/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.assets.loaders;

import com.badlogic.gdx.assets.AssetDescriptor;
import com.badlogic.gdx.assets.AssetLoaderParameters;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.BitmapFont.BitmapFontData;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.utils.Array;

/** {@link AssetLoader} for {@link BitmapFont} instances. Loads the font description file (.fnt) asynchronously, loads the
 * {@link Texture} containing the glyphs as a dependency. The {@link BitmapFontParameter} allows you to set things like texture
 * filters or whether to flip the glyphs on the y-axis..
 * @author mzechner */
public class BitmapFontLoader extends AsynchronousAssetLoader<BitmapFont, BitmapFontLoader.BitmapFontParameter> {
	public BitmapFontLoader (FileHandleResolver resolver) {
		super(resolver);
	}

	BitmapFontData data;

	@Override
	public Array<AssetDescriptor> getDependencies (String fileName, FileHandle file, BitmapFontParameter parameter) {
		Array<AssetDescriptor> deps = new Array<AssetDescriptor>();
		if (parameter != null && parameter.bitmapFontData != null) {
			data = parameter.bitmapFontData;
			return deps;
		}
		data = new BitmapFontData(file, parameter != null ? parameter.flip : false);
		for (int i=0; i<data.getImagePaths().length; i++) {
			deps.add(new AssetDescriptor(data.getImagePath(i), Texture.class));
		}
		return deps;
	}

	@Override
	public void loadAsync (AssetManager manager, String fileName, FileHandle file, BitmapFontParameter parameter) {
	}

	@Override
	public BitmapFont loadSync (AssetManager manager, String fileName, FileHandle file, BitmapFontParameter parameter) {
		TextureRegion[] regs = new TextureRegion[data.getImagePaths().length];
		for (int i=0; i<regs.length; i++) {
			TextureRegion region = new TextureRegion(manager.get(data.getImagePath(i), Texture.class));
			if (parameter != null) { 
				region.getTexture().setFilter(parameter.minFitler, parameter.maxFilter);
			}
			regs[i] = region;
		}
		return new BitmapFont(data, regs, true);
	}

	/** Parameter to be passed to {@link AssetManager#load(String, Class, AssetLoaderParameters)} if additional configuration is
	 * necessary for the {@link BitmapFont}.
	 * @author mzechner */
	static public class BitmapFontParameter extends AssetLoaderParameters<BitmapFont> {
		/** whether to flipY the font or not **/
		public boolean flip = false;
		/** the minimum filter to be used for the backing texture */
		public TextureFilter minFitler = TextureFilter.Nearest;
		/** the maximum filter to be used for the backing texture */
		public TextureFilter maxFilter = TextureFilter.Nearest;
		/** optional BitmapFontData to be used instead of loading the texture directly. Use this if your font is embedded in a skin. **/
		public BitmapFontData bitmapFontData = null;
	}
}
