/**
 * vim: set ts=4 :
 * ===============================================================
 * SourceMod (C)2004-2007 AlliedModders LLC.  All rights reserved.
 * ===============================================================
 *
 * This file is not open source and may not be copied without explicit
 * written permission of AlliedModders LLC.  This file may not be redistributed 
 * in whole or significant part.
 * For information, see LICENSE.txt or http://www.sourcemod.net/license.php
 *
 * Version: $Id$
 */

#ifndef _INCLUDE_SOURCEMOD_EVENTMANAGER_H_
#define _INCLUDE_SOURCEMOD_EVENTMANAGER_H_

#include "sm_globals.h"
#include "sourcemm_api.h"
#include "sm_trie.h"
#include <sh_list.h>
#include <sh_stack.h>
#include <IHandleSys.h>
#include <IForwardSys.h>
#include <IPluginSys.h>

using namespace SourceHook;

struct EventInfo
{
	IGameEvent *pEvent;
	IdentityToken_t *pOwner;
};

struct EventHook
{
	EventHook()
	{
		pPreHook = NULL;
		pPostHook = NULL;
		postCopy = false;
		pEventCopy = NULL;
		refCount = 0;
	}
	IChangeableForward *pPreHook;
	IChangeableForward *pPostHook;
	bool postCopy;
	IGameEvent *pEventCopy;
	unsigned int refCount;
};

enum EventHookMode
{
	EventHookMode_Pre,
	EventHookMode_Post,
	EventHookMode_PostNoCopy
};

enum EventHookError
{
	EventHookErr_Okay = 0,			/**< No error */
	EventHookErr_InvalidEvent,		/**< Specified event does not exist */
	EventHookErr_NotActive,			/**< Specified event has no active hook */
	EventHookErr_InvalidCallback,	/**< Specified event does not fire specified callback */ 
};

class EventManager :
	public SMGlobalClass,
	public IHandleTypeDispatch,
	public IPluginsListener,
	public IGameEventListener2
{
public:
	EventManager();
	~EventManager();
public: // SMGlobalClass
	void OnSourceModAllInitialized();
	void OnSourceModShutdown();
public: // IHandleTypeDispatch
	void OnHandleDestroy(HandleType_t type, void *object);
public: // IPluginsListener
	void OnPluginUnloaded(IPlugin *plugin);
public: // IGameEventListener2
	void FireGameEvent(IGameEvent *pEvent);
public:
	/**
	 * Get the 'GameEvent' handle type ID.
	 */
	inline HandleType_t GetHandleType()
	{
		return m_EventType;
	}
public:
	EventHookError HookEvent(const char *name, IPluginFunction *pFunction, EventHookMode mode=EventHookMode_Post);
	EventHookError UnhookEvent(const char *name, IPluginFunction *pFunction, EventHookMode mode=EventHookMode_Post);
	EventInfo *CreateEvent(IPluginContext *pContext, const char *name, bool force=false);
	void FireEvent(EventInfo *pInfo, bool bDontBroadcast=false);
	void CancelCreatedEvent(EventInfo *pInfo);
private: // IGameEventManager2 hooks
	bool OnFireEvent(IGameEvent *pEvent, bool bDontBroadcast);
	bool OnFireEvent_Post(IGameEvent *pEvent, bool bDontBroadcast);
private:
	HandleType_t m_EventType;
	Trie *m_EventHooks;
	CStack<EventInfo *> m_FreeEvents;
	CStack<const char *> m_EventNames;
};

extern EventManager g_EventManager;

#endif // _INCLUDE_SOURCEMOD_EVENTMANAGER_H_