--[[------------------------------------------------
	-- Love Frames - A GUI library for LOVE --
	-- Copyright (c) 2012 Kenny Shields --
--]]------------------------------------------------

-- multichoicelist class
multichoicelist = class("multichoicelist", base)

--[[---------------------------------------------------------
	- func: initialize()
	- desc: initializes the object
--]]---------------------------------------------------------
function multichoicelist:initialize(object)
	
	self.type           = "multichoice-list"
	self.parent         = loveframes.base
	self.list           = object
	self.x              = object.x
	self.y              = object.y + self.list.height
	self.width          = self.list.width
	self.height         = 0
	self.clickx         = 0
	self.clicky         = 0
	self.padding        = self.list.listpadding
	self.spacing        = self.list.listspacing
	self.offsety        = 0
	self.offsetx        = 0
	self.extrawidth     = 0
	self.extraheight    = 0
	self.canremove      = false
	self.internal       = true
	self.vbar           = false
	self.children       = {}
	self.internals      = {}
	
	for k, v in ipairs(object.choices) do
		local row = multichoicerow:new()
		row:SetText(v)
		self:AddItem(row)
	end
	
	table.insert(loveframes.base.internals, self)
	
	-- apply template properties to the object
	loveframes.templates.ApplyToObject(self)
	
end

--[[---------------------------------------------------------
	- func: update(deltatime)
	- desc: updates the object
--]]---------------------------------------------------------
function multichoicelist:update(dt)
	
	local visible      = self.visible
	local alwaysupdate = self.alwaysupdate
	
	if not visible then
		if not alwaysupdate then
			return
		end
	end
	
	local width     = love.graphics.getWidth()
	local height    = love.graphics.getHeight()
	local x, y      = love.mouse.getPosition()
	local selfcol   = loveframes.util.BoundingBox(x, self.x, y, self.y, 1, self.width, 1, self.height)
	local parent    = self.parent
	local base      = loveframes.base
	local upadte    = self.Update
	local internals = self.internals
	local children  = self.children
	
	-- move to parent if there is a parent
	if parent ~= base then
		self.x = parent.x + self.staticx
		self.y = parent.y + self.staticy
	end
		
	if self.x < 0 then
		self.x = 0
	end
	
	if self.x + self.width > width then
		self.x = width - self.width
	end
	
	if self.y < 0 then
		self.y = 0
	end
	
	if self.y + self.height > height then
		self.y = height - self.height
	end
	
	for k, v in ipairs(internals) do
		v:update(dt)
	end
	
	for k, v in ipairs(children) do
		v:update(dt)
		v:SetClickBounds(self.x, self.y, self.width, self.height)
		v.y = (v.parent.y + v.staticy) - self.offsety
		v.x = (v.parent.x + v.staticx) - self.offsetx
	end
	
	if upadte then
		upadte(self, dt)
	end
	
end

--[[---------------------------------------------------------
	- func: draw()
	- desc: draws the object
--]]---------------------------------------------------------
function multichoicelist:draw()

	local visible      = self.visible
	
	if not visible then
		return
	end
	
	local stencilfunc   = function() love.graphics.rectangle("fill", self.x, self.y, self.width, self.height) end
	local stencil       = love.graphics.newStencil(stencilfunc)
	local skins         = loveframes.skins.available
	local skinindex     = loveframes.config["ACTIVESKIN"]
	local defaultskin   = loveframes.config["DEFAULTSKIN"]
	local selfskin      = self.skin
	local skin          = skins[selfskin] or skins[skinindex]
	local drawfunc      = skin.DrawMultiChoiceList or skins[defaultskin].DrawMultiChoiceList
	local drawoverfunc  = skin.DrawOverMultiChoiceList or skins[defaultskin].DrawOverMultiChoiceList
	local draw          = self.Draw
	local drawcount     = loveframes.drawcount
	local internals     = self.internals
	local children      = self.children
	
	-- set the object's draw order
	self:SetDrawOrder()
		
	if draw then
		draw(self)
	else
		drawfunc(self)
	end
		
	for k, v in ipairs(internals) do
		v:draw()
	end
		
	love.graphics.setStencil(stencil)
		
	for k, v in ipairs(children) do
		local col = loveframes.util.BoundingBox(self.x, v.x, self.y, v.y, self.width, v.width, self.height, v.height)
		if col then
			v:draw()
		end
	end
		
	love.graphics.setStencil()
	
	if not draw then
		drawoverfunc(self)
	end
	
end

--[[---------------------------------------------------------
	- func: mousepressed(x, y, button)
	- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function multichoicelist:mousepressed(x, y, button)
	
	local visible = self.visible
	
	if not visible then
		return
	end
	
	local selfcol   = loveframes.util.BoundingBox(x, self.x, y, self.y, 1, self.width, 1, self.height)
	local toplist   = self:IsTopList()
	local internals = self.internals
	local children  = self.children
	
	if not selfcol and self.canremove and button == "l" then
		self:Close()
	end
	
	if self.vbar and toplist then
	
		if button == "wu" then
			internals[1].internals[1].internals[1]:Scroll(-5)
		elseif button == "wd" then
			internals[1].internals[1].internals[1]:Scroll(5)
		end
		
	end
	
	for k, v in ipairs(internals) do
		v:mousepressed(x, y, button)
	end
	
	for k, v in ipairs(children) do
		v:mousepressed(x, y, button)
	end

end

--[[---------------------------------------------------------
	- func: mousereleased(x, y, button)
	- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function multichoicelist:mousereleased(x, y, button)
	
	local visible = self.visible
	
	if not visible then
		return
	end
	
	local internals = self.internals
	local children  = self.children
	
	self.canremove = true
	
	for k, v in ipairs(internals) do
		v:mousereleased(x, y, button)
	end
	
	for k, v in ipairs(children) do
		v:mousereleased(x, y, button)
	end

end

--[[---------------------------------------------------------
	- func: AddItem(object)
	- desc: adds an item to the object
--]]---------------------------------------------------------
function multichoicelist:AddItem(object)
	
	if object.type ~= "multichoice-row" then
		return
	end
	
	object.parent = self
	
	table.insert(self.children, object)
	
	self:CalculateSize()
	self:RedoLayout()
	
end

--[[---------------------------------------------------------
	- func: RemoveItem(object)
	- desc: removes an item from the object
--]]---------------------------------------------------------
function multichoicelist:RemoveItem(object)

	local children = self.children
	
	for k, v in ipairs(children) do
	
		if v == object then
			table.remove(children, k)
		end
		
	end
	
	self:CalculateSize()
	self:RedoLayout()
	
end

--[[---------------------------------------------------------
	- func: CalculateSize()
	- desc: calculates the size of the object's children
--]]---------------------------------------------------------
function multichoicelist:CalculateSize()

	self.height = self.padding
	
	if self.list.listheight then
		self.height = self.list.listheight
	else
		for k, v in ipairs(self.children) do
			self.height = self.height + (v.height + self.spacing)
		end
	end

	if self.height > love.graphics.getHeight() then
		self.height = love.graphics.getHeight()
	end
	
	local numitems   = #self.children
	local height     = self.height
	local padding    = self.padding
	local spacing    = self.spacing
	local itemheight = self.padding
	local vbar       = self.vbar
	local children   = self.children
	
	for k, v in ipairs(children) do
		itemheight = itemheight + v.height + spacing
	end
		
	self.itemheight = (itemheight - spacing) + padding
		
	if self.itemheight > height then
		
		self.extraheight = self.itemheight - height
			
		if not vbar then
			local scroll = scrollbody:new(self, "vertical")
			table.insert(self.internals, scroll)
			self.vbar = true
		end
			
	else
			
		if vbar then
			self.internals[1]:Remove()
			self.vbar = false
			self.offsety = 0
		end
			
	end
	
end

--[[---------------------------------------------------------
	- func: RedoLayout()
	- desc: used to redo the layour of the object
--]]---------------------------------------------------------
function multichoicelist:RedoLayout()

	local children = self.children
	local padding  = self.padding
	local spacing  = self.spacing
	local starty   = padding
	local vbar     = self.vbar
	
	if #children > 0 then
	
		for k, v in ipairs(children) do
			
			v.staticx = padding
			v.staticy = starty
				
			if vbar then
				v.width = (self.width - self.internals[1].width) - padding * 2
				self.internals[1].staticx = self.width - self.internals[1].width
				self.internals[1].height = self.height
			else
				v.width = self.width - padding * 2
			end
				
			starty = starty + v.height
			starty = starty + spacing
			
		end
		
	end
	
end

--[[---------------------------------------------------------
	- func: SetPadding(amount)
	- desc: sets the object's padding
--]]---------------------------------------------------------
function multichoicelist:SetPadding(amount)

	self.padding = amount
	
end

--[[---------------------------------------------------------
	- func: SetSpacing(amount)
	- desc: sets the object's spacing
--]]---------------------------------------------------------
function multichoicelist:SetSpacing(amount)

	self.spacing = amount
	
end

function multichoicelist:Close()

	self:Remove()
	self.list.haslist = false
		
end