// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#ifndef __I_GUI_STATIC_TEXT_H_INCLUDED__
#define __I_GUI_STATIC_TEXT_H_INCLUDED__

#include "IGUIElement.h"
#include "SColor.h"

#include <functional>
#include <memory>
#include <string>
#include <vector>

namespace irr
{
namespace gui
{
	class IGUIFont;
	struct GlyphLayout;

	//! Multi or single line text label.
	class IGUIStaticText : public IGUIElement
	{
	public:

		//! constructor
		IGUIStaticText(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
			: IGUIElement(EGUIET_STATIC_TEXT, environment, parent, id, rectangle) {}

		//! Sets another skin independent font.
		/** If this is set to zero, the button uses the font of the skin.
		\param font: New font to set. */
		virtual void setOverrideFont(IGUIFont* font=0) = 0;

		//! Gets the override font (if any)
		/** \return The override font (may be 0) */
		virtual IGUIFont* getOverrideFont(void) const = 0;

		//! Get the font which is used right now for drawing
		/** Currently this is the override font when one is set and the
		font of the active skin otherwise */
		virtual IGUIFont* getActiveFont() const = 0;

		//! Sets another color for the text.
		/** If set, the static text does not use the EGDC_BUTTON_TEXT color defined
		in the skin, but the set color instead. You don't need to call
		IGUIStaticText::enableOverrrideColor(true) after this, this is done
		by this function.
		If you set a color, and you want the text displayed with the color
		of the skin again, call IGUIStaticText::enableOverrideColor(false);
		\param color: New color of the text. */
		virtual void setOverrideColor(video::SColor color) = 0;

		//! Gets the override color
		/** \return: The override color */
		virtual video::SColor getOverrideColor(void) const = 0;

		//! Sets if the static text should use the overide color or the color in the gui skin.
		/** \param enable: If set to true, the override color, which can be set
		with IGUIStaticText::setOverrideColor is used, otherwise the
		EGDC_BUTTON_TEXT color of the skin. */
		virtual void enableOverrideColor(bool enable) = 0;

		//! Checks if an override color is enabled
		/** \return true if the override color is enabled, false otherwise */
		virtual bool isOverrideColorEnabled(void) const = 0;

		//! Sets another color for the background.
		virtual void setBackgroundColor(video::SColor color) = 0;

		//! Sets whether to draw the background
		virtual void setDrawBackground(bool draw) = 0;

		//! Gets the background color
		/** \return: The background color */
		virtual video::SColor getBackgroundColor() const = 0;

		//! Checks if background drawing is enabled
		/** \return true if background drawing is enabled, false otherwise */
		virtual bool isDrawBackgroundEnabled() const = 0;

		//! Sets whether to draw the border
		virtual void setDrawBorder(bool draw) = 0;

		//! Checks if border drawing is enabled
		/** \return true if border drawing is enabled, false otherwise */
		virtual bool isDrawBorderEnabled() const = 0;

		//! Sets text justification mode
		/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
		EGUIA_LOWEERRIGHT for right justified, or EGUIA_CENTER for centered text.
		\param vertical: EGUIA_UPPERLEFT to align with top edge,
		EGUIA_LOWEERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */
		virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;

		//! Enables or disables word wrap for using the static text as multiline text control.
		/** \param enable: If set to true, words going over one line are
		broken on to the next line. */
		virtual void setWordWrap(bool enable) = 0;

		//! Checks if word wrap is enabled
		/** \return true if word wrap is enabled, false otherwise */
		virtual bool isWordWrapEnabled(void) const = 0;

		//! Returns the height of the text in pixels when it is drawn.
		/** This is useful for adjusting the layout of gui elements based on the height
		of the multiline text in this element.
		\return Height of text in pixels. */
		virtual s32 getTextHeight() const = 0;

		//! Returns the width of the current text, in the current font
		/** If the text is broken, this returns the width of the widest line
		\return The width of the text, or the widest broken line. */
		virtual s32 getTextWidth(void) const = 0;

		//! Set whether the text in this label should be clipped if it goes outside bounds
		virtual void setTextRestrainedInside(bool restrainedInside) = 0;

		//! Checks if the text in this label should be clipped if it goes outside bounds
		virtual bool isTextRestrainedInside() const = 0;

		virtual const std::vector<GlyphLayout>& getGlyphLayouts() const = 0;
		virtual void setGlyphLayouts(std::vector<GlyphLayout>& gls) = 0;
		virtual void clearGlyphLayouts() = 0;
		virtual void setUseGlyphLayoutsOnly(bool gls_only) = 0;
		virtual bool useGlyphLayoutsOnly() const = 0;
		virtual void setMouseCallback(std::function<bool(IGUIStaticText* text, SEvent::SMouseInput)> cb) {}
		virtual s32 getCluster(int x, int y, std::shared_ptr<std::u32string>* out_orig_str, int* out_glyph_idx = NULL) { return -1; }
	};


} // end namespace gui
} // end namespace irr

#endif

