effect()
        {
            Dispose();
            base.GraphicsDevice.ResourceCreated -= GraphicsDevice_ResourceCreated;
            base.GraphicsDevice.ResourceDestroyed -= GraphicsDevice_ResourceDestroyed;
        }

        private void GraphicsDevice_ResourceCreated(object sender, ResourceCreatedEventArgs e)
        {
            if (nativeEffect.IsAlive)
            {
                nativeEffect.Target.Dispose();
            }

            CreateNativeEffect();
        }

        private void GraphicsDevice_ResourceDestroyed(object sender, ResourceDestroyedEventArgs e)
        {
            if (nativeEffect.IsAlive)
            {
                nativeEffect.Target.Dispose();
            }
        }

        public virtual Effect Clone()
        {
            throw new NotImplementedException();
        }

        internal INativeEffect NativeEffect
        {
            get
            {
                if (!nativeEffect.IsAlive)
                {
                    CreateNativeEffect();
                }

                return this.nativeEffect.Target;
            }
        }

        public EffectTechnique CurrentTechnique
        {
            get
            {
                return this.currentTechnique;
            }
            set
            {
                this.currentTechnique = value;
            }
        }

        public EffectParameterCollection Parameters
        {
            get
            {
                return this.parameterCollection;
            }
        }

        public EffectTechniqueCollection Techniques
        {
            get
            {
                return this.techniqueCollection;
            }
        }

        public override void Dispose()
        {
            if (nativeEffect.IsAlive)
            {
                nativeEffect.Target.Dispose();
            }
        }

        protected override void Dispose(Boolean disposeManaged)
        {
            throw new NotImplementedException();
        }

        private void CreateNativeEffect()
        {
            this.nativeEffect = new WeakReference<INativeEffect>(AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateEffect(GraphicsDevice, this, new MemoryStream(this.byteCode, false)));

            this.techniqueCollection = new EffectTechniqueCollection(this, this.nativeEffect.Target);
            this.parameterCollection = new EffectParameterCollection(this, this.nativeEffect.Target);
        }
    }
}