//
// Copyright (c) 2008-2020 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// THE SOFTWARE.
//

#pragma once

#include "Sample.h"

namespace Urho3D
{

class Node;
class Scene;

}

/// Huge object count example.
/// This sample demonstrates:
///     - Creating a scene with 250 x 250 simple objects
///     - Competing with http://yosoygames.com.ar/wp/2013/07/ogre-2-0-is-up-to-3x-faster/ :)
///     - Allowing examination of performance hotspots in the rendering code
///     - Using the profiler to measure the time taken to animate the scene
///     - Optionally speeding up rendering by grouping objects with the StaticModelGroup component
class HugeObjectCount : public Sample
{
    URHO3D_OBJECT(HugeObjectCount, Sample);

public:
    /// Construct.
    explicit HugeObjectCount(Context* context);

    /// Setup after engine initialization and before running the main loop.
    void Start() override;

protected:
    /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
    String GetScreenJoystickPatchString() const override { return
        "<patch>"
        "    <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
        "    <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Group</replace>"
        "    <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
        "        <element type=\"Text\">"
        "            <attribute name=\"Name\" value=\"KeyBinding\" />"
        "            <attribute name=\"Text\" value=\"G\" />"
        "        </element>"
        "    </add>"
        "    <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
        "    <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Animation</replace>"
        "    <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
        "        <element type=\"Text\">"
        "            <attribute name=\"Name\" value=\"KeyBinding\" />"
        "            <attribute name=\"Text\" value=\"SPACE\" />"
        "        </element>"
        "    </add>"
        "</patch>";
    }

private:
    /// Construct the scene content.
    void CreateScene();
    /// Construct an instruction text to the UI.
    void CreateInstructions();
    /// Set up a viewport for displaying the scene.
    void SetupViewport();
    /// Subscribe to application-wide logic update events.
    void SubscribeToEvents();
    /// Read input and move the camera.
    void MoveCamera(float timeStep);
    /// Animate the scene.
    void AnimateObjects(float timeStep);
    /// Handle the logic update event.
    void HandleUpdate(StringHash eventType, VariantMap& eventData);

    /// Box scene nodes.
    Vector<SharedPtr<Node> > boxNodes_;
    /// Animation flag.
    bool animate_;
    /// Group optimization flag.
    bool useGroups_;
};
