/*************************************************************************/
/*  sprite_2d.cpp                                                        */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 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 "sprite_2d.h"

#include "core/core_string_names.h"
#include "core/os/os.h"
#include "scene/main/window.h"
#include "scene/scene_string_names.h"

#ifdef TOOLS_ENABLED
Dictionary Sprite2D::_edit_get_state() const {
	Dictionary state = Node2D::_edit_get_state();
	state["offset"] = offset;
	return state;
}

void Sprite2D::_edit_set_state(const Dictionary &p_state) {
	Node2D::_edit_set_state(p_state);
	set_offset(p_state["offset"]);
}

void Sprite2D::_edit_set_pivot(const Point2 &p_pivot) {
	set_offset(get_offset() - p_pivot);
	set_position(get_transform().xform(p_pivot));
}

Point2 Sprite2D::_edit_get_pivot() const {
	return Vector2();
}

bool Sprite2D::_edit_use_pivot() const {
	return true;
}

bool Sprite2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {

	return is_pixel_opaque(p_point);
}

Rect2 Sprite2D::_edit_get_rect() const {
	return get_rect();
}

bool Sprite2D::_edit_use_rect() const {
	return texture.is_valid();
}
#endif

Rect2 Sprite2D::get_anchorable_rect() const {
	return get_rect();
}

void Sprite2D::_get_rects(Rect2 &r_src_rect, Rect2 &r_dst_rect, bool &r_filter_clip) const {

	Rect2 base_rect;

	if (region) {
		r_filter_clip = region_filter_clip;
		base_rect = region_rect;
	} else {
		r_filter_clip = false;
		base_rect = Rect2(0, 0, texture->get_width(), texture->get_height());
	}

	Size2 frame_size = base_rect.size / Size2(hframes, vframes);
	Point2 frame_offset = Point2(frame % hframes, frame / hframes);
	frame_offset *= frame_size;

	r_src_rect.size = frame_size;
	r_src_rect.position = base_rect.position + frame_offset;

	Point2 dest_offset = offset;
	if (centered)
		dest_offset -= frame_size / 2;
	if (Engine::get_singleton()->get_use_pixel_snap()) {
		dest_offset = dest_offset.floor();
	}

	r_dst_rect = Rect2(dest_offset, frame_size);

	if (hflip)
		r_dst_rect.size.x = -r_dst_rect.size.x;
	if (vflip)
		r_dst_rect.size.y = -r_dst_rect.size.y;
}

void Sprite2D::_notification(int p_what) {

	switch (p_what) {

		case NOTIFICATION_DRAW: {

			if (texture.is_null())
				return;

			RID ci = get_canvas_item();

			/*
			texture->draw(ci,Point2());
			break;
			*/

			Rect2 src_rect, dst_rect;
			bool filter_clip;
			_get_rects(src_rect, dst_rect, filter_clip);
			texture->draw_rect_region(ci, dst_rect, src_rect, Color(1, 1, 1), false, normal_map, specular, Color(specular_color.r, specular_color.g, specular_color.b, shininess), RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, filter_clip);

		} break;
	}
}

void Sprite2D::set_texture(const Ref<Texture2D> &p_texture) {

	if (p_texture == texture)
		return;

	if (texture.is_valid())
		texture->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &Sprite2D::_texture_changed));

	texture = p_texture;

	if (texture.is_valid())
		texture->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &Sprite2D::_texture_changed));

	update();
	emit_signal("texture_changed");
	item_rect_changed();
	_change_notify("texture");
}

void Sprite2D::set_normal_map(const Ref<Texture2D> &p_texture) {

	normal_map = p_texture;
	update();
}

Ref<Texture2D> Sprite2D::get_normal_map() const {

	return normal_map;
}

void Sprite2D::set_specular_map(const Ref<Texture2D> &p_texture) {

	specular = p_texture;
	update();
}

Ref<Texture2D> Sprite2D::get_specular_map() const {

	return specular;
}

void Sprite2D::set_specular_color(const Color &p_color) {
	specular_color = p_color;
	update();
}

Color Sprite2D::get_specular_color() const {
	return specular_color;
}

void Sprite2D::set_shininess(float p_shininess) {
	shininess = CLAMP(p_shininess, 0.0, 1.0);
	update();
}

float Sprite2D::get_shininess() const {
	return shininess;
}

Ref<Texture2D> Sprite2D::get_texture() const {

	return texture;
}

void Sprite2D::set_centered(bool p_center) {

	centered = p_center;
	update();
	item_rect_changed();
}

bool Sprite2D::is_centered() const {

	return centered;
}

void Sprite2D::set_offset(const Point2 &p_offset) {

	offset = p_offset;
	update();
	item_rect_changed();
	_change_notify("offset");
}
Point2 Sprite2D::get_offset() const {

	return offset;
}

void Sprite2D::set_flip_h(bool p_flip) {

	hflip = p_flip;
	update();
}
bool Sprite2D::is_flipped_h() const {

	return hflip;
}

void Sprite2D::set_flip_v(bool p_flip) {

	vflip = p_flip;
	update();
}
bool Sprite2D::is_flipped_v() const {

	return vflip;
}

void Sprite2D::set_region(bool p_region) {

	if (p_region == region)
		return;

	region = p_region;
	update();
}

bool Sprite2D::is_region() const {

	return region;
}

void Sprite2D::set_region_rect(const Rect2 &p_region_rect) {

	if (region_rect == p_region_rect)
		return;

	region_rect = p_region_rect;

	if (region)
		item_rect_changed();

	_change_notify("region_rect");
}

Rect2 Sprite2D::get_region_rect() const {

	return region_rect;
}

void Sprite2D::set_region_filter_clip(bool p_enable) {
	region_filter_clip = p_enable;
	update();
}

bool Sprite2D::is_region_filter_clip_enabled() const {
	return region_filter_clip;
}

void Sprite2D::set_frame(int p_frame) {

	ERR_FAIL_INDEX(p_frame, vframes * hframes);

	if (frame != p_frame)
		item_rect_changed();

	frame = p_frame;

	_change_notify("frame");
	_change_notify("frame_coords");
	emit_signal(SceneStringNames::get_singleton()->frame_changed);
}

int Sprite2D::get_frame() const {

	return frame;
}

void Sprite2D::set_frame_coords(const Vector2 &p_coord) {
	ERR_FAIL_INDEX(int(p_coord.x), hframes);
	ERR_FAIL_INDEX(int(p_coord.y), vframes);

	set_frame(int(p_coord.y) * hframes + int(p_coord.x));
}

Vector2 Sprite2D::get_frame_coords() const {
	return Vector2(frame % hframes, frame / hframes);
}

void Sprite2D::set_vframes(int p_amount) {

	ERR_FAIL_COND_MSG(p_amount < 1, "Amount of vframes cannot be smaller than 1.");
	vframes = p_amount;
	update();
	item_rect_changed();
	_change_notify();
}
int Sprite2D::get_vframes() const {

	return vframes;
}

void Sprite2D::set_hframes(int p_amount) {

	ERR_FAIL_COND_MSG(p_amount < 1, "Amount of hframes cannot be smaller than 1.");
	hframes = p_amount;
	update();
	item_rect_changed();
	_change_notify();
}
int Sprite2D::get_hframes() const {

	return hframes;
}

bool Sprite2D::is_pixel_opaque(const Point2 &p_point) const {

	if (texture.is_null())
		return false;

	if (texture->get_size().width == 0 || texture->get_size().height == 0)
		return false;

	Rect2 src_rect, dst_rect;
	bool filter_clip;
	_get_rects(src_rect, dst_rect, filter_clip);
	dst_rect.size = dst_rect.size.abs();

	if (!dst_rect.has_point(p_point))
		return false;

	Vector2 q = (p_point - dst_rect.position) / dst_rect.size;
	if (hflip)
		q.x = 1.0f - q.x;
	if (vflip)
		q.y = 1.0f - q.y;
	q = q * src_rect.size + src_rect.position;
#ifndef _MSC_VER
#warning this need to be obtained from CanvasItem new repeat mode (but it needs to guess it from hierarchy, need to add a function for that)
#endif
	bool is_repeat = false;
	bool is_mirrored_repeat = false;
	if (is_repeat) {
		int mirror_x = 0;
		int mirror_y = 0;
		if (is_mirrored_repeat) {
			mirror_x = (int)(q.x / texture->get_size().width);
			mirror_y = (int)(q.y / texture->get_size().height);
		}
		q.x = Math::fmod(q.x, texture->get_size().width);
		q.y = Math::fmod(q.y, texture->get_size().height);
		if (mirror_x % 2 == 1) {
			q.x = texture->get_size().width - q.x - 1;
		}
		if (mirror_y % 2 == 1) {
			q.y = texture->get_size().height - q.y - 1;
		}
	} else {
		q.x = MIN(q.x, texture->get_size().width - 1);
		q.y = MIN(q.y, texture->get_size().height - 1);
	}

	return texture->is_pixel_opaque((int)q.x, (int)q.y);
}

Rect2 Sprite2D::get_rect() const {

	if (texture.is_null())
		return Rect2(0, 0, 1, 1);

	Size2i s;

	if (region) {
		s = region_rect.size;
	} else {
		s = texture->get_size();
	}

	s = s / Point2(hframes, vframes);

	Point2 ofs = offset;
	if (centered)
		ofs -= Size2(s) / 2;

	if (s == Size2(0, 0))
		s = Size2(1, 1);

	return Rect2(ofs, s);
}

void Sprite2D::_validate_property(PropertyInfo &property) const {

	if (property.name == "frame") {
		property.hint = PROPERTY_HINT_RANGE;
		property.hint_string = "0," + itos(vframes * hframes - 1) + ",1";
		property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
	}

	if (property.name == "frame_coords") {
		property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
	}
}

void Sprite2D::_texture_changed() {

	// Changes to the texture need to trigger an update to make
	// the editor redraw the sprite with the updated texture.
	if (texture.is_valid()) {
		update();
	}
}

void Sprite2D::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Sprite2D::set_texture);
	ClassDB::bind_method(D_METHOD("get_texture"), &Sprite2D::get_texture);

	ClassDB::bind_method(D_METHOD("set_normal_map", "normal_map"), &Sprite2D::set_normal_map);
	ClassDB::bind_method(D_METHOD("get_normal_map"), &Sprite2D::get_normal_map);

	ClassDB::bind_method(D_METHOD("set_specular_map", "specular_map"), &Sprite2D::set_specular_map);
	ClassDB::bind_method(D_METHOD("get_specular_map"), &Sprite2D::get_specular_map);

	ClassDB::bind_method(D_METHOD("set_specular_color", "specular_color"), &Sprite2D::set_specular_color);
	ClassDB::bind_method(D_METHOD("get_specular_color"), &Sprite2D::get_specular_color);

	ClassDB::bind_method(D_METHOD("set_shininess", "shininess"), &Sprite2D::set_shininess);
	ClassDB::bind_method(D_METHOD("get_shininess"), &Sprite2D::get_shininess);

	ClassDB::bind_method(D_METHOD("set_centered", "centered"), &Sprite2D::set_centered);
	ClassDB::bind_method(D_METHOD("is_centered"), &Sprite2D::is_centered);

	ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Sprite2D::set_offset);
	ClassDB::bind_method(D_METHOD("get_offset"), &Sprite2D::get_offset);

	ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &Sprite2D::set_flip_h);
	ClassDB::bind_method(D_METHOD("is_flipped_h"), &Sprite2D::is_flipped_h);

	ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &Sprite2D::set_flip_v);
	ClassDB::bind_method(D_METHOD("is_flipped_v"), &Sprite2D::is_flipped_v);

	ClassDB::bind_method(D_METHOD("set_region", "enabled"), &Sprite2D::set_region);
	ClassDB::bind_method(D_METHOD("is_region"), &Sprite2D::is_region);

	ClassDB::bind_method(D_METHOD("is_pixel_opaque", "pos"), &Sprite2D::is_pixel_opaque);

	ClassDB::bind_method(D_METHOD("set_region_rect", "rect"), &Sprite2D::set_region_rect);
	ClassDB::bind_method(D_METHOD("get_region_rect"), &Sprite2D::get_region_rect);

	ClassDB::bind_method(D_METHOD("set_region_filter_clip", "enabled"), &Sprite2D::set_region_filter_clip);
	ClassDB::bind_method(D_METHOD("is_region_filter_clip_enabled"), &Sprite2D::is_region_filter_clip_enabled);

	ClassDB::bind_method(D_METHOD("set_frame", "frame"), &Sprite2D::set_frame);
	ClassDB::bind_method(D_METHOD("get_frame"), &Sprite2D::get_frame);

	ClassDB::bind_method(D_METHOD("set_frame_coords", "coords"), &Sprite2D::set_frame_coords);
	ClassDB::bind_method(D_METHOD("get_frame_coords"), &Sprite2D::get_frame_coords);

	ClassDB::bind_method(D_METHOD("set_vframes", "vframes"), &Sprite2D::set_vframes);
	ClassDB::bind_method(D_METHOD("get_vframes"), &Sprite2D::get_vframes);

	ClassDB::bind_method(D_METHOD("set_hframes", "hframes"), &Sprite2D::set_hframes);
	ClassDB::bind_method(D_METHOD("get_hframes"), &Sprite2D::get_hframes);

	ClassDB::bind_method(D_METHOD("get_rect"), &Sprite2D::get_rect);

	ADD_SIGNAL(MethodInfo("frame_changed"));
	ADD_SIGNAL(MethodInfo("texture_changed"));

	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
	ADD_GROUP("Lighting", "");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_normal_map", "get_normal_map");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "specular_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_specular_map", "get_specular_map");
	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "specular_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_specular_color", "get_specular_color");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "shininess", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_shininess", "get_shininess");
	ADD_GROUP("Offset", "");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v");
	ADD_GROUP("Animation", "");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "vframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_vframes", "get_vframes");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "hframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_hframes", "get_hframes");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "frame_coords", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_frame_coords", "get_frame_coords");

	ADD_GROUP("Region", "region_");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "region_enabled"), "set_region", "is_region");
	ADD_PROPERTY(PropertyInfo(Variant::RECT2, "region_rect"), "set_region_rect", "get_region_rect");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "region_filter_clip"), "set_region_filter_clip", "is_region_filter_clip_enabled");
}

Sprite2D::Sprite2D() {

	centered = true;
	hflip = false;
	vflip = false;
	region = false;
	region_filter_clip = false;
	shininess = 1.0;
	specular_color = Color(1, 1, 1, 1);

	frame = 0;

	vframes = 1;
	hframes = 1;
}

Sprite2D::~Sprite2D() {
}
