/*************************************************************************/
/*  texture_progress.cpp                                                 */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "texture_progress.h"

#include "engine.h"

void TextureProgress::set_under_texture(const Ref<Texture> &p_texture) {

	under = p_texture;
	update();
	minimum_size_changed();
}

Ref<Texture> TextureProgress::get_under_texture() const {

	return under;
}

void TextureProgress::set_over_texture(const Ref<Texture> &p_texture) {

	over = p_texture;
	update();
	if (under.is_null()) {
		minimum_size_changed();
	}
}

Ref<Texture> TextureProgress::get_over_texture() const {

	return over;
}

void TextureProgress::set_stretch_margin(Margin p_margin, int p_size) {
	ERR_FAIL_INDEX(p_margin, 4);
	stretch_margin[p_margin] = p_size;
	update();
	minimum_size_changed();
}

int TextureProgress::get_stretch_margin(Margin p_margin) const {
	ERR_FAIL_INDEX_V(p_margin, 4, 0);
	return stretch_margin[p_margin];
}

void TextureProgress::set_nine_patch_stretch(bool p_stretch) {
	nine_patch_stretch = p_stretch;
	update();
	minimum_size_changed();
}

bool TextureProgress::get_nine_patch_stretch() const {
	return nine_patch_stretch;
}

Size2 TextureProgress::get_minimum_size() const {

	if (nine_patch_stretch)
		return Size2(stretch_margin[MARGIN_LEFT] + stretch_margin[MARGIN_RIGHT], stretch_margin[MARGIN_TOP] + stretch_margin[MARGIN_BOTTOM]);
	else if (under.is_valid())
		return under->get_size();
	else if (over.is_valid())
		return over->get_size();
	else if (progress.is_valid())
		return progress->get_size();

	return Size2(1, 1);
}

void TextureProgress::set_progress_texture(const Ref<Texture> &p_texture) {

	progress = p_texture;
	update();
	minimum_size_changed();
}

Ref<Texture> TextureProgress::get_progress_texture() const {

	return progress;
}

Point2 TextureProgress::unit_val_to_uv(float val) {
	if (progress.is_null())
		return Point2();

	if (val < 0)
		val += 1;
	if (val > 1)
		val -= 1;

	Point2 p = get_relative_center();

	// Minimal version of Liang-Barsky clipping algorithm
	float angle = (val * Math_TAU) - Math_PI * 0.5;
	Point2 dir = Vector2(Math::cos(angle), Math::sin(angle));
	float t1 = 1.0;
	float cp;
	float cq;
	float cr;
	float edgeLeft = 0.0;
	float edgeRight = 1.0;
	float edgeBottom = 0.0;
	float edgeTop = 1.0;

	for (int edge = 0; edge < 4; edge++) {
		if (edge == 0) {
			if (dir.x > 0)
				continue;
			cp = -dir.x;
			cq = -(edgeLeft - p.x);
		} else if (edge == 1) {
			if (dir.x < 0)
				continue;
			cp = dir.x;
			cq = (edgeRight - p.x);
		} else if (edge == 2) {
			if (dir.y > 0)
				continue;
			cp = -dir.y;
			cq = -(edgeBottom - p.y);
		} else if (edge == 3) {
			if (dir.y < 0)
				continue;
			cp = dir.y;
			cq = (edgeTop - p.y);
		}
		cr = cq / cp;
		if (cr >= 0 && cr < t1)
			t1 = cr;
	}
	return (p + t1 * dir);
}

Point2 TextureProgress::get_relative_center() {
	if (progress.is_null())
		return Point2();
	Point2 p = progress->get_size() / 2;
	p += rad_center_off;
	p.x /= progress->get_width();
	p.y /= progress->get_height();
	p.x = CLAMP(p.x, 0, 1);
	p.y = CLAMP(p.y, 0, 1);
	return p;
}

void TextureProgress::draw_nine_patch_stretched(const Ref<Texture> &p_texture, FillMode p_mode, double p_ratio) {
	Vector2 texture_size = p_texture->get_size();
	Vector2 topleft = Vector2(stretch_margin[MARGIN_LEFT], stretch_margin[MARGIN_TOP]);
	Vector2 bottomright = Vector2(stretch_margin[MARGIN_RIGHT], stretch_margin[MARGIN_BOTTOM]);

	Rect2 src_rect = Rect2(Point2(), texture_size);
	Rect2 dst_rect = Rect2(Point2(), get_size());

	if (p_ratio < 1.0) {
		// Drawing a partially-filled 9-patch is a little tricky -
		// texture is divided by 3 sections toward fill direction,
		// then middle section is stretching while the other two aren't.

		double width_total = 0.0;
		double width_texture = 0.0;
		double first_section_size = 0.0;
		double last_section_size = 0.0;
		switch (mode) {
			case FILL_LEFT_TO_RIGHT:
			case FILL_RIGHT_TO_LEFT: {
				width_total = dst_rect.size.x;
				width_texture = texture_size.x;
				first_section_size = topleft.x;
				last_section_size = bottomright.x;
			} break;
			case FILL_TOP_TO_BOTTOM:
			case FILL_BOTTOM_TO_TOP: {
				width_total = dst_rect.size.y;
				width_texture = texture_size.y;
				first_section_size = topleft.y;
				last_section_size = bottomright.y;
			} break;
		}

		double width_filled = width_total * p_ratio;
		double middle_section_size = MAX(0.0, width_texture - first_section_size - last_section_size);

		middle_section_size *= MIN(1.0, (MAX(0.0, width_filled - first_section_size) / MAX(1.0, width_total - first_section_size - last_section_size)));
		last_section_size = MAX(0.0, last_section_size - (width_total - width_filled));
		width_texture = MIN(width_texture, first_section_size + middle_section_size + last_section_size);

		switch (mode) {
			case FILL_LEFT_TO_RIGHT: {
				src_rect.size.x = width_texture;
				dst_rect.size.x = width_filled;
				bottomright.x = last_section_size;
			} break;
			case FILL_RIGHT_TO_LEFT: {
				src_rect.position.x += src_rect.size.x - width_texture;
				src_rect.size.x = width_texture;
				dst_rect.position.x += width_total - width_filled;
				dst_rect.size.x = width_filled;
				topleft.x = last_section_size;
			} break;
			case FILL_TOP_TO_BOTTOM: {
				src_rect.size.y = width_texture;
				dst_rect.size.y = width_filled;
				bottomright.y = last_section_size;
			} break;
			case FILL_BOTTOM_TO_TOP: {
				src_rect.position.y += src_rect.size.y - width_texture;
				src_rect.size.y = width_texture;
				dst_rect.position.y += width_total - width_filled;
				dst_rect.size.y = width_filled;
				topleft.y = last_section_size;
			} break;
		}
	}

	RID ci = get_canvas_item();
	VS::get_singleton()->canvas_item_add_nine_patch(ci, dst_rect, src_rect, p_texture->get_rid(), topleft, bottomright);
}

void TextureProgress::_notification(int p_what) {
	const float corners[12] = { -0.125, -0.375, -0.625, -0.875, 0.125, 0.375, 0.625, 0.875, 1.125, 1.375, 1.625, 1.875 };
	switch (p_what) {

		case NOTIFICATION_DRAW: {

			if (nine_patch_stretch && (mode == FILL_LEFT_TO_RIGHT || mode == FILL_RIGHT_TO_LEFT || mode == FILL_TOP_TO_BOTTOM || mode == FILL_BOTTOM_TO_TOP)) {
				if (under.is_valid()) {
					draw_nine_patch_stretched(under, FILL_LEFT_TO_RIGHT, 1.0);
				}
				if (progress.is_valid()) {
					draw_nine_patch_stretched(progress, mode, get_as_ratio());
				}
				if (over.is_valid()) {
					draw_nine_patch_stretched(over, FILL_LEFT_TO_RIGHT, 1.0);
				}
			} else {
				if (under.is_valid())
					draw_texture(under, Point2());
				if (progress.is_valid()) {
					Size2 s = progress->get_size();
					switch (mode) {
						case FILL_LEFT_TO_RIGHT: {
							Rect2 region = Rect2(Point2(), Size2(s.x * get_as_ratio(), s.y));
							draw_texture_rect_region(progress, region, region);
						} break;
						case FILL_RIGHT_TO_LEFT: {
							Rect2 region = Rect2(Point2(s.x - s.x * get_as_ratio(), 0), Size2(s.x * get_as_ratio(), s.y));
							draw_texture_rect_region(progress, region, region);
						} break;
						case FILL_TOP_TO_BOTTOM: {
							Rect2 region = Rect2(Point2(), Size2(s.x, s.y * get_as_ratio()));
							draw_texture_rect_region(progress, region, region);
						} break;
						case FILL_BOTTOM_TO_TOP: {
							Rect2 region = Rect2(Point2(0, s.y - s.y * get_as_ratio()), Size2(s.x, s.y * get_as_ratio()));
							draw_texture_rect_region(progress, region, region);
						} break;
						case FILL_CLOCKWISE:
						case FILL_COUNTER_CLOCKWISE: {
							float val = get_as_ratio() * rad_max_degrees / 360;
							if (val == 1) {
								Rect2 region = Rect2(Point2(), s);
								draw_texture_rect_region(progress, region, region);
							} else if (val != 0) {
								Array pts;
								float direction = mode == FILL_CLOCKWISE ? 1 : -1;
								float start = rad_init_angle / 360;
								float end = start + direction * val;
								pts.append(start);
								pts.append(end);
								float from = MIN(start, end);
								float to = MAX(start, end);
								for (int i = 0; i < 12; i++)
									if (corners[i] > from && corners[i] < to)
										pts.append(corners[i]);
								pts.sort();
								Vector<Point2> uvs;
								Vector<Point2> points;
								uvs.push_back(get_relative_center());
								points.push_back(Point2(s.x * get_relative_center().x, s.y * get_relative_center().y));
								for (int i = 0; i < pts.size(); i++) {
									Point2 uv = unit_val_to_uv(pts[i]);
									if (uvs.find(uv) >= 0)
										continue;
									uvs.push_back(uv);
									points.push_back(Point2(uv.x * s.x, uv.y * s.y));
								}
								draw_polygon(points, Vector<Color>(), uvs, progress);
							}
							if (Engine::get_singleton()->is_editor_hint()) {
								Point2 p = progress->get_size();
								p.x *= get_relative_center().x;
								p.y *= get_relative_center().y;
								p = p.floor();
								draw_line(p - Point2(8, 0), p + Point2(8, 0), Color(0.9, 0.5, 0.5), 2);
								draw_line(p - Point2(0, 8), p + Point2(0, 8), Color(0.9, 0.5, 0.5), 2);
							}
						} break;
						default:
							draw_texture_rect_region(progress, Rect2(Point2(), Size2(s.x * get_as_ratio(), s.y)), Rect2(Point2(), Size2(s.x * get_as_ratio(), s.y)));
					}
				}
				if (over.is_valid())
					draw_texture(over, Point2());
			}

		} break;
	}
}

void TextureProgress::set_fill_mode(int p_fill) {
	ERR_FAIL_INDEX(p_fill, 6);
	mode = (FillMode)p_fill;
	update();
}

int TextureProgress::get_fill_mode() {
	return mode;
}

void TextureProgress::set_radial_initial_angle(float p_angle) {
	while (p_angle > 360)
		p_angle -= 360;
	while (p_angle < 0)
		p_angle += 360;
	rad_init_angle = p_angle;
	update();
}

float TextureProgress::get_radial_initial_angle() {
	return rad_init_angle;
}

void TextureProgress::set_fill_degrees(float p_angle) {
	rad_max_degrees = CLAMP(p_angle, 0, 360);
	update();
}

float TextureProgress::get_fill_degrees() {
	return rad_max_degrees;
}

void TextureProgress::set_radial_center_offset(const Point2 &p_off) {
	rad_center_off = p_off;
	update();
}

Point2 TextureProgress::get_radial_center_offset() {
	return rad_center_off;
}

void TextureProgress::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_under_texture", "tex"), &TextureProgress::set_under_texture);
	ClassDB::bind_method(D_METHOD("get_under_texture"), &TextureProgress::get_under_texture);

	ClassDB::bind_method(D_METHOD("set_progress_texture", "tex"), &TextureProgress::set_progress_texture);
	ClassDB::bind_method(D_METHOD("get_progress_texture"), &TextureProgress::get_progress_texture);

	ClassDB::bind_method(D_METHOD("set_over_texture", "tex"), &TextureProgress::set_over_texture);
	ClassDB::bind_method(D_METHOD("get_over_texture"), &TextureProgress::get_over_texture);

	ClassDB::bind_method(D_METHOD("set_fill_mode", "mode"), &TextureProgress::set_fill_mode);
	ClassDB::bind_method(D_METHOD("get_fill_mode"), &TextureProgress::get_fill_mode);

	ClassDB::bind_method(D_METHOD("set_radial_initial_angle", "mode"), &TextureProgress::set_radial_initial_angle);
	ClassDB::bind_method(D_METHOD("get_radial_initial_angle"), &TextureProgress::get_radial_initial_angle);

	ClassDB::bind_method(D_METHOD("set_radial_center_offset", "mode"), &TextureProgress::set_radial_center_offset);
	ClassDB::bind_method(D_METHOD("get_radial_center_offset"), &TextureProgress::get_radial_center_offset);

	ClassDB::bind_method(D_METHOD("set_fill_degrees", "mode"), &TextureProgress::set_fill_degrees);
	ClassDB::bind_method(D_METHOD("get_fill_degrees"), &TextureProgress::get_fill_degrees);

	ClassDB::bind_method(D_METHOD("set_stretch_margin", "margin", "value"), &TextureProgress::set_stretch_margin);
	ClassDB::bind_method(D_METHOD("get_stretch_margin", "margin"), &TextureProgress::get_stretch_margin);

	ClassDB::bind_method(D_METHOD("set_nine_patch_stretch", "stretch"), &TextureProgress::set_nine_patch_stretch);
	ClassDB::bind_method(D_METHOD("get_nine_patch_stretch"), &TextureProgress::get_nine_patch_stretch);

	ADD_GROUP("Textures", "texture_");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_under", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_under_texture", "get_under_texture");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_over", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_over_texture", "get_over_texture");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_progress", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_progress_texture", "get_progress_texture");
	ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "fill_mode", PROPERTY_HINT_ENUM, "Left to Right,Right to Left,Top to Bottom,Bottom to Top,Clockwise,Counter Clockwise"), "set_fill_mode", "get_fill_mode");
	ADD_GROUP("Radial Fill", "radial_");
	ADD_PROPERTYNZ(PropertyInfo(Variant::REAL, "radial_initial_angle", PROPERTY_HINT_RANGE, "0.0,360.0,0.1,slider"), "set_radial_initial_angle", "get_radial_initial_angle");
	ADD_PROPERTYNZ(PropertyInfo(Variant::REAL, "radial_fill_degrees", PROPERTY_HINT_RANGE, "0.0,360.0,0.1,slider"), "set_fill_degrees", "get_fill_degrees");
	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "radial_center_offset"), "set_radial_center_offset", "get_radial_center_offset");
	ADD_GROUP("Stretch", "stretch_");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "nine_patch_stretch"), "set_nine_patch_stretch", "get_nine_patch_stretch");
	ADD_PROPERTYINZ(PropertyInfo(Variant::INT, "stretch_margin_left", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", MARGIN_LEFT);
	ADD_PROPERTYINZ(PropertyInfo(Variant::INT, "stretch_margin_top", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", MARGIN_TOP);
	ADD_PROPERTYINZ(PropertyInfo(Variant::INT, "stretch_margin_right", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", MARGIN_RIGHT);
	ADD_PROPERTYINZ(PropertyInfo(Variant::INT, "stretch_margin_bottom", PROPERTY_HINT_RANGE, "0,16384,1"), "set_stretch_margin", "get_stretch_margin", MARGIN_BOTTOM);

	BIND_ENUM_CONSTANT(FILL_LEFT_TO_RIGHT);
	BIND_ENUM_CONSTANT(FILL_RIGHT_TO_LEFT);
	BIND_ENUM_CONSTANT(FILL_TOP_TO_BOTTOM);
	BIND_ENUM_CONSTANT(FILL_BOTTOM_TO_TOP);
	BIND_ENUM_CONSTANT(FILL_CLOCKWISE);
	BIND_ENUM_CONSTANT(FILL_COUNTER_CLOCKWISE);
}

TextureProgress::TextureProgress() {
	mode = FILL_LEFT_TO_RIGHT;
	rad_init_angle = 0;
	rad_center_off = Point2();
	rad_max_degrees = 360;
	set_mouse_filter(MOUSE_FILTER_PASS);

	nine_patch_stretch = false;
	stretch_margin[MARGIN_LEFT] = 0;
	stretch_margin[MARGIN_RIGHT] = 0;
	stretch_margin[MARGIN_BOTTOM] = 0;
	stretch_margin[MARGIN_TOP] = 0;
}
