/**
 * vim: set ts=4 :
 * ===============================================================
 * SourceMod, Copyright (C) 2004-2007 AlliedModders LLC. 
 * All rights reserved.
 * ===============================================================
 *
 *  This file is part of the SourceMod/SourcePawn SDK.  This file may only be 
 * used or modified under the Terms and Conditions of its License Agreement, 
 * which is found in public/licenses/LICENSE.txt.  As of this notice, derivative 
 * works must be licensed under the GNU General Public License (version 2 or 
 * greater).  A copy of the GPL is included under public/licenses/GPL.txt.
 * 
 * To view the latest information, see: http://www.sourcemod.net/license.php
 *
 * Version: $Id$
 */

#ifndef _INCLUDE_SOURCEMOD_GAMECONFIG_SYSTEM_H_
#define _INCLUDE_SOURCEMOD_GAMECONFIG_SYSTEM_H_

#include <IShareSys.h>
#include <IHandleSys.h>

/**
 * @file IGameConfigs.h
 * @brief Abstracts game private data configuration.
 */

#define SMINTERFACE_GAMECONFIG_NAME			"IGameConfigManager"
#define SMINTERFACE_GAMECONFIG_VERSION		3

class SendProp;

namespace SourceMod
{
	/**
	 * @brief Describes a game private data config file
	 */
	class IGameConfig
	{
	public:
		/**
		 * @brief Returns an offset value.
		 *
		 * @param key			Key to retrieve from the offset section.
		 * @param value			Pointer to store the offset value in.
		 * @return				True if found, false otherwise.
		 */
		virtual bool GetOffset(const char *key, int *value) =0;

		/**
		 * @brief Returns information about a dynamic offset.
		 *
		 * @param key			Key to retrieve from the property section.
		 * @return				A SendProp pointer, or NULL if not found.
		 */
		virtual SendProp *GetSendProp(const char *key) =0;

		/**
		 * @brief Returns the value of a key from the "Keys" section.
		 *
		 * @param key			Key to retrieve from the Keys section.
		 * @return				String containing the value, or NULL if not found.
		 */
		virtual const char *GetKeyValue(const char *key) =0;

		/**
		 * @brief Retrieves a cached memory signature.
		 *
		 * @param key			Name of the signature.
		 * @param addr			Pointer to store the memory address in.
		 * @return				True if the key was found, false otherwise.
		 *						Note that true is a valid return even if the
		 *						address is NULL.
		 */
		virtual bool GetMemSig(const char *key, void **addr) =0;
	};

	/**
	 * @brief Manages game config files
	 */
	class IGameConfigManager : public SMInterface
	{
	public:
		const char *GetInterfaceName()
		{
			return SMINTERFACE_GAMECONFIG_NAME;
		}
		unsigned int GetInterfaceVersion()
		{
			return SMINTERFACE_GAMECONFIG_VERSION;
		}
	public:
		/**
		 * @brief Loads or finds an already loaded game config file.  
		 *
		 * @param file		File to load.  The path must be relative to the 
		 *					'gamedata' folder and the extension should be 
		 *					omitted.
		 * @param pConfig	Pointer to store the game config pointer.  Pointer 
		 *					will be valid even on failure.
		 * @param error		Optional error message buffer.
		 * @param maxlength	Maximum length of the error buffer.
		 * @return			True on success, false if the file failed.
		 */
		virtual bool LoadGameConfigFile(const char *file, 
			IGameConfig **pConfig, 
			char *error, 
			size_t maxlength) =0;

		/**
		 * @brief Closes an IGameConfig pointer.  Since a file can be loaded 
		 * more than once, the file will not actually be removed from memory 
		 * until it is closed once for each call to LoadGameConfigfile().
		 *
		 * @param cfg		Pointer to the IGameConfig to close.
		 */
		virtual void CloseGameConfigFile(IGameConfig *cfg) =0;

		/**
		 * @brief Reads an GameConfig Handle.
		 *
		 * @param hndl		Handle to read.
		 * @param ident		Identity of the owner (can be NULL).
		 * @param err		Optional error buffer.
		 * @return			IGameConfig pointer on success, NULL otherwise.
		 */
		virtual IGameConfig *ReadHandle(Handle_t hndl,
			IdentityToken_t *ident,
			HandleError *err) =0;										
	};
}

#endif //_INCLUDE_SOURCEMOD_GAMECONFIG_SYSTEM_H_
