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

#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 VertexBuffer : GraphicsResource, IGraphicsResource
    {
        private VertexDeclaration vertexDeclaration;
        private int vertexCount;
        private BufferUsage bufferUsage;
        private INativeBuffer nativeVertexBuffer;

        public VertexBuffer(GraphicsDevice graphicsDevice, Type vertexType, int vertexCount, BufferUsage usage)
            : this(graphicsDevice, VertexBuffer.TypeToVertexDeclaration(vertexType), vertexCount, usage)
        {
        }

        public VertexBuffer(GraphicsDevice graphicsDevice, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
            : base(graphicsDevice)
        {
            this.vertexCount = vertexCount;
            this.vertexDeclaration = vertexDeclaration;
            this.bufferUsage = usage;

            this.nativeVertexBuffer = AddInSystemFactory.Instance.GetCurrentCreator<IRenderSystemCreator>().CreateVertexBuffer(graphicsDevice, vertexDeclaration, vertexCount, usage);
        }

        public BufferUsage BufferUsage
        {
            get
            {
                return this.bufferUsage;
            }
        }

        public int VertexCount
        {
            get
            {
                return this.vertexCount;
            }
        }

        public VertexDeclaration VertexDeclaration
        {
            get
            {
                return this.vertexDeclaration;
            }
        }

        public void GetData<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
        {
            throw new NotImplementedException();
        }

        public void GetData<T>(T[] data) where T : struct
        {
            throw new NotImplementedException();
        }

        public void GetData<T>(T[] data, int startIndex, int elementCount) where T : struct
        {
            throw new NotImplementedException();
        }

        public void SetData<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
        {
            //this.nativeVertexBuffer.SetData<T>(GraphicsDevice, offsetInBytes, data, startIndex, elementCount, vertexStride);
            throw new NotImplementedException();
        }

        public void SetData<T>(T[] data) where T : struct
        {
            this.nativeVertexBuffer.SetData<T>(GraphicsDevice, data);
        }

        public void SetData<T>(T[] data, int startIndex, int elementCount) where T : struct
        {
            this.nativeVertexBuffer.SetData<T>(GraphicsDevice, data, startIndex, elementCount);
        }

        private static VertexDeclaration TypeToVertexDeclaration(Type t)
        {
            IVertexType vt = Activator.CreateInstance(t) as IVertexType;
            if (vt != null)
            {
                return vt.VertexDeclaration;
            }

            return null;
        }

        public override void Dispose()
        {
            if (nativeVertexBuffer != null)
            {
                nativeVertexBuffer.Dispose();
                nativeVertexBuffer = null;
            }

            if (vertexDeclaration != null)
            {
                // do not dispose the VertexDeclaration here, because it's only a reference
                vertexDeclaration = null;
            }
        }

        [Obsolete("This is not a original XNA property")]
        public INativeBuffer NativeVertexBuffer
        {
            get
            {
                return this.nativeVertexBuffer;
            }
        }

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

    }
}