/* Copyright 2013-2019 Matt Tytel
 *
 * vital 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 3 of the License, or
 * (at your option) any later version.
 *
 * vital 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 vital.  If not, see <http://www.gnu.org/licenses/>.
 */

#pragma once

#include "JuceHeader.h"
#include "open_gl_component.h"

#include <mutex>

class OpenGlMultiQuad : public OpenGlComponent {
  public:
    static constexpr int kNumVertices = 4;
    static constexpr int kNumFloatsPerVertex = 10;
    static constexpr int kNumFloatsPerQuad = kNumVertices * kNumFloatsPerVertex;
    static constexpr int kNumIndicesPerQuad = 6;
    static constexpr float kThicknessDecay = 0.4f;
    static constexpr float kAlphaInc = 0.2f;

    OpenGlMultiQuad(int max_quads, Shaders::FragmentShader shader = Shaders::kColorFragment);
    virtual ~OpenGlMultiQuad();

    virtual void init(OpenGlWrapper& open_gl) override;
    virtual void render(OpenGlWrapper& open_gl, bool animate) override;
    virtual void destroy(OpenGlWrapper& open_gl) override;

    void paintBackground(Graphics& g) override { }
    void resized() override {
      OpenGlComponent::resized();
      dirty_ = true;
    }

    void markDirty() {
      dirty_ = true;
    }

    void setFragmentShader(Shaders::FragmentShader shader) { fragment_shader_ = shader; }

    void setNumQuads(int num_quads) {
      VITAL_ASSERT(num_quads <= max_quads_);
      num_quads_ = num_quads;
      dirty_ = true;
    }

    force_inline void setColor(Colour color) {
      color_ = color;
    }

    force_inline Colour getColor() {
      return color_;
    }

    force_inline void setAltColor(Colour color) {
      alt_color_ = color;
    }

    force_inline void setModColor(Colour color) {
      mod_color_ = color;
    }

    force_inline void setThumbColor(Colour color) {
      thumb_color_ = color;
    }

    force_inline void setThumbAmount(float amount) {
      thumb_amount_ = amount;
    }

    force_inline void setStartPos(float pos) {
      start_pos_ = pos;
    }

    force_inline void setMaxArc(float max_arc) {
      max_arc_ = max_arc;
    }

    force_inline float getMaxArc() {
      return max_arc_;
    }

    force_inline float getQuadX(int i) const {
      int index = kNumFloatsPerQuad * i;
      return data_[index];
    }

    force_inline float getQuadY(int i) const {
      int index = kNumFloatsPerQuad * i;
      return data_[index + 1];
    }

    force_inline float getQuadWidth(int i) const {
      int index = kNumFloatsPerQuad * i;
      return data_[2 * kNumFloatsPerVertex + index] - data_[index];
    }

    force_inline float getQuadHeight(int i) const {
      int index = kNumFloatsPerQuad * i;
      return data_[kNumFloatsPerVertex + index + 1] - data_[index + 1];
    }

    float* getVerticesData(int i) {
      int index = kNumFloatsPerQuad * i;
      return data_.get() + index;
    }

    void setRotatedCoordinates(int i, float x, float y, float w, float h) {
      VITAL_ASSERT(i < max_quads_);
      int index = i * kNumFloatsPerQuad;

      data_[index + 4] = x;
      data_[index + 5] = y + h;
      data_[kNumFloatsPerVertex + index + 4] = x + w;
      data_[kNumFloatsPerVertex + index + 5] = y + h;
      data_[2 * kNumFloatsPerVertex + index + 4] = x + w;
      data_[2 * kNumFloatsPerVertex + index + 5] = y;
      data_[3 * kNumFloatsPerVertex + index + 4] = x;
      data_[3 * kNumFloatsPerVertex + index + 5] = y;
    }

    void setCoordinates(int i, float x, float y, float w, float h) {
      VITAL_ASSERT(i < max_quads_);
      int index = i * kNumFloatsPerQuad;

      data_[index + 4] = x;
      data_[index + 5] = y;
      data_[kNumFloatsPerVertex + index + 4] = x;
      data_[kNumFloatsPerVertex + index + 5] = y + h;
      data_[2 * kNumFloatsPerVertex + index + 4] = x + w;
      data_[2 * kNumFloatsPerVertex + index + 5] = y + h;
      data_[3 * kNumFloatsPerVertex + index + 4] = x + w;
      data_[3 * kNumFloatsPerVertex + index + 5] = y;
    }

    void setShaderValue(int i, float shader_value, int value_index = 0) {
      VITAL_ASSERT(i < max_quads_);
      int index = i * kNumFloatsPerQuad + 6 + value_index;
      data_[index] = shader_value;
      data_[kNumFloatsPerVertex + index] = shader_value;
      data_[2 * kNumFloatsPerVertex + index] = shader_value;
      data_[3 * kNumFloatsPerVertex + index] = shader_value;
      dirty_ = true;
    }

    void setDimensions(int i, float quad_width, float quad_height, float full_width, float full_height) {
      int index = i * kNumFloatsPerQuad;
      float w = quad_width * full_width / 2.0f;
      float h = quad_height * full_height / 2.0f;

      data_[index + 2] = w;
      data_[index + 3] = h;
      data_[kNumFloatsPerVertex + index + 2] = w;
      data_[kNumFloatsPerVertex + index + 3] = h;
      data_[2 * kNumFloatsPerVertex + index + 2] = w;
      data_[2 * kNumFloatsPerVertex + index + 3] = h;
      data_[3 * kNumFloatsPerVertex + index + 2] = w;
      data_[3 * kNumFloatsPerVertex + index + 3] = h;
    }

    void setQuadHorizontal(int i, float x, float w) {
      VITAL_ASSERT(i < max_quads_);
      int index = i * kNumFloatsPerQuad;
      data_[index] = x;
      data_[kNumFloatsPerVertex + index] = x;
      data_[2 * kNumFloatsPerVertex + index] = x + w;
      data_[3 * kNumFloatsPerVertex + index] = x + w;

      dirty_ = true;
    }

    void setQuadVertical(int i, float y, float h) {
      VITAL_ASSERT(i < max_quads_);
      int index = i * kNumFloatsPerQuad;
      data_[index + 1] = y;
      data_[kNumFloatsPerVertex + index + 1] = y + h;
      data_[2 * kNumFloatsPerVertex + index + 1] = y + h;
      data_[3 * kNumFloatsPerVertex + index + 1] = y;

      dirty_ = true;
    }

    void setQuad(int i, float x, float y, float w, float h) {
      VITAL_ASSERT(i < max_quads_);
      int index = i * kNumFloatsPerQuad;
      data_[index] = x;
      data_[index + 1] = y;
      data_[kNumFloatsPerVertex + index] = x;
      data_[kNumFloatsPerVertex + index + 1] = y + h;
      data_[2 * kNumFloatsPerVertex + index] = x + w;
      data_[2 * kNumFloatsPerVertex + index + 1] = y + h;
      data_[3 * kNumFloatsPerVertex + index] = x + w;
      data_[3 * kNumFloatsPerVertex + index + 1] = y;

      dirty_ = true;
    }

    void setActive(bool active) {
      active_ = active;
    }

    void setThickness(float thickness, bool reset = false) {
      thickness_ = thickness;
      if (reset)
        current_thickness_ = thickness_;
    }

    void setRounding(float rounding) {
      float adjusted = 2.0f * rounding;
      if (adjusted != rounding_) {
        dirty_ = true;
        rounding_ = adjusted;
      }
    }

    void setTargetComponent(Component* target_component) {
      target_component_ = target_component;
    }

    void setScissorComponent(Component* scissor_component) {
      scissor_component_ = scissor_component;
    }

    OpenGLShaderProgram* shader() { return shader_; }

    void setAdditive(bool additive) { additive_blending_ = additive; }
    void setAlpha(float alpha, bool reset = false) {
      alpha_mult_ = alpha;
      if (reset)
        current_alpha_mult_ = alpha;
    }

    void setDrawWhenNotVisible(bool draw) { draw_when_not_visible_ = draw; }

  protected:
    Component* target_component_;
    Component* scissor_component_;
    Shaders::FragmentShader fragment_shader_;
    int max_quads_;
    int num_quads_;

    bool draw_when_not_visible_;
    bool active_;
    bool dirty_;
    Colour color_;
    Colour alt_color_;
    Colour mod_color_;
    Colour thumb_color_;
    float max_arc_;
    float thumb_amount_;
    float start_pos_;
    float current_alpha_mult_;
    float alpha_mult_;
    bool additive_blending_;
    float current_thickness_;
    float thickness_;
    float rounding_;

    std::unique_ptr<float[]> data_;
    std::unique_ptr<int[]> indices_;

    OpenGLShaderProgram* shader_;
    std::unique_ptr<OpenGLShaderProgram::Uniform> color_uniform_;
    std::unique_ptr<OpenGLShaderProgram::Uniform> alt_color_uniform_;
    std::unique_ptr<OpenGLShaderProgram::Uniform> mod_color_uniform_;
    std::unique_ptr<OpenGLShaderProgram::Uniform> background_color_uniform_;
    std::unique_ptr<OpenGLShaderProgram::Uniform> thumb_color_uniform_;
    std::unique_ptr<OpenGLShaderProgram::Uniform> thickness_uniform_;
    std::unique_ptr<OpenGLShaderProgram::Uniform> rounding_uniform_;
    std::unique_ptr<OpenGLShaderProgram::Uniform> max_arc_uniform_;
    std::unique_ptr<OpenGLShaderProgram::Uniform> thumb_amount_uniform_;
    std::unique_ptr<OpenGLShaderProgram::Uniform> start_pos_uniform_;
    std::unique_ptr<OpenGLShaderProgram::Uniform> alpha_mult_uniform_;
    std::unique_ptr<OpenGLShaderProgram::Attribute> position_;
    std::unique_ptr<OpenGLShaderProgram::Attribute> dimensions_;
    std::unique_ptr<OpenGLShaderProgram::Attribute> coordinates_;
    std::unique_ptr<OpenGLShaderProgram::Attribute> shader_values_;

    GLuint vertex_buffer_;
    GLuint indices_buffer_;

    JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR(OpenGlMultiQuad)
};

class OpenGlQuad : public OpenGlMultiQuad {
  public:
    OpenGlQuad(Shaders::FragmentShader shader) : OpenGlMultiQuad(1, shader) {
      setQuad(0, -1.0f, -1.0f, 2.0f, 2.0f);
    }
};

class OpenGlScrollQuad : public OpenGlQuad {
  public:
    OpenGlScrollQuad() : OpenGlQuad(Shaders::kRoundedRectangleFragment), scroll_bar_(nullptr),
                         hover_(false), shrink_left_(false), hover_amount_(-1.0f) { }

    virtual void render(OpenGlWrapper& open_gl, bool animate) override {
      static constexpr float kHoverChange = 0.2f;
      float last_hover = hover_amount_;
      if (hover_)
        hover_amount_ = std::min(1.0f, hover_amount_ + kHoverChange);
      else
        hover_amount_ = std::max(0.0f, hover_amount_ - kHoverChange);

      if (last_hover != hover_amount_) {
        if (shrink_left_)
          setQuadHorizontal(0, -1.0f, 1.0f + hover_amount_);
        else
          setQuadHorizontal(0, 0.0f - hover_amount_, 1.0f + hover_amount_);
      }

      Range<double> range = scroll_bar_->getCurrentRange();
      Range<double> total_range = scroll_bar_->getRangeLimit();
      float start_ratio = (range.getStart() - total_range.getStart()) / total_range.getLength();
      float end_ratio = (range.getEnd() - total_range.getStart()) / total_range.getLength();
      setQuadVertical(0, 1.0f - 2.0f * end_ratio, 2.0f * (end_ratio - start_ratio));

      OpenGlQuad::render(open_gl, animate);
    }

    void setHover(bool hover) { hover_ = hover; }
    void setShrinkLeft(bool shrink_left) { shrink_left_ = shrink_left; }
    void setScrollBar(ScrollBar* scroll_bar) { scroll_bar_ = scroll_bar; }

  private:
    ScrollBar* scroll_bar_;
    bool hover_;
    bool shrink_left_;
    float hover_amount_;
};

class OpenGlScrollBar : public ScrollBar {
  public:
    OpenGlScrollBar() : ScrollBar(true) {
      bar_.setTargetComponent(this);
      addAndMakeVisible(bar_);
      bar_.setScrollBar(this);
    }

    OpenGlQuad* getGlComponent() { return &bar_; }

    void resized() override {
      ScrollBar::resized();
      bar_.setBounds(getLocalBounds());
      bar_.setRounding(getWidth() * 0.25f);
    }

    void mouseEnter(const MouseEvent& e) override {
      ScrollBar::mouseEnter(e);
      bar_.setHover(true);
    }

    void mouseExit(const MouseEvent& e) override {
      ScrollBar::mouseExit(e);
      bar_.setHover(false);
    }

    void mouseDown(const MouseEvent& e) override {
      ScrollBar::mouseDown(e);
      bar_.setColor(color_.overlaidWith(color_));
    }

    void mouseUp(const MouseEvent& e) override {
      ScrollBar::mouseDown(e);
      bar_.setColor(color_);
    }

    void setColor(Colour color) { color_ = color; bar_.setColor(color); }
    void setShrinkLeft(bool shrink_left) { bar_.setShrinkLeft(shrink_left); }

  private:
    Colour color_;
    OpenGlScrollQuad bar_;
};

class OpenGlCorners : public OpenGlMultiQuad {
  public:
    OpenGlCorners() : OpenGlMultiQuad(4, Shaders::kRoundedCornerFragment) {
      setCoordinates(0, 1.0f, 1.0f, -1.0f, -1.0f);
      setCoordinates(1, 1.0f, 0.0f, -1.0f, 1.0f);
      setCoordinates(2, 0.0f, 0.0f, 1.0f, 1.0f);
      setCoordinates(3, 0.0f, 1.0f, 1.0f, -1.0f);
    }

    void setCorners(Rectangle<int> bounds, float rounding) {
      float width = rounding / bounds.getWidth() * 2.0f;
      float height = rounding / bounds.getHeight() * 2.0f;

      setQuad(0, -1.0f, -1.0f, width, height);
      setQuad(1, -1.0f, 1.0f - height, width, height);
      setQuad(2, 1.0f - width, 1.0f - height, width, height);
      setQuad(3, 1.0f - width, -1.0f, width, height);
    }

    void setBottomCorners(Rectangle<int> bounds, float rounding) {
      float width = rounding / bounds.getWidth() * 2.0f;
      float height = rounding / bounds.getHeight() * 2.0f;

      setQuad(0, -1.0f, -1.0f, width, height);
      setQuad(1, -2.0f, -2.0f, 0.0f, 0.0f);
      setQuad(2, -2.0f, -2.0f, 0.0f, 0.0f);
      setQuad(3, 1.0f - width, -1.0f, width, height);
    }
};
