////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License along
//    with this program; if not, write to the Free Software Foundation, Inc.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#if !defined(__INCLUDE_LandscapeMusicManagerh_INCLUDE__)
#define __INCLUDE_LandscapeMusicManagerh_INCLUDE__

#include <landscapedef/LandscapeInclude.h>
#include <landscapedef/LandscapeMusic.h>
#include <engine/GameStateI.h>
#include <vector>
#include <map>

class VirtualSoundSource;
class LandscapeMusicManager : public GameStateI
{
public:
	static LandscapeMusicManager *instance();

	virtual void simulate(const unsigned state, float simTime);

	void addMusics();

protected:
	struct MusicStateEntry
	{
		std::string file;
		float gain;
	};
	struct MusicPlayingEntry
	{
		std::string file;
		float currentGain;
		VirtualSoundSource *currentSource;
	};

	std::map<int, MusicStateEntry> stateMusic_;
	std::list<MusicPlayingEntry *> currentMusic_;

	void readGlobalMusicFile();
	void addMusic(std::vector<LandscapeInclude *> &musics);
	void addMusicTypes(std::vector<LandscapeMusicType *> &musics);
	void addMusicType(LandscapeMusicType *music);

private:
	LandscapeMusicManager();
	virtual ~LandscapeMusicManager();
};

#endif // __INCLUDE_LandscapeMusicManagerh_INCLUDE__
