/**************************************************************
 * 
 * Licensed to the Apache Software Foundation (ASF) under one
 * or more contributor license agreements.  See the NOTICE file
 * distributed with this work for additional information
 * regarding copyright ownership.  The ASF licenses this file
 * to you 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.
 * 
 *************************************************************/



// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_svx.hxx"
#include <svx/sdr/animation/scheduler.hxx>

#include <vector>

//////////////////////////////////////////////////////////////////////////////
// event class

namespace sdr
{
	namespace animation
	{
		Event::Event(sal_uInt32 nTime)
		:	mnTime(nTime),
			mpNext(0L)
		{
		}

		Event::~Event()
		{
		}

		Event* Event::GetNext() const
		{
			return mpNext;
		}

		void Event::SetNext(Event* pNew)
		{
			if(pNew != mpNext)
			{
				mpNext = pNew;
			}
		}

		sal_uInt32 Event::GetTime() const
		{
			return mnTime;
		}

		void Event::SetTime(sal_uInt32 nNew)
		{
			if(mnTime != nNew)
			{
				mnTime = nNew;
			}
		}
	} // end of namespace animation
} // end of namespace sdr

//////////////////////////////////////////////////////////////////////////////
// eventlist class

namespace sdr
{
	namespace animation
	{
		EventList::EventList()
		:	mpHead(0L)
		{
		}

		EventList::~EventList()
		{
			Clear();
		}

		void EventList::Insert(Event* pNew)
		{
			if(pNew)
			{
				Event* pCurrent = mpHead;
				Event* pPrev = 0L;

				while(pCurrent && pCurrent->GetTime() < pNew->GetTime())
				{
					pPrev = pCurrent;
					pCurrent = pCurrent->GetNext();
				}

				if(pPrev)
				{
					pNew->SetNext(pPrev->GetNext());
					pPrev->SetNext(pNew);
				}
				else
				{
					pNew->SetNext(mpHead);
					mpHead = pNew;
				}
			}
		}

		void EventList::Remove(Event* pOld)
		{
			if(pOld && mpHead)
			{
				Event* pCurrent = mpHead;
				Event* pPrev = 0L;

				while(pCurrent && pCurrent != pOld)
				{
					pPrev = pCurrent;
					pCurrent = pCurrent->GetNext();
				}

				if(pPrev)
				{
					pPrev->SetNext(pOld->GetNext());
				}
				else
				{
					mpHead = pOld->GetNext();
				}

				pOld->SetNext(0L);
			}
		}

		void EventList::Clear()
		{
			while(mpHead)
			{
				Event* pNext = mpHead->GetNext();
				mpHead->SetNext(0L);
				mpHead = pNext;
			}
		}

		Event* EventList::GetFirst()
		{
			return mpHead;
		}
	} // end of namespace animation
} // end of namespace sdr

//////////////////////////////////////////////////////////////////////////////
// scheduler class

namespace sdr
{
	namespace animation
	{
		Scheduler::Scheduler()
		:	mnTime(0L),
			mnDeltaTime(0L),
			mbIsPaused(false)
		{
		}

		Scheduler::~Scheduler()
		{
			Stop();
		}

		void Scheduler::Timeout()
		{
			// stop timer and add time
			Stop();
			mnTime += mnDeltaTime;

			// execute events
			triggerEvents();

			// re-start or stop timer according to event list
			checkTimeout();
		}

		void Scheduler::triggerEvents()
		{
			Event* pNextEvent = maList.GetFirst();

			if(pNextEvent)
			{
				// copy events which need to be executed to a vector. Remove them from
				// the scheduler
				::std::vector< Event* > EventPointerVector;

				while(pNextEvent && pNextEvent->GetTime() <= mnTime)
				{
					maList.Remove(pNextEvent);
					EventPointerVector.push_back(pNextEvent);
					pNextEvent = maList.GetFirst();
				}

				// execute events from the vector
				for(::std::vector< Event* >::iterator aCandidate = EventPointerVector.begin();
					aCandidate != EventPointerVector.end(); aCandidate++)
				{
					// trigger event. This may re-insert the event to the scheduler again
					(*aCandidate)->Trigger(mnTime);
				}
			}
		}

		void Scheduler::checkTimeout()
		{
			// re-start or stop timer according to event list
			if(!IsPaused() && maList.GetFirst())
			{
				mnDeltaTime = maList.GetFirst()->GetTime() - mnTime;

				if(0L != mnDeltaTime)
				{
					SetTimeout(mnDeltaTime);
					Start();
				}
			}
			else
			{
				Stop();
			}
		}

		sal_uInt32 Scheduler::GetTime()
		{
			return mnTime;
		}

		// #i38135#
		void Scheduler::SetTime(sal_uInt32 nTime)
		{
			// reset time
			Stop();
			mnTime = nTime;

			// get event pointer
			Event* pEvent = maList.GetFirst();

			if(pEvent)
			{
				// retet event time points
				while(pEvent)
				{
					pEvent->SetTime(nTime);
					pEvent = pEvent->GetNext();
				}
			
				if(!IsPaused())
				{
					// without delta time, init events by triggering them. This will invalidate
					// painted objects and add them to the scheduler again
					mnDeltaTime = 0L;
					triggerEvents();
					checkTimeout();
				}
			}
		}

		void Scheduler::Reset(sal_uInt32 nTime)
		{
			mnTime = nTime;
			mnDeltaTime = 0L;
			maList.Clear();
		}

		void Scheduler::InsertEvent(Event* pNew)
		{
			if(pNew)
			{
				maList.Insert(pNew);
				checkTimeout();
			}
		}

		void Scheduler::RemoveEvent(Event* pOld)
		{
			if(pOld && maList.GetFirst())
			{
				maList.Remove(pOld);
				checkTimeout();
			}
		}

		void Scheduler::SetPaused(bool bNew)
		{
			if(bNew != mbIsPaused)
			{
				mbIsPaused = bNew;
				checkTimeout();
			}
		}
	} // end of namespace animation
} // end of namespace sdr

//////////////////////////////////////////////////////////////////////////////
// eof
