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/********************************************************************
*
*	File:		gfCPairsMiniGameLogicComponent.h
*
*	Purpose:	Logic component added to a scene to control the
*				pairs as a mini game - need to
*				track them and reset if required
*
*********************************************************************/

#ifndef gfCPairsMiniGameLogicComponenthdr
#define gfCPairsMiniGameLogicComponenthdr

#include "gfCPairsMinigameComponent.h"
#include "../gfIMinigameLogic.h"

class gfCPairsMinigameComponent;

class gfCPairsMiniGameLogicComponent : public gfIMinigameLogic
{
	friend class fsCComponentFactory;

public:

	enum eTRANSITION{
		eFADE,
		eROTATE,
	};

	fsBool shuffleGet() const;
	eTRANSITION transitionGet() const;
	
	std::vector<gfCPairsMinigameComponent*> gamePiecesGet() const;<--- Function 'gamePiecesGet()' should return member 'mGamePieces' by const reference.
	static const fsCUniqueId mTypeId;

protected:

	void skipDo() override;<--- Function in derived class

	void listenersRegisterDo() override;
	void listenersDeregisterDo() override;
	fsBool messageProcessDo(const fsCUniqueId& pMessageType,<--- Function in derived class
	                        const fsIMessageDispatcher::sMessageParameters& pParam) override;

	void resetDo() override;
	void deserialiseDo() override;
	void serialiseDo() override;

	void initialiseFromVariableTableDo(const fsCVariableTable& pVars) override;

	static fsIComponent* create(fsCEntity* pParent);

	gfCPairsMiniGameLogicComponent(fsCEntity* pParent);
	virtual ~gfCPairsMiniGameLogicComponent();<--- Destructor in derived class

private:

	void transitionSet(const fsStr& pFade);
	void gamePiecesCollect();
	
	std::vector<gfCPairsMinigameComponent*> mGamePieces;

	eTRANSITION mTransition = eFADE;
	fsBool mShuffle = false;
};

#endif