#ifndef GAME_SOUND_SOUNDMANAGER_H
#define GAME_SOUND_SOUNDMANAGER_H

#include <string>

#include <mangle/sound/clients/ogre_output_updater.hpp>
#include <mangle/sound/clients/ogre_listener_mover.hpp>

#include <openengine/sound/sndmanager.hpp>

#include <components/files/filelibrary.hpp>

#include "../mwworld/ptr.hpp"


namespace Ogre
{
    class Root;
    class Camera;
}

namespace Mangle
{
    namespace Sound
    {
        typedef boost::shared_ptr<Sound> SoundPtr;
    }
}

typedef OEngine::Sound::SoundManagerPtr OEManagerPtr;

namespace MWWorld
{
    struct Environment;
}

namespace MWSound
{
    class SoundManager
    {

            // This is used for case insensitive and slash-type agnostic file
            // finding. It takes DOS paths (any case, \\ slashes or / slashes)
            // relative to the sound dir, and translates them into full paths
            // of existing files in the filesystem, if they exist.
            bool mFSStrict;

            MWWorld::Environment& mEnvironment;

            void streamMusicFull (const std::string& filename);
            ///< Play a soundifle
            /// \param absolute filename

            /* This is the sound manager. It loades, stores and deletes
            sounds based on the sound factory it is given.
            */
            OEManagerPtr mgr;
            Mangle::Sound::SoundPtr music;

            /* This class calls update() on the sound manager each frame
               using and Ogre::FrameListener
            */
            Mangle::Sound::OgreOutputUpdater updater;

            /* This class tracks the movement of an Ogre::Camera and moves
               a sound listener automatically to follow it.
            */
            Mangle::Sound::OgreListenerMover cameraTracker;

            typedef std::map<std::string,Mangle::Sound::WSoundPtr> IDMap;
            typedef std::map<MWWorld::Ptr,IDMap> PtrMap;
            PtrMap sounds;

            // A list of all sound files used to lookup paths
            Files::PathContainer mSoundFiles;

            // A library of all Music file paths stored by the folder they are contained in
            Files::FileLibrary mMusicLibrary;

            // Points to the current playlist of music files stored in the music library
            const Files::PathContainer* mCurrentPlaylist;

            IDMap mLoopedSounds;

            std::string lookup(const std::string &soundId,
                       float &volume, float &min, float &max);
            void add(const std::string &file,
                MWWorld::Ptr ptr, const std::string &id,
                float volume, float pitch, float min, float max,
                bool loop);
            void clearAll(PtrMap::iterator& it);
            void remove(MWWorld::Ptr ptr, const std::string &id = "");
            bool isPlaying(MWWorld::Ptr ptr, const std::string &id) const;
            void removeCell(const MWWorld::Ptr::CellStore *cell);
            void updatePositions(MWWorld::Ptr ptr);

        public:

            SoundManager(Ogre::Root*, Ogre::Camera*,
                   const Files::PathContainer& dataDir, bool useSound, bool fsstrict,
                   MWWorld::Environment& environment);
            ~SoundManager();

            void stopMusic();
            ///< Stops music if it's playing

            void streamMusic(const std::string& filename);
            ///< Play a soundifle
            /// \param filename name of a sound file in "Music/" in the data directory.

            void startRandomTitle();
            ///< Starts a random track from the current playlist

            bool isMusicPlaying();
            ///< Returns true if music is playing

            bool setPlaylist(std::string playlist="");
            ///< Set the playlist to an existing folder
            /// \param name of the folder that contains the playlist
            /// if none is set then it is set to an empty playlist
            /// \return Return true if the previous playlist was the same

            void playPlaylist(std::string playlist="");
            ///< Start playing music from the selected folder
            /// \param name of the folder that contains the playlist
            /// if none is set then it plays from the current playlist

            void say (MWWorld::Ptr reference, const std::string& filename);
            ///< Make an actor say some text.
            /// \param filename name of a sound file in "Sound/Vo/" in the data directory.

            bool sayDone (MWWorld::Ptr reference) const;
            ///< Is actor not speaking?

            void playSound (const std::string& soundId, float volume, float pitch, bool loop=false);
            ///< Play a sound, independently of 3D-position

            void playSound3D (MWWorld::Ptr reference, const std::string& soundId,
                float volume, float pitch, bool loop);
            ///< Play a sound from an object

            void stopSound3D (MWWorld::Ptr reference, const std::string& soundId = "");
            ///< Stop the given object from playing the given sound, If no soundId is given,
            /// all sounds for this reference will stop.

            void stopSound (MWWorld::Ptr::CellStore *cell);
            ///< Stop all sounds for the given cell.

            void stopSound(const std::string& soundId);
            ///< Stop a non-3d looping sound

            bool getSoundPlaying (MWWorld::Ptr reference, const std::string& soundId) const;
            ///< Is the given sound currently playing on the given object?

            void updateObject(MWWorld::Ptr reference);
            ///< Update the position of all sounds connected to the given object.

            void update (float duration);
    };
}

#endif
