// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#ifndef __I_PARTICLE_EMITTER_H_INCLUDED__
#define __I_PARTICLE_EMITTER_H_INCLUDED__

#include "IAttributeExchangingObject.h"
#include "SParticle.h"

namespace irr
{
namespace scene
{

//! Types of built in particle emitters
enum E_PARTICLE_EMITTER_TYPE
{
	EPET_POINT = 0,
	EPET_ANIMATED_MESH,
	EPET_BOX,
	EPET_CYLINDER,
	EPET_MESH,
	EPET_RING,
	EPET_SPHERE,
	EPET_COUNT
};

//! Names for built in particle emitters
const c8* const ParticleEmitterTypeNames[] =
{
	"Point",
	"AnimatedMesh",
	"Box",
	"Cylinder",
	"Mesh",
	"Ring",
	"Sphere",
	0
};

//! A particle emitter for using with particle systems.
/** A Particle emitter emitts new particles into a particle system.
*/
class IParticleEmitter : public virtual io::IAttributeExchangingObject
{
public:

	//! destructor
	virtual ~IParticleEmitter() {};

	//! Prepares an array with new particles to emitt into the system
	//! and returns how much new particles there are.
	//! \param now: Current time.
	//! \param timeSinceLastCall: Time elapsed since last call, in milliseconds.
	//! \param outArray: Pointer which will point to the array with the new
	//! particles to add into the system.
	//! \return Returns amount of new particles in the array. Can be 0.
	virtual s32 emitt(u32 now, u32 timeSinceLastCall, SParticle*& outArray) = 0;

	//! Set direction the emitter emits particles
	virtual void setDirection( const core::vector3df& newDirection ) = 0;

	//! Set minimum number of particles the emitter emits per second
	virtual void setMinParticlesPerSecond( u32 minPPS ) = 0;

	//! Set maximum number of particles the emitter emits per second
	virtual void setMaxParticlesPerSecond( u32 maxPPS ) = 0;

	//! Set minimum starting color for particles
	virtual void setMinStartColor( const video::SColor& color ) = 0;

	//! Set maximum starting color for particles
	virtual void setMaxStartColor( const video::SColor& color ) = 0;

	//! Get direction the emitter emits particles
	virtual const core::vector3df& getDirection() const = 0;

	//! Get the minimum number of particles the emitter emits per second
	virtual u32 getMinParticlesPerSecond() const = 0;

	//! Get the maximum number of particles the emitter emits per second
	virtual u32 getMaxParticlesPerSecond() const = 0;

	//! Get the minimum starting color for particles
	virtual const video::SColor& getMinStartColor() const = 0;

	//! Get the maximum starting color for particles
	virtual const video::SColor& getMaxStartColor() const = 0;

	//! Writes attributes of the object.
	//! Implement this to expose the attributes of your scene node animator for
	//! scripting languages, editors, debuggers or xml serialization purposes.
	virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) {}

	//! Reads attributes of the object.
	//! Implement this to set the attributes of your scene node animator for
	//! scripting languages, editors, debuggers or xml deserialization purposes.
	//! \param startIndex: start index where to start reading attributes.
	//! \param in: The attributes to work with.
	//! \param options: Additional options.
	//! \return: returns last index of an attribute read by this affector
	virtual s32 deserializeAttributes(s32 startIndex, io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) { return 0; }

	//! Get emitter type
	virtual E_PARTICLE_EMITTER_TYPE getType() const { return EPET_POINT; }
};

typedef IParticleEmitter IParticlePointEmitter;

} // end namespace scene
} // end namespace irr


#endif

