/* OpenSceneGraph example, osgcatch.
*
*  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 SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include <osgDB/ReadFile>
#include <osgDB/WriteFile>

#include <osgUtil/Optimizer>
#include <osgUtil/GLObjectsVisitor>

#include <osgText/Text>

#include <osg/Geode>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/Switch>
#include <osg/TexMat>
#include <osg/Texture2D>
#include <osg/Timer>
#include <osg/io_utils>

#include <osgGA/GUIEventHandler>

#include <osgParticle/ExplosionEffect>
#include <osgParticle/ExplosionDebrisEffect>
#include <osgParticle/SmokeEffect>
#include <osgParticle/FireEffect>

#include <osgViewer/Viewer>

#include <iostream>
#include <sstream>

typedef std::vector<std::string> FileList;
typedef std::map<std::string, osg::ref_ptr<osg::Node> >  ObjectMap;

static ObjectMap    s_objectMap;

class Character : public osg::Referenced
{
public:
    Character();
    
    void setCharacter(const std::string& filename, const std::string& name, const osg::Vec3& orgin, const osg::Vec3& width, const osg::Vec3& catchPos, float positionRatio);
    
    void setLives(const std::string& filename, const osg::Vec3& orgin, const osg::Vec3& delta, unsigned int numLives);
    
    void setCatches(const std::string& filename, const osg::Vec3& orgin, const osg::Vec3& delta, unsigned int numLives);

    void moveLeft();
    void moveRight();
    void moveTo(float positionRatio);

    void reset();

    void resetCatches();

    bool addCatch();
    
    bool looseLife();

    osg::Vec3 getCurrentCenterOfBasket() const { return _character->getPosition()+_centerBasket; }
    float getCurrentRadiusOfBasket() const { return _radiusBasket; }

    osg::Vec3 getLowerLeft() const { return _character->getPosition(); }
    osg::Vec3 getUpperRight() const { return _character->getPosition(); }

    osg::Vec3 _origin;
    osg::Vec3 _width;

    float                                        _positionRatio;
    osg::ref_ptr<osg::PositionAttitudeTransform> _character;

    unsigned int                                 _numLives;
    osg::ref_ptr<osg::Switch>                    _livesSwitch;

    unsigned int                                 _numCatches;
    osg::ref_ptr<osg::Switch>                    _catchSwitch;
    
    osg::ref_ptr<osg::Group>                     _objectsGroup;
    
    osg::Vec3                                    _centerBasket;
    float                                        _radiusBasket;
    
};

Character::Character():
    _positionRatio(0.5f),
    _numLives(3),
    _numCatches(0)
{
}


void Character::setCharacter(const std::string& filename, const std::string& name, const osg::Vec3& origin, const osg::Vec3& width, const osg::Vec3& catchPos, float positionRatio)
{
    _origin = origin;
    _width = width;
    _positionRatio = positionRatio;
    _numLives = 3;
    _numCatches = 0;

    float _characterSize = _width.length()*0.2f;

    osg::Image* image = osgDB::readImageFile(filename);
    if (image)
    {
        osg::Vec3 pos(-0.5f*_characterSize,0.0f,0.0f);
        osg::Vec3 width(_characterSize*((float)image->s())/(float)(image->t()),0.0f,0.0);
        osg::Vec3 height(0.0f,0.0f,_characterSize);

        osg::Geometry* geometry = osg::createTexturedQuadGeometry(pos,width,height);
        osg::StateSet* stateset = geometry->getOrCreateStateSet();
        stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON);
        stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
        stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

        osg::Geode* geode = new osg::Geode;
        geode->addDrawable(geometry);

        _character = new osg::PositionAttitudeTransform;
        _character->setName(name);
        _character->addChild(geode);
        
        moveTo(positionRatio);

        _centerBasket = width*catchPos.x() + height*catchPos.y() + pos;
        _radiusBasket = width.length()*catchPos.z();

    }
    
}

void Character::setLives(const std::string& filename, const osg::Vec3& origin, const osg::Vec3& delta, unsigned int numLives)
{
    float characterSize = delta.length();

    _numLives = numLives;
    _livesSwitch = new osg::Switch;

    osg::Image* image = osgDB::readImageFile(filename);
    if (image)
    {
        osg::StateSet* stateset = _livesSwitch->getOrCreateStateSet();
        stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON);
        stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
        stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

        for(unsigned int i=0; i<numLives; ++i)
        {
            osg::Vec3 pos = origin + delta*(float)i + osg::Vec3(0.0f,0.0f,0.0f);
            osg::Vec3 width(characterSize*((float)image->s())/(float)(image->t()),0.0f,0.0);
            osg::Vec3 height(0.0f,0.0f,characterSize);

            osg::Geometry* geometry = osg::createTexturedQuadGeometry(pos,width,height);

            osg::Geode* geode = new osg::Geode;
            geode->addDrawable(geometry);

            _livesSwitch->addChild(geode,true);

        }
    }

}

void Character::setCatches(const std::string& filename, const osg::Vec3& origin, const osg::Vec3& delta, unsigned int numCatches)
{
    float characterSize = delta.length();

    _numCatches = 0;
    _catchSwitch = new osg::Switch;

    osg::Image* image = osgDB::readImageFile(filename);
    if (image)
    {
        osg::StateSet* stateset = _catchSwitch->getOrCreateStateSet();
        stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON);
        stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
        stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

        for(unsigned int i=0; i<numCatches; ++i)
        {
            osg::Vec3 pos = origin + delta*(float)i + osg::Vec3(0.0f,0.0f,0.0f);
            osg::Vec3 width(characterSize,0.0f,0.0);
            osg::Vec3 height(0.0f,0.0f,characterSize*((float)image->t())/(float)(image->s()));

            osg::Geometry* geometry = osg::createTexturedQuadGeometry(pos,width,height);

            osg::Geode* geode = new osg::Geode;
            geode->addDrawable(geometry);

            _catchSwitch->addChild(geode,false);

        }
    }

}

void Character::moveLeft()
{
    moveTo(_positionRatio - 0.01f);
}

void Character::moveRight()
{
    moveTo(_positionRatio + 0.01f);
}

void Character::moveTo(float positionRatio)
{
    if (positionRatio<0.0f) positionRatio = 0.0f;
    if (positionRatio>1.0f) positionRatio = 1.0f;

    _positionRatio = positionRatio;
    _character->setPosition(_origin+_width*+positionRatio);
}

void Character::reset()
{
    _numCatches = 0;
    _numLives = _livesSwitch->getNumChildren();

    _livesSwitch->setAllChildrenOn();
    _catchSwitch->setAllChildrenOff();
}

void Character::resetCatches()
{
    _numCatches = 0;
    _catchSwitch->setAllChildrenOff();
}

bool Character::addCatch()
{
    if (!_catchSwitch || _numCatches>=_catchSwitch->getNumChildren()) return false;
    
    _catchSwitch->setValue(_numCatches,true);
    ++_numCatches;
    
    return true;
}

bool Character::looseLife()
{
    if (!_livesSwitch || _numLives==0) return false;
    
    --_numLives;
    _livesSwitch->setValue(_numLives,false);
    
    return (_numLives!=0);
}


//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
class CatchableObject  : public osg::Referenced
{
    public:
        CatchableObject();

        void setObject(const std::string& filename, const std::string& name, const osg::Vec3& center, float size, const osg::Vec3& direction);

        bool anyInside(const osg::Vec3& lower_left, const osg::Vec3& top_right);

        bool centerInside(const osg::Vec3& center, float radius);
        
        void explode();
        
        bool dangerous() { return _dangerous; }

        void stop() { _stopped = true; }
        
        bool stopped() { return _stopped; }
        
        void setTimeToRemove(double time) { _timeToRemove=time; }
        
        double getTimeToRemove() { return _timeToRemove; }
        
        bool needToRemove(double time) { return  _timeToRemove>=0.0 && time>_timeToRemove; }
        
        osg::ref_ptr<osg::PositionAttitudeTransform> _object;
        osg::Vec3                                    _velocity;
        float                                        _mass;
        float                                        _radius;

        bool                                         _stopped;
        bool                                         _dangerous;

        double                                       _timeToRemove;

        static void setUpCatchablesMap(const FileList& fileList);

    public:
    
        // update position and velocity
        void update(double dt);

        /// Set the viscosity of the fluid.
        inline void setFluidViscosity(float v)
        {
            _viscosity = v;
            _viscosityCoefficient = 6 * osg::PI * _viscosity;
        }
       
        /// Get the viscosity of the fluid.
        inline float getFluidViscosity() const { return _viscosity; }

        /// Set the density of the fluid.
        inline void setFluidDensity(float d)
        {
            _density = d;
            _densityCoefficeint = 0.2f * osg::PI * _density;
        }

        /// Get the density of the fluid.
        inline float getFluidDensity() const { return _density; }
        
        
        /// Set the wind vector.
        inline void setWind(const osg::Vec3& wind) { _wind = wind; }
        
        /// Get the wind vector.
        inline const osg::Vec3& getWind() const { return _wind; }
        
        /// Set the acceleration vector.
        inline void setAcceleration(const osg::Vec3& v) { _acceleration = v; }
        
        /// Get the acceleration vector.
        inline const osg::Vec3& getAcceleration() const { return _acceleration; }

        /** Set the acceleration vector to the gravity on earth (0, 0, -9.81).
            The acceleration will be multiplied by the <CODE>scale</CODE> parameter.
        */
        inline void setToGravity(float scale = 1.0f) { _acceleration.set(0, 0, -9.81f*scale); }

        /// Set the fluid parameters as for air (20°C temperature).
        inline void setFluidToAir()
        {
            setToGravity(1.0f);
            setFluidDensity(1.2929f);
            setFluidViscosity(1.8e-5f);
        }
        
        /// Set the fluid parameters as for pure water (20°C temperature).
        inline void setFluidToWater()
        {
            setToGravity(1.0f);
            setFluidDensity(1.0f);
            setFluidViscosity(1.002e-3f);
        }
            

    protected:

        osg::Vec3   _acceleration;
        float       _viscosity;
        float       _density;
        osg::Vec3   _wind;

        float       _viscosityCoefficient;
        float       _densityCoefficeint;
        
 
};

CatchableObject::CatchableObject()
{
    _stopped = false;
    _dangerous = false;
    
    _timeToRemove = -1.0; // do not remove.
    setFluidToAir();
}

void CatchableObject::setUpCatchablesMap(const FileList& fileList)
{
    for(FileList::const_iterator itr=fileList.begin();
        itr!=fileList.end();
        ++itr)
    {
        const std::string& filename = *itr;
        osg::Image* image = osgDB::readImageFile(filename);
        if (image)
        {
            osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet();
            stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON);
            stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
            stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
            
            osg::Vec3 width((float)(image->s())/(float)(image->t()),0.0f,0.0);
            osg::Vec3 height(0.0f,0.0f,1.0f);
            osg::Vec3 pos = (width+height)*-0.5f;

            osg::Geometry* geometry = osg::createTexturedQuadGeometry(pos,width,height);
            geometry->setStateSet(stateset.get());

            osg::Geode* geode = new osg::Geode;
            geode->addDrawable(geometry);

            s_objectMap[filename] = geode;
        }
    }
}

void CatchableObject::setObject(const std::string& filename, const std::string& name, const osg::Vec3& center, float characterSize, const osg::Vec3& velocity)
{
    _radius = 0.5f*characterSize;
    float Area = osg::PI*_radius*_radius;
    float Volume = Area*_radius*4.0f/3.0f;

    _velocity = velocity;
    _mass = 1000.0*Volume;

    if (s_objectMap.count(filename)!=0)
    {
        osg::PositionAttitudeTransform* scaleTransform = new osg::PositionAttitudeTransform;
        scaleTransform->setScale(osg::Vec3(characterSize,characterSize,characterSize));
        scaleTransform->addChild(s_objectMap[filename].get());

        _object = new osg::PositionAttitudeTransform;
        _object->setName(name);
        _object->setPosition(center);
        _object->addChild(scaleTransform);
    }
    else
    {
        osg::notify(osg::NOTICE)<<"CatchableObject::setObject("<<filename<<") not able to create catchable object."<<std::endl;
    }
}

void CatchableObject::update(double dt)
{
    if (_stopped) return;

    float Area = osg::PI*_radius*_radius;
    float Volume = Area*_radius*4.0f/3.0f;

    // compute force due to gravity + boyancy of displacing the fluid that the particle is emersed in.
    osg::Vec3 force = _acceleration * (_mass - _density*Volume);

    // compute force due to friction
    osg::Vec3 relative_wind = _velocity-_wind;            
    force -= relative_wind * Area * (_viscosityCoefficient + _densityCoefficeint*relative_wind.length());            

    // divide force by mass to get acceleration.
    _velocity += force*(dt/_mass);
    _object->setPosition(_object->getPosition()+_velocity*dt);
}

bool CatchableObject::anyInside(const osg::Vec3& lower_left, const osg::Vec3& upper_right)
{
    osg::Vec3 pos = _object->getPosition();
    
    if (pos.x()+_radius < lower_left.x()) return false;
    if (pos.x()-_radius > upper_right.x()) return false;
    if (pos.z()+_radius < lower_left.z()) return false;
    if (pos.z()-_radius > upper_right.z()) return false;

    return true;
}

bool CatchableObject::centerInside(const osg::Vec3& center, float radius)
{
    osg::Vec3 delta = _object->getPosition() - center;
    return (delta.length()<radius);
}


void CatchableObject::explode()
{
    osg::Vec3 position(0.0f,0.0f,0.0f);
    osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, _radius);
    osgParticle::ExplosionDebrisEffect* explosionDebri = new osgParticle::ExplosionDebrisEffect(position, _radius);
    osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, _radius);
    osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, _radius);

    explosion->setWind(_wind);
    explosionDebri->setWind(_wind);
    smoke->setWind(_wind);
    fire->setWind(_wind);

    _object->addChild(explosion);
    _object->addChild(explosionDebri);
    _object->addChild(smoke);
    _object->addChild(fire);

    _dangerous = true;

}



//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
class GameEventHandler : public osgGA::GUIEventHandler
{
public:

    GameEventHandler();
    
    META_Object(osgStereImageApp,GameEventHandler);

    virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&);
    
    virtual void getUsage(osg::ApplicationUsage& usage) const;
    
    osg::Matrix getCameraPosition();
    
    void compileGLObjects(osg::State& state)
    {
        osgUtil::GLObjectsVisitor compile;
        compile.setState(&state);
    
        for(ObjectMap::iterator itr = s_objectMap.begin();
            itr != s_objectMap.end();
            ++itr)
        {
            itr->second->accept(compile);
        }
    }
    
    osg::Node* createScene();
    
    void setFOVY(float fovy) { _fovy = fovy; }
    float getFOVY() const { return _fovy; }
    
    void createNewCatchable();
    
    void clearCatchables()
    {
        for(CatchableObjectList::iterator itr=_catchableObjects.begin();
            itr!=_catchableObjects.end();
            ++itr)
        {
            // need to remove
            // remove child from parents.
            osg::ref_ptr<osg::PositionAttitudeTransform> child = (*itr)->_object;
            osg::Node::ParentList parents = child->getParents();
            for(osg::Node::ParentList::iterator pitr=parents.begin();
                pitr!=parents.end();
                ++pitr)
            {
                (*pitr)->removeChild(child.get());
            }
        }

        _catchableObjects.clear();
    }
    
    void resetLevel()
    {
        _level = 0;
        _levelSwitch->setSingleChildOn(_level);
        clearCatchables();

        updateLevelText();

        _levelStartTick = osg::Timer::instance()->tick();
    }
    
    void nextLevel()
    {
        ++_level;
        if (_level < _levelSwitch->getNumChildren())
        {
            _levelSwitch->setSingleChildOn(_level);
            clearCatchables();
        }

        updateLevelText();

        _levelStartTick = osg::Timer::instance()->tick();
    }

    bool gameComplete()
    {
        return _level >= _levelSwitch->getNumChildren();
    }

    void resetGame()
    {
        _currentScore = 0;
        
        updateTextWithScore();

        clearCatchables();
        resetLevel();
        
        for(unsigned int i=0;i<_numberOfPlayers;++i)
        {
            _players[i].reset();
        }
    }


    enum Players
    {
        PLAYER_GIRL,
        PLAYER_BOY
    };

    void addPlayer(Players player)
    {
        osg::Vec3 livesPosition;
        osg::Vec3 catchesPosition;
        if (_numberOfPlayers==0)
        {
            livesPosition = _originBaseLine+osg::Vec3(0.0f,-0.5f,0.0f);
            catchesPosition = _originBaseLine+osg::Vec3(100.0f,-0.5f,0.0f);
        }
        else
        {
            livesPosition = _originBaseLine+osg::Vec3(1000.0f,-0.5f,000.0f);
            catchesPosition = _originBaseLine+osg::Vec3(1100.0f,-0.5f,0.0f);
        }
        
        switch(player)
        {
            case PLAYER_GIRL:
            {
                std::string player_one = "Catch/girl.png"; 
                osg::Vec3 catchPos(0.2, 0.57, 0.34);

                _players[_numberOfPlayers].setCharacter(player_one,"girl", _originBaseLine + osg::Vec3(0.0f,-1.0f,0.0f), _widthBaseLine, catchPos, 0.5f);
                _players[_numberOfPlayers].setLives(player_one,livesPosition, osg::Vec3(0.0f,0.0f,100.0f),3);
                _players[_numberOfPlayers].setCatches("Catch/broach.png",catchesPosition, osg::Vec3(0.0f,0.0f,100.0f),10);

                ++_numberOfPlayers;
                break;
            }
            case PLAYER_BOY:
            {
                std::string player_two = "Catch/boy.png"; 
                osg::Vec3 catchPos(0.8, 0.57, 0.34);

                _players[_numberOfPlayers].setCharacter(player_two,"boy", _originBaseLine + osg::Vec3(0.0f,-2.0f,0.0f), _widthBaseLine, catchPos, 0.5f);
                _players[_numberOfPlayers].setLives(player_two,livesPosition, osg::Vec3(0.0f,0.0f,100.0f),3);
                _players[_numberOfPlayers].setCatches("Catch/broach.png",catchesPosition, osg::Vec3(0.0f,0.0f,100.0f),10);

                 ++_numberOfPlayers;
               break;
            }
        }                
    }
    
    
    typedef std::vector< osg::ref_ptr<osgText::Text> > TextList;

    void updateScoreWithCatch()
    {
        _currentScore += 1;
        updateTextWithScore();
    }

    void updateScoreWithLevel()
    {
        osg::Timer_t newTick = osg::Timer::instance()->tick();
        double timeForLevel = osg::Timer::instance()->delta_s(_levelStartTick, newTick);

        // a ten second level gets you 10 points, 
        // a twenty second levels gets you 5 points.        
        _currentScore += static_cast<unsigned int>(10000.0f/(timeForLevel*timeForLevel));

        updateTextWithScore();

    }

    void updateTextWithScore()
    {
        std::ostringstream os;
        os<<"Score: "<<_currentScore;
        
        std::string textString = os.str();
    
        for(TextList::iterator itr = _scoreTextList.begin();
            itr != _scoreTextList.end();
            ++itr)
        {
            (*itr)->setText(textString);
        }
    }        
    
    void updateLevelText()
    {
        std::ostringstream os;
        os<<"Level: "<<_level+1;
        _levelText->setText(os.str());
    }
        

protected:

    ~GameEventHandler() {}
    GameEventHandler(const GameEventHandler&,const osg::CopyOp&) {}

    osg::Vec3 _origin;
    osg::Vec3 _width;
    osg::Vec3 _height;
    osg::Vec3 _originBaseLine;
    osg::Vec3 _widthBaseLine;
    float     _characterSize;
    
    float _fovy;

    unsigned _level;
    
    float _chanceOfExplodingAtStart;
    float _initialNumDropsPerSecond;
    
    osg::ref_ptr<osg::Switch>   _gameSwitch;
    osg::ref_ptr<osg::Group>    _gameGroup;
    osg::ref_ptr<osg::Switch>   _levelSwitch;
    
    unsigned int                _currentIndex;
    unsigned int                _welcomeIndex;
    unsigned int                _lostIndex;
    unsigned int                _wonIndex;
    unsigned int                _gameIndex;
    
    osg::Timer_t                _levelStartTick;
    unsigned int                _currentScore;
    
    osg::ref_ptr<osgText::Text> _levelText;
    TextList                    _scoreTextList;
    
    unsigned int _numberOfPlayers;
    Character _players[2];

    typedef std::list< osg::ref_ptr<CatchableObject> > CatchableObjectList;
    CatchableObjectList _catchableObjects;
    
    FileList _backgroundFiles;
    FileList _benignCatachables;

    bool _leftKeyPressed;
    bool _rightKeyPressed;
    
    osg::ref_ptr<CatchableObject> _dummyCatchable;
    
        
};




GameEventHandler::GameEventHandler()
{
    _origin.set(0.0f,0.0f,0.0f);
    _width.set(1280.0f,0.0f,0.0f);
    _height.set(0.0f,0.0f,1024.0f);
    _widthBaseLine = _width*0.9f;
    _originBaseLine = _origin+_width*0.5-_widthBaseLine*0.5f;
    _characterSize = _width.length()*0.2f;

    _numberOfPlayers = 0;
    _level = 0;

    _chanceOfExplodingAtStart = 0.1f;
    _initialNumDropsPerSecond = 1.0f;

    _leftKeyPressed=false;
    _rightKeyPressed=false;

    _backgroundFiles.push_back("Catch/sky1.JPG");
    _backgroundFiles.push_back("Catch/sky3.JPG");
    _backgroundFiles.push_back("Catch/sky2.JPG");
    _backgroundFiles.push_back("Catch/farm.JPG");

    _benignCatachables.push_back("Catch/a.png");
    _benignCatachables.push_back("Catch/b.png");
    _benignCatachables.push_back("Catch/c.png");
    _benignCatachables.push_back("Catch/m.png");
    _benignCatachables.push_back("Catch/n.png");
    _benignCatachables.push_back("Catch/s.png");
    _benignCatachables.push_back("Catch/t.png");
    _benignCatachables.push_back("Catch/u.png");
    _benignCatachables.push_back("Catch/ball.png");
    
    CatchableObject::setUpCatchablesMap(_benignCatachables);
    
    _currentScore = 0;
    
    setFOVY(osg::DegreesToRadians(60.0));

}

bool GameEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
{
    if (_currentIndex==_welcomeIndex)
    {
        // welcome screen
        switch(ea.getEventType())
        {
            case(osgGA::GUIEventAdapter::KEYDOWN):
            {
                _currentIndex = _gameIndex;
                _gameSwitch->setSingleChildOn(_currentIndex);
                resetGame();
                return true;
            }
            default:
                return false;
        }
        
    }
    else if (_currentIndex==_lostIndex)
    {
        // lost screen
        switch(ea.getEventType())
        {
            case(osgGA::GUIEventAdapter::KEYDOWN):
            {
                _currentIndex = _gameIndex;
                _gameSwitch->setSingleChildOn(_currentIndex);
                resetGame();
                return true;
            }
            default:
                return false;
        }
        
    }
    else if (_currentIndex==_wonIndex)
    {
        // won screen
        switch(ea.getEventType())
        {
            case(osgGA::GUIEventAdapter::KEYDOWN):
            {
                _currentIndex = _gameIndex;
                _gameSwitch->setSingleChildOn(_currentIndex);
                resetGame();
                return true;
            }
            default:
                return false;
        }
        
    }
    else if (_currentIndex==_gameIndex)
    {
        // in game.

        switch(ea.getEventType())
        {
            case(osgGA::GUIEventAdapter::FRAME):
            {
                // move characters
                if (_leftKeyPressed)
                {
                    if (_numberOfPlayers>=2) _players[1].moveLeft();
                }

                if (_rightKeyPressed)
                {
                    if (_numberOfPlayers>=2) _players[1].moveRight();
                }

                static double previous_time = ea.getTime();
                double dt = ea.getTime()-previous_time;
                previous_time = ea.getTime();

                // move objects
                for(CatchableObjectList::iterator itr=_catchableObjects.begin();
                    itr!=_catchableObjects.end();
                    ++itr)
                {
                    (*itr)->update(dt);

                    bool removeEntry = false;

                    for(unsigned int i=0;i<_numberOfPlayers;++i)
                    {
                        bool inBasket = ((*itr)->centerInside(_players[i].getCurrentCenterOfBasket(),_players[i].getCurrentRadiusOfBasket()));
                    
                        if ((*itr)->dangerous())
                        {
                            if ((*itr)->anyInside(_players[i].getLowerLeft(),_players[i].getUpperRight()) || inBasket)
                            {
                                // player has hit or caught a dangerous object, must loose a life.
                                if (!_players[i].looseLife())
                                {
                                    _currentIndex = _lostIndex;
                                    _gameSwitch->setSingleChildOn(_currentIndex);

                                    return true;
                                }
                                else
                                {
                                    clearCatchables();
                                    return true;
                                }
                            }
                        }
                        else if (inBasket)
                        {
                            // player has caught a safe object.
                            updateScoreWithCatch();
                            
                            if (!_players[i].addCatch())
                            {
                                _players[i].resetCatches();
                                updateScoreWithLevel();
                                nextLevel();
                                if (gameComplete())
                                {
                                    _currentIndex = _wonIndex;
                                    _gameSwitch->setSingleChildOn(_currentIndex);
                                }
                                return true;
                            }

                            removeEntry = true;
                        }
                    }

                    if (!(*itr)->anyInside(_origin, _origin+_width+_height) || 
                        (*itr)->needToRemove(ea.getTime()) ||
                        removeEntry)
                    {
                        // need to remove
                        // remove child from parents.
                        osg::ref_ptr<osg::PositionAttitudeTransform> child = (*itr)->_object;
                        osg::Node::ParentList parents = child->getParents();
                        for(osg::Node::ParentList::iterator pitr=parents.begin();
                            pitr!=parents.end();
                            ++pitr)
                        {
                            (*pitr)->removeChild(child.get());
                        }

                        // remove child from catchable list
                        itr = _catchableObjects.erase(itr);

                    }
                    else if ((*itr)->anyInside(_origin, _origin+_width) && !(*itr)->stopped())
                    {
                        // hit base line
                        (*itr)->explode();
                        (*itr)->stop();
                        (*itr)->setTimeToRemove(ea.getTime()+3.0);
                    }

                }


                // create new catchable objects
                static double previousTime = ea.getTime();
                double deltaTime = ea.getTime()-previousTime;
                previousTime = ea.getTime();

                float numDropsPerSecond = _initialNumDropsPerSecond * (_level+1);
                float r = (float)rand()/(float)RAND_MAX;
                if (r < deltaTime*numDropsPerSecond)
                { 
                    createNewCatchable();
                }



            }
            case(osgGA::GUIEventAdapter::KEYDOWN):
            {
                if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Left)
                {
                    _leftKeyPressed=true;
                    return true;
                }
                else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Right)
                {
                    _rightKeyPressed=true;
                    return true;
                }
            }
            case(osgGA::GUIEventAdapter::KEYUP):
            {
                if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Left)
                {
                    _leftKeyPressed=false;
                    return true;
                }
                else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Right)
                {
                    _rightKeyPressed=false;
                    return true;
                }
            }
            case(osgGA::GUIEventAdapter::DRAG):
            case(osgGA::GUIEventAdapter::MOVE):
            {
                float px = (ea.getXnormalized()+1.0f)*0.5f;

                if (_numberOfPlayers>=1) _players[0].moveTo(px);

                return true;
            }

            default:
                return false;
        }
    }
    return false;    
}

void GameEventHandler::getUsage(osg::ApplicationUsage&) const
{
}

osg::Matrix GameEventHandler::getCameraPosition()
{
    osg::Matrix cameraPosition;
    osg::Vec3 center = _origin+(_width+_height)*0.5f;
    
    float distance = _height.length()/(2.0f*tanf(_fovy*0.5f));
    
    cameraPosition.makeLookAt(center-osg::Vec3(0.0f,distance,0.0f),center,osg::Vec3(0.0f,0.0f,1.0f));
    return cameraPosition;
}

osg::Node* GameEventHandler::createScene()
{
    _gameSwitch = new osg::Switch;
    
    // create a dummy catchable to load all the particule textures to reduce 
    // latency later on..
    _dummyCatchable = new CatchableObject;
    _dummyCatchable->setObject("Catch/a.png","a",osg::Vec3(0.0f,0.0,0.0f),1.0f,osg::Vec3(0.0f,0.0,0.0f));
    _dummyCatchable->explode();

    // set up welcome subgraph
    {
        osg::Geode* geode = new osg::Geode;

        // set up the background
        osg::Image* image = osgDB::readImageFile("Catch/Welcome.jpg");
        if (image)
        {
            osg::Geometry* geometry = osg::createTexturedQuadGeometry(_origin,_width,_height);
            osg::StateSet* stateset = geometry->getOrCreateStateSet();
            stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON);

            geode->addDrawable(geometry);
        }
        
        // set up the text
        osg::Vec3 textPosition = _origin+_width*0.5f+_height*0.8f -osg::Vec3(0.0f,0.1f,0.0f);
        {
            osgText::Text* text = new osgText::Text;
            text->setText("osgcatch is a childrens catching game\nMove your character using the mouse to\ncatch falling objects in your net\nbut avoid burning objects - they kill!!");
            text->setFont("fonts/dirtydoz.ttf");
            text->setPosition(textPosition);
            text->setCharacterSize(_width.length()*0.025f);
            text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
            text->setAlignment(osgText::Text::CENTER_CENTER);
            text->setAxisAlignment(osgText::Text::XZ_PLANE);

            geode->addDrawable(text);
        }
        
        {
            textPosition -= _height*0.25f;
            osgText::Text* text = new osgText::Text;
            text->setText("Move mouse left and right to move character\nCatch ten objects to advance to next level\nComplete four levels to win.");
            text->setFont("fonts/dirtydoz.ttf");
            text->setPosition(textPosition);
            text->setCharacterSize(_width.length()*0.025f);
            text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
            text->setAlignment(osgText::Text::CENTER_CENTER);
            text->setAxisAlignment(osgText::Text::XZ_PLANE);

            geode->addDrawable(text);
        }

        {
            textPosition -= _height*0.25f;
            osgText::Text* text = new osgText::Text;
            text->setText("Game concept and artwork - Caitlin Osfield, aged 5!\nSoftware development - Robert Osfield");
            text->setFont("fonts/dirtydoz.ttf");
            text->setPosition(textPosition);
            text->setCharacterSize(_width.length()*0.025f);
            text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
            text->setAlignment(osgText::Text::CENTER_CENTER);
            text->setAxisAlignment(osgText::Text::XZ_PLANE);

            geode->addDrawable(text);
        }

        {
            textPosition -= _height*0.25f;
            osgText::Text* text = new osgText::Text;
            text->setText("Press any key to start game.\nPress Escape to exit game at any time.");
            text->setFont("fonts/dirtydoz.ttf");
            text->setPosition(textPosition);
            text->setCharacterSize(_width.length()*0.025f);
            text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
            text->setAlignment(osgText::Text::CENTER_CENTER);
            text->setAxisAlignment(osgText::Text::XZ_PLANE);

            geode->addDrawable(text);
        }

        _welcomeIndex = _gameSwitch->getNumChildren();
        _gameSwitch->addChild(geode);
    }

    // set up you've lost subgraph
    {
        osg::Geode* geode = new osg::Geode;

        osg::Image* image = osgDB::readImageFile("Catch/YouLost.jpg");
        if (image)
        {
            osg::Geometry* geometry = osg::createTexturedQuadGeometry(_origin,_width,_height);
            osg::StateSet* stateset = geometry->getOrCreateStateSet();
            stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON);

            geode->addDrawable(geometry);
        }
        
        // set up the text
        osg::Vec3 textPosition = _origin+_width*0.5f+_height*0.75f -osg::Vec3(0.0f,0.1f,0.0f);
        {
            osgText::Text* text = new osgText::Text;
            text->setText("Game Over\nYou lost all three lives");
            text->setFont("fonts/dirtydoz.ttf");
            text->setPosition(textPosition);
            text->setCharacterSize(_width.length()*0.04f);
            text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
            text->setAlignment(osgText::Text::CENTER_CENTER);
            text->setAxisAlignment(osgText::Text::XZ_PLANE);

            geode->addDrawable(text);
        }
        
        {
            textPosition -= _height*0.25f;
            osgText::Text* text = new osgText::Text;
            text->setText("Score: 0");
            text->setFont("fonts/dirtydoz.ttf");
            text->setPosition(textPosition);
            text->setCharacterSize(_width.length()*0.04f);
            text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
            text->setAlignment(osgText::Text::CENTER_CENTER);
            text->setAxisAlignment(osgText::Text::XZ_PLANE);
            text->setDataVariance(osg::Object::DYNAMIC);

            geode->addDrawable(text);
            _scoreTextList.push_back(text);
        }

        {
            textPosition -= _height*0.25f;
            osgText::Text* text = new osgText::Text;
            text->setText("Press any key to have another game.\nPress Escape to exit game.");
            text->setFont("fonts/dirtydoz.ttf");
            text->setPosition(textPosition);
            text->setCharacterSize(_width.length()*0.025f);
            text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
            text->setAlignment(osgText::Text::CENTER_CENTER);
            text->setAxisAlignment(osgText::Text::XZ_PLANE);

            geode->addDrawable(text);
        }

        _lostIndex = _gameSwitch->getNumChildren();
        _gameSwitch->addChild(geode);
    }

    // set up you've won subgraph
    {
        osg::Geode* geode = new osg::Geode;

        osg::Image* image = osgDB::readImageFile("Catch/YouWon.jpg");
        if (image)
        {
            osg::Geometry* geometry = osg::createTexturedQuadGeometry(_origin,_width,_height);
            osg::StateSet* stateset = geometry->getOrCreateStateSet();
            stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON);

            geode->addDrawable(geometry);
        }
        
        // set up the text
        osg::Vec3 textPosition = _origin+_width*0.5f+_height*0.75f -osg::Vec3(0.0f,0.1f,0.0f);
        {
            osgText::Text* text = new osgText::Text;
            text->setText("Well done!!!\nYou completed all levels!");
            text->setFont("fonts/dirtydoz.ttf");
            text->setPosition(textPosition);
            text->setCharacterSize(_width.length()*0.04f);
            text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
            text->setAlignment(osgText::Text::CENTER_CENTER);
            text->setAxisAlignment(osgText::Text::XZ_PLANE);

            geode->addDrawable(text);
        }
        
        {
            textPosition -= _height*0.25f;
            osgText::Text* text = new osgText::Text;
            text->setText("Score: 0");
            text->setFont("fonts/dirtydoz.ttf");
            text->setPosition(textPosition);
            text->setCharacterSize(_width.length()*0.04f);
            text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
            text->setAlignment(osgText::Text::CENTER_CENTER);
            text->setAxisAlignment(osgText::Text::XZ_PLANE);

            geode->addDrawable(text);
            _scoreTextList.push_back(text);
        }

        {
            textPosition -= _height*0.25f;
            osgText::Text* text = new osgText::Text;
            text->setText("Press any key to have another game.\nPress Escape to exit game.");
            text->setFont("fonts/dirtydoz.ttf");
            text->setPosition(textPosition);
            text->setCharacterSize(_width.length()*0.025f);
            text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
            text->setAlignment(osgText::Text::CENTER_CENTER);
            text->setAxisAlignment(osgText::Text::XZ_PLANE);

            geode->addDrawable(text);
        }

        _wonIndex = _gameSwitch->getNumChildren();
        _gameSwitch->addChild(geode);
    }

    // set up game subgraph.
    {
        _gameGroup = new osg::Group;

        if (_numberOfPlayers==0)
        {
            addPlayer(PLAYER_GIRL);
        }

        for(unsigned int i=0;i<_numberOfPlayers;++i)
        {
            _gameGroup->addChild(_players[i]._character.get());
            _gameGroup->addChild(_players[i]._livesSwitch.get());
            _gameGroup->addChild(_players[i]._catchSwitch.get());
        }    

        // background
        {
            _levelSwitch = new osg::Switch;

            for(FileList::const_iterator itr = _backgroundFiles.begin();
                itr != _backgroundFiles.end();
                ++itr)
            {

                osg::Image* image = osgDB::readImageFile(*itr);
                if (image)
                {
                    osg::Geometry* geometry = osg::createTexturedQuadGeometry(_origin,_width,_height);
                    osg::StateSet* stateset = geometry->getOrCreateStateSet();
                    stateset->setTextureAttributeAndModes(0,new osg::Texture2D(image),osg::StateAttribute::ON);

                    osg::Geode* geode = new osg::Geode;
                    geode->addDrawable(geometry);

                    _levelSwitch->addChild(geode);
                }
            }
            _levelSwitch->setSingleChildOn(0);
            _gameGroup->addChild(_levelSwitch.get());
        }


        _gameIndex = _gameSwitch->getNumChildren();
        _gameSwitch->addChild(_gameGroup.get());

        // set up the text
        osg::Vec3 textPosition = _origin+_width*0.05f+_height*0.95f-osg::Vec3(0.0f,0.1f,0.0f);
        {
            osgText::Text* text = new osgText::Text;
            text->setText("Score : 0");
            text->setFont("fonts/dirtydoz.ttf");
            text->setPosition(textPosition);
            text->setCharacterSize(_width.length()*0.04f);
            text->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
            text->setDataVariance(osg::Object::DYNAMIC);
            text->setAxisAlignment(osgText::Text::XZ_PLANE);

            osg::Geode* geode = new osg::Geode;
            geode->addDrawable(text);
            _scoreTextList.push_back(text);
            
            textPosition -= _height*0.05f;
            _levelText = new osgText::Text;
            _levelText->setText("Level : 0");
            _levelText->setFont("fonts/dirtydoz.ttf");
            _levelText->setPosition(textPosition);
            _levelText->setCharacterSize(_width.length()*0.04f);
            _levelText->setColor(osg::Vec4(0.0f,0.2f,0.2f,1.0f));
            _levelText->setDataVariance(osg::Object::DYNAMIC);
            _levelText->setAxisAlignment(osgText::Text::XZ_PLANE);

            geode->addDrawable(_levelText.get());
            


            _gameGroup->addChild(geode);
        }


    }
    
    _currentIndex = _welcomeIndex;
    _gameSwitch->setSingleChildOn(_currentIndex);

    return _gameSwitch.get();
}

void GameEventHandler::createNewCatchable()
{
    if (_benignCatachables.empty()) return;

    unsigned int catachableIndex = (unsigned int)((float)_benignCatachables.size()*(float)rand()/(float)RAND_MAX);
    if (catachableIndex>=_benignCatachables.size()) catachableIndex = _benignCatachables.size()-1;
    
    const std::string& filename = _benignCatachables[catachableIndex];

    float ratio = ((float)rand() / (float)RAND_MAX);
    float size = 20.0f+100.0f*((float)rand() / (float)RAND_MAX);
    float angle = osg::PI*0.25f + 0.5f*osg::PI*((float)rand() / (float)RAND_MAX);
    float speed = 200.0f*((float)rand() / (float)RAND_MAX);

    CatchableObject* catchableObject = new CatchableObject;
    osg::Vec3 position = _origin+_height+_width*ratio + osg::Vec3(0.0f,-0.7f,0.0f);
    osg::Vec3 velocity(-cosf(angle)*speed,0.0f,-sinf(angle)*speed);
    //std::cout<<"angle = "<<angle<<" velocity="<<velocity<<std::endl;
    catchableObject->setObject(filename,"boy",position,size,velocity);
    _catchableObjects.push_back(catchableObject);

    float r = (float)rand() / (float)RAND_MAX;
    if (r < _chanceOfExplodingAtStart)
    {
       catchableObject->explode(); 
    }

    _gameGroup->addChild(catchableObject->_object.get());
}

class CompileStateCallback : public osg::Operation
{
    public:
        CompileStateCallback(GameEventHandler* eh):
            osg::Referenced(true),
            osg::Operation("CompileStateCallback", false),
            _gameEventHandler(eh) {}
        
        virtual void operator () (osg::Object* object)
        {
            osg::GraphicsContext* context = dynamic_cast<osg::GraphicsContext*>(object);
            if (!context) return;

            if (_gameEventHandler)
            {
                _gameEventHandler->compileGLObjects(*(context->getState()));
            }
        }
        
        OpenThreads::Mutex  _mutex;
        GameEventHandler*  _gameEventHandler;
};

int main( int argc, char **argv )
{

    // use an ArgumentParser object to manage the program arguments.
    osg::ArgumentParser arguments(&argc,argv);
    
    // set up the usage document, in case we need to print out how to use this program.
    arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use node masks to create stereo images.");
    arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] image_file_left_eye image_file_right_eye");
    arguments.getApplicationUsage()->addCommandLineOption("-d <float>","Time delay in seconds between the display of successive image pairs when in auto advance mode.");
    arguments.getApplicationUsage()->addCommandLineOption("-a","Enter auto advance of image pairs on start up.");
    arguments.getApplicationUsage()->addCommandLineOption("-x <float>","Horizontal offset of left and right images.");
    arguments.getApplicationUsage()->addCommandLineOption("-y <float>","Vertical offset of left and right images.");
    arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");

    // construct the viewer.
    osgViewer::Viewer viewer;


    // register the handler to add keyboard and mouse handling.
    GameEventHandler* seh = new GameEventHandler();
    viewer.addEventHandler(seh);

    while (arguments.read("--boy")) seh->addPlayer(GameEventHandler::PLAYER_BOY);
    while (arguments.read("--girl")) seh->addPlayer(GameEventHandler::PLAYER_GIRL);
    
    
    // if user request help write it out to cout.
    if (arguments.read("-h") || arguments.read("--help"))
    {
        arguments.getApplicationUsage()->write(std::cout);
        return 1;
    }

    // any option left unread are converted into errors to write out later.
    arguments.reportRemainingOptionsAsUnrecognized();

    // report any errors if they have occurred when parsing the program arguments.
    if (arguments.errors())
    {
        arguments.writeErrorMessages(std::cout);
        return 1;
    }
    
    
    // enable the image cache so we don't need to keep loading the particle files
    osgDB::ReaderWriter::Options* options = new osgDB::ReaderWriter::Options;
    options->setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_IMAGES);
    osgDB::Registry::instance()->setOptions(options);


    // creat the scene from the file list.
    osg::ref_ptr<osg::Node> rootNode = seh->createScene();

    rootNode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);

    //osgDB::writeNodeFile(*rootNode,"test.osgt");

    // for some reason osgcatch is hanging on exit inside the new TextureObject clean up code when the it's
    // run as multi-threaded view, switching to SingleThreaded cures this.
    viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);

    // set the scene to render
    viewer.setSceneData(rootNode.get());

    viewer.setRealizeOperation(new CompileStateCallback(seh));

    double fovy, aspectRatio, zNear, zFar;
    viewer.getCamera()->getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar);
    seh->setFOVY(osg::DegreesToRadians(fovy));    

    // todo for osgViewer - create default set up.
    viewer.setUpViewAcrossAllScreens();

    viewer.realize();

    // switch off the cursor
    osgViewer::Viewer::Windows windows;
    viewer.getWindows(windows);
    for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
        itr != windows.end();
        ++itr)
    {
        (*itr)->useCursor(false);
    }

    // todo for osgViewer - implement warp pointer that can be done relative to different coordinate frames
    // viewer.requestWarpPointer(0.5f,0.5f);        

    while( !viewer.done() )
    {
        viewer.getCamera()->setViewMatrix(seh->getCameraPosition());

        // fire off the cull and draw traversals of the scene.
        viewer.frame();
        
    }
    
    return 0;
}
