/*************************************************************************/
/*  texture_progress.cpp                                                 */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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"


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();
	minimum_size_changed();
}

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

	return over;

}

Size2 TextureProgress::get_minimum_size() const {

	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();

	if (val<0.125)
		return Point2(p.x+(1-p.x)*val*8,0);
	if (val<0.25)
		return Point2(1,p.y*(val-0.125)*8);
	if (val<0.375)
		return Point2(1,p.y+(1-p.y)*(val-0.25)*8);
	if (val<0.5)
		return Point2(1-(1-p.x)*(val-0.375)*8,1);
	if (val<0.625)
		return Point2(p.x*(1-(val-0.5)*8),1);
	if (val<0.75)
		return Point2(0,1-((1-p.y)*(val-0.625)*8));
	if (val<0.875)
		return Point2(0,p.y-p.y*(val-0.75)*8);
	else
		return Point2(p.x*(val-0.875)*8,0);
}

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::_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 (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_unit_value(),s.y));
					draw_texture_rect_region(progress,region,region);
				} break;
				case FILL_RIGHT_TO_LEFT: {
					Rect2 region=Rect2(Point2(s.x-s.x*get_unit_value(),0),Size2(s.x*get_unit_value(),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_unit_value()));
					draw_texture_rect_region(progress,region,region);
				} break;
				case FILL_BOTTOM_TO_TOP: {
					Rect2 region=Rect2(Point2(0,s.y-s.y*get_unit_value()),Size2(s.x,s.y*get_unit_value()));
					draw_texture_rect_region(progress,region,region);
				} break;
				case FILL_CLOCKWISE:
				case FILL_COUNTER_CLOCKWISE: {
					float val=get_unit_value()*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 (get_tree()->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_unit_value(),s.y)),Rect2(Point2(),Size2(s.x*get_unit_value(),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)
{
	while(p_angle>360)
		p_angle-=360;
	while (p_angle<0)
		p_angle+=360;
	rad_max_degrees=p_angle;
	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() {

	ObjectTypeDB::bind_method(_MD("set_under_texture","tex"),&TextureProgress::set_under_texture);
	ObjectTypeDB::bind_method(_MD("get_under_texture"),&TextureProgress::get_under_texture);

	ObjectTypeDB::bind_method(_MD("set_progress_texture","tex"),&TextureProgress::set_progress_texture);
	ObjectTypeDB::bind_method(_MD("get_progress_texture"),&TextureProgress::get_progress_texture);

	ObjectTypeDB::bind_method(_MD("set_over_texture","tex"),&TextureProgress::set_over_texture);
	ObjectTypeDB::bind_method(_MD("get_over_texture"),&TextureProgress::get_over_texture);

	ObjectTypeDB::bind_method(_MD("set_fill_mode","mode"),&TextureProgress::set_fill_mode);
	ObjectTypeDB::bind_method(_MD("get_fill_mode"), &TextureProgress::get_fill_mode);

	ObjectTypeDB::bind_method(_MD("set_radial_initial_angle","mode"),&TextureProgress::set_radial_initial_angle);
	ObjectTypeDB::bind_method(_MD("get_radial_initial_angle"), &TextureProgress::get_radial_initial_angle);
	
	ObjectTypeDB::bind_method(_MD("set_radial_center_offset","mode"),&TextureProgress::set_radial_center_offset);
	ObjectTypeDB::bind_method(_MD("get_radial_center_offset"), &TextureProgress::get_radial_center_offset);
	
	ObjectTypeDB::bind_method(_MD("set_fill_degrees","mode"),&TextureProgress::set_fill_degrees);
	ObjectTypeDB::bind_method(_MD("get_fill_degrees"), &TextureProgress::get_fill_degrees);

	ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture/under",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_under_texture"),_SCS("get_under_texture"));
	ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture/over",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_over_texture"),_SCS("get_over_texture"));
	ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture/progress",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_progress_texture"),_SCS("get_progress_texture"));
	ADD_PROPERTYNZ( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Left to Right,Right to Left,Top to Bottom,Bottom to Top,Clockwise,Counter Clockwise"),_SCS("set_fill_mode"),_SCS("get_fill_mode"));
	ADD_PROPERTYNZ( PropertyInfo(Variant::REAL,"radial_fill/initial_angle",PROPERTY_HINT_RANGE,"0.0,360.0,0.1,slider"),_SCS("set_radial_initial_angle"),_SCS("get_radial_initial_angle"));
	ADD_PROPERTYNZ( PropertyInfo(Variant::REAL,"radial_fill/fill_degrees",PROPERTY_HINT_RANGE,"0.0,360.0,0.1,slider"),_SCS("set_fill_degrees"),_SCS("get_fill_degrees"));
	ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"radial_fill/center_offset"),_SCS("set_radial_center_offset"),_SCS("get_radial_center_offset"));

	BIND_CONSTANT( FILL_LEFT_TO_RIGHT );
	BIND_CONSTANT( FILL_RIGHT_TO_LEFT );
	BIND_CONSTANT( FILL_TOP_TO_BOTTOM );
	BIND_CONSTANT( FILL_BOTTOM_TO_TOP );
	BIND_CONSTANT( FILL_CLOCKWISE );
	BIND_CONSTANT( FILL_COUNTER_CLOCKWISE );

}


TextureProgress::TextureProgress()
{
	mode=FILL_LEFT_TO_RIGHT;
	rad_center_off=Point2();
}