/// Copyright (c) 2010 Ruben Penalva. All rights reserved.
/// Redistribution and use in source and binary forms, with or without modification, 
/// are permitted provided that the following conditions are met:
///    1. Redistributions of source code must retain the above copyright notice, this 
///    list of conditions and the following disclaimer.
///    2. Redistributions in binary form must reproduce the above copyright notice,
///    this list of conditions and the following disclaimer in the documentation and/or
///    other materials provided with the distribution.
///    3. The name of the author may not be used to endorse or promote products derived
///    from this software without specific prior written permission.
///
/// THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES,
/// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 
/// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, 
/// INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED 
/// TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 
/// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 
/// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF 
/// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "Logic.h"

using namespace TestFrameWork;

Logic::Logic(ILogicCallablePtr logic, TestFrameWork::ScenePtr scene, 
			 TestFrameWork::ScenePtr sceneBuffer) : m_logic(logic), m_scene(scene), m_sceneBuffer(sceneBuffer)
{
}

Logic::~Logic()
{
}

void Logic::Initialize(void)
{
	m_scene->Commit(m_sceneBuffer);

	m_logic->SetupScene();

	m_sceneBuffer->Commit(m_scene);
}

UserEventQueue& Logic::GetEventQueue(void)
{
	return m_events;
}

void Logic::Run(float elapsedTime)
{
	ProcessUserQueue(elapsedTime);

	m_logic->Run(elapsedTime);

	m_sceneBuffer->Commit(m_scene);
}


void Logic::ProcessUserQueue(float elapsedTime)
{
	RawUserEventsQueue eventsQueue(m_events.Clone());

	RawUserEventsQueue::iterator it(eventsQueue.begin());
	RawUserEventsQueue::iterator itEnd(eventsQueue.end());

	while (it != itEnd)
	{
		IUserEventPtr event(*it);
		UserEventType eventType(event->GetUserEventType());

		switch(eventType)
		{
			case Mouse:
				m_logic->OnMouseEvent(elapsedTime, boost::shared_polymorphic_downcast<MouseEvent>(event));
				break;
			
			case Custom:
				m_logic->OnCustomEvent(elapsedTime, boost::shared_polymorphic_downcast<ICustomEvent>(event));
				break;

			default:
				assert(false);
				break;
		}

		++it;
	}
}