#include <base/math.h>

#include <engine/graphics.h>
#include <engine/textrender.h>

#include <game/generated/client_data.h>
#include <game/client/render.h>
#include "ed_editor.h"

#include <game/localization.h>

CLayerTiles::CLayerTiles(int w, int h)
{
	m_Type = LAYERTYPE_TILES;
	m_pTypeName = "Tiles";
	m_Width = w;
	m_Height = h;
	m_Image = -1;
	m_TexId = -1;
	m_Game = 0;
	
	m_pTiles = new CTile[m_Width*m_Height];
	mem_zero(m_pTiles, m_Width*m_Height*sizeof(CTile));
}

CLayerTiles::~CLayerTiles()
{
	delete [] m_pTiles;
}

void CLayerTiles::PrepareForSave()
{
	for(int y = 0; y < m_Height; y++)
		for(int x = 0; x < m_Width; x++)
			m_pTiles[y*m_Width+x].m_Flags &= TILEFLAG_VFLIP|TILEFLAG_HFLIP|TILEFLAG_ROTATE;

	if(m_Image != -1)
	{
		for(int y = 0; y < m_Height; y++)
			for(int x = 0; x < m_Width; x++)
				m_pTiles[y*m_Width+x].m_Flags |= m_pEditor->m_Map.m_lImages[m_Image]->m_aTileFlags[m_pTiles[y*m_Width+x].m_Index];
	}
}

void CLayerTiles::MakePalette()
{
	for(int y = 0; y < m_Height; y++)
		for(int x = 0; x < m_Width; x++)
			m_pTiles[y*m_Width+x].m_Index = y*16+x;
}

void CLayerTiles::Render()
{
	if(m_Image >= 0 && m_Image < m_pEditor->m_Map.m_lImages.size())
		m_TexId = m_pEditor->m_Map.m_lImages[m_Image]->m_TexId;
	Graphics()->TextureSet(m_TexId);
	m_pEditor->RenderTools()->RenderTilemap(m_pTiles, m_Width, m_Height, 32.0f, vec4(1,1,1,1), LAYERRENDERFLAG_OPAQUE|LAYERRENDERFLAG_TRANSPARENT);
}

int CLayerTiles::ConvertX(float x) const { return (int)(x/32.0f); }
int CLayerTiles::ConvertY(float y) const { return (int)(y/32.0f); }

void CLayerTiles::Convert(CUIRect Rect, RECTi *pOut)
{
	pOut->x = ConvertX(Rect.x);
	pOut->y = ConvertY(Rect.y);
	pOut->w = ConvertX(Rect.x+Rect.w+31) - pOut->x;
	pOut->h = ConvertY(Rect.y+Rect.h+31) - pOut->y;
}

void CLayerTiles::Snap(CUIRect *pRect)
{
	RECTi Out;
	Convert(*pRect, &Out);
	pRect->x = Out.x*32.0f;
	pRect->y = Out.y*32.0f;
	pRect->w = Out.w*32.0f;
	pRect->h = Out.h*32.0f;
}

void CLayerTiles::Clamp(RECTi *pRect)
{
	if(pRect->x < 0)
	{
		pRect->w += pRect->x;
		pRect->x = 0;
	}
		
	if(pRect->y < 0)
	{
		pRect->h += pRect->y;
		pRect->y = 0;
	}
	
	if(pRect->x+pRect->w > m_Width)
		pRect->w = m_Width - pRect->x;

	if(pRect->y+pRect->h > m_Height)
		pRect->h = m_Height - pRect->y;
		
	if(pRect->h < 0)
		pRect->h = 0;
	if(pRect->w < 0)
		pRect->w = 0;
}

void CLayerTiles::BrushSelecting(CUIRect Rect)
{
	Graphics()->TextureSet(-1);
	m_pEditor->Graphics()->QuadsBegin();
	m_pEditor->Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f);
	Snap(&Rect);
	IGraphics::CQuadItem QuadItem(Rect.x, Rect.y, Rect.w, Rect.h);
	m_pEditor->Graphics()->QuadsDrawTL(&QuadItem, 1);
	m_pEditor->Graphics()->QuadsEnd();
	char aBuf[16];
	str_format(aBuf, sizeof(aBuf), "%d,%d", ConvertX(Rect.w), ConvertY(Rect.h));
	TextRender()->Text(0, Rect.x+3.0f, Rect.y+3.0f, 15.0f*m_pEditor->m_WorldZoom, aBuf, -1);
}

int CLayerTiles::BrushGrab(CLayerGroup *pBrush, CUIRect Rect)
{
	RECTi r;
	Convert(Rect, &r);
	Clamp(&r);
	
	if(!r.w || !r.h)
		return 0;
	
	// create new layers
	CLayerTiles *pGrabbed = new CLayerTiles(r.w, r.h);
	pGrabbed->m_pEditor = m_pEditor;
	pGrabbed->m_TexId = m_TexId;
	pGrabbed->m_Image = m_Image;
	pGrabbed->m_Game = m_Game;
	pBrush->AddLayer(pGrabbed);
	
	// copy the tiles
	for(int y = 0; y < r.h; y++)
		for(int x = 0; x < r.w; x++)
			pGrabbed->m_pTiles[y*pGrabbed->m_Width+x] = m_pTiles[(r.y+y)*m_Width+(r.x+x)];
	
	return 1;
}

void CLayerTiles::FillSelection(bool Empty, CLayer *pBrush, CUIRect Rect)
{
	if(m_Readonly)
		return;
		
	int sx = ConvertX(Rect.x);
	int sy = ConvertY(Rect.y);
	int w = ConvertX(Rect.w);
	int h = ConvertY(Rect.h);
	
	CLayerTiles *pLt = static_cast<CLayerTiles*>(pBrush);
	
	for(int y = 0; y <= h; y++)
	{
		for(int x = 0; x <= w; x++)
		{
			int fx = x+sx;
			int fy = y+sy;
			
			if(fx < 0 || fx >= m_Width || fy < 0 || fy >= m_Height)
				continue;
			
			if(Empty)	
                m_pTiles[fy*m_Width+fx].m_Index = 1;
            else
                m_pTiles[fy*m_Width+fx] = pLt->m_pTiles[(y*pLt->m_Width + x%pLt->m_Width) % (pLt->m_Width*pLt->m_Height)];
		}
	}
}

void CLayerTiles::BrushDraw(CLayer *pBrush, float wx, float wy)
{
	if(m_Readonly)
		return;
	
	//
	CLayerTiles *l = (CLayerTiles *)pBrush;
	int sx = ConvertX(wx);
	int sy = ConvertY(wy);
	
	for(int y = 0; y < l->m_Height; y++)
		for(int x = 0; x < l->m_Width; x++)
		{
			int fx = x+sx;
			int fy = y+sy;
			if(fx<0 || fx >= m_Width || fy < 0 || fy >= m_Height)
				continue;
				
			m_pTiles[fy*m_Width+fx] = l->m_pTiles[y*l->m_Width+x];
		}
}

void CLayerTiles::BrushFlipX()
{
	for(int y = 0; y < m_Height; y++)
		for(int x = 0; x < m_Width/2; x++)
		{
			CTile Tmp = m_pTiles[y*m_Width+x];
			m_pTiles[y*m_Width+x] = m_pTiles[y*m_Width+m_Width-1-x];
			m_pTiles[y*m_Width+m_Width-1-x] = Tmp;
		}

	if(!m_Game)
		for(int y = 0; y < m_Height; y++)
			for(int x = 0; x < m_Width; x++)
				m_pTiles[y*m_Width+x].m_Flags ^= m_pTiles[y*m_Width+x].m_Flags&TILEFLAG_ROTATE ? TILEFLAG_HFLIP : TILEFLAG_VFLIP;
}

void CLayerTiles::BrushFlipY()
{
	for(int y = 0; y < m_Height/2; y++)
		for(int x = 0; x < m_Width; x++)
		{
			CTile Tmp = m_pTiles[y*m_Width+x];
			m_pTiles[y*m_Width+x] = m_pTiles[(m_Height-1-y)*m_Width+x];
			m_pTiles[(m_Height-1-y)*m_Width+x] = Tmp;
		}

	if(!m_Game)
		for(int y = 0; y < m_Height; y++)
			for(int x = 0; x < m_Width; x++)
				m_pTiles[y*m_Width+x].m_Flags ^= m_pTiles[y*m_Width+x].m_Flags&TILEFLAG_ROTATE ? TILEFLAG_VFLIP : TILEFLAG_HFLIP;
}

void CLayerTiles::BrushRotate(float Amount)
{
	int Rotation = (round(360.0f*Amount/(pi*2))/90)%4;	// 0=0°, 1=90°, 2=180°, 3=270°
	if(Rotation < 0)
		Rotation +=4;

	if(Rotation == 1 || Rotation == 3)
	{
		// 90° rotation
		CTile *pTempData = new CTile[m_Width*m_Height];
		mem_copy(pTempData, m_pTiles, m_Width*m_Height*sizeof(CTile));
		CTile *pDst = m_pTiles;
		for(int x = 0; x < m_Width; ++x)
			for(int y = m_Height-1; y >= 0; --y, ++pDst)
			{
				*pDst = pTempData[y*m_Width+x];
				if(!m_Game)
				{
					if(pDst->m_Flags&TILEFLAG_ROTATE)
						pDst->m_Flags ^= (TILEFLAG_HFLIP|TILEFLAG_VFLIP);
					pDst->m_Flags ^= TILEFLAG_ROTATE;
				}
			}

		int Temp = m_Width;
		m_Width = m_Height;
		m_Height = Temp;
		delete[] pTempData;
	}

	if(Rotation == 2 || Rotation == 3)
	{
		BrushFlipX();
		BrushFlipY();
	}
}

void CLayerTiles::Resize(int NewW, int NewH)
{
	CTile *pNewData = new CTile[NewW*NewH];
	mem_zero(pNewData, NewW*NewH*sizeof(CTile));

	// copy old data	
	for(int y = 0; y < min(NewH, m_Height); y++)
		mem_copy(&pNewData[y*NewW], &m_pTiles[y*m_Width], min(m_Width, NewW)*sizeof(CTile));
	
	// replace old
	delete [] m_pTiles;
	m_pTiles = pNewData;
	m_Width = NewW;
	m_Height = NewH;
}

void CLayerTiles::Shift(int Direction)
{
	switch(Direction)
	{
	case 1:
		{
			// left
			for(int y = 0; y < m_Height; ++y)
				mem_move(&m_pTiles[y*m_Width], &m_pTiles[y*m_Width+1], (m_Width-1)*sizeof(CTile));
		}
		break;
	case 2:
		{
			// right
			for(int y = 0; y < m_Height; ++y)
				mem_move(&m_pTiles[y*m_Width+1], &m_pTiles[y*m_Width], (m_Width-1)*sizeof(CTile));
		}
		break;
	case 4:
		{
			// up
			for(int y = 0; y < m_Height-1; ++y)
				mem_copy(&m_pTiles[y*m_Width], &m_pTiles[(y+1)*m_Width], m_Width*sizeof(CTile));
		}
		break;
	case 8:
		{
			// down
			for(int y = m_Height-1; y > 0; --y)
				mem_copy(&m_pTiles[y*m_Width], &m_pTiles[(y-1)*m_Width], m_Width*sizeof(CTile));
		}
	}
}

int CLayerTiles::RenderProperties(CUIRect *pToolBox)
{
	CUIRect Button;
	pToolBox->HSplitBottom(12.0f, pToolBox, &Button);
	
	bool InGameGroup = !find_linear(m_pEditor->m_Map.m_pGameGroup->m_lLayers.all(), this).empty();
	if(m_pEditor->m_Map.m_pGameLayer == this)
		InGameGroup = false;
	static int s_ColclButton = 0;
	if(m_pEditor->DoButton_Editor(&s_ColclButton, Localize("Clear collision"), InGameGroup?0:-1, &Button, 0, Localize("Removes collision from this layer")))
	{
		CLayerTiles *gl = m_pEditor->m_Map.m_pGameLayer;
		int w = min(gl->m_Width, m_Width);
		int h = min(gl->m_Height, m_Height);
		for(int y = 0; y < h; y++)
			for(int x = 0; x < w; x++)
			{
				if(gl->m_pTiles[y*gl->m_Width+x].m_Index <= TILE_SOLID)
					if(m_pTiles[y*m_Width+x].m_Index)
						gl->m_pTiles[y*gl->m_Width+x].m_Index = TILE_AIR;
			}
			
		return 1;
	}
	static int s_ColButton = 0;
	pToolBox->HSplitBottom(5.0f, pToolBox, &Button);
	pToolBox->HSplitBottom(12.0f, pToolBox, &Button);
	if(m_pEditor->DoButton_Editor(&s_ColButton, Localize("Make collision"), InGameGroup?0:-1, &Button, 0, Localize("Constructs collision from this layer")))
	{
		CLayerTiles *gl = m_pEditor->m_Map.m_pGameLayer;
		int w = min(gl->m_Width, m_Width);
		int h = min(gl->m_Height, m_Height);
		for(int y = 0; y < h; y++)
			for(int x = 0; x < w; x++)
			{
				if(gl->m_pTiles[y*gl->m_Width+x].m_Index <= TILE_SOLID)
					gl->m_pTiles[y*gl->m_Width+x].m_Index = m_pTiles[y*m_Width+x].m_Index?TILE_SOLID:TILE_AIR;
			}
			
		return 1;
	}
	
	enum
	{
		PROP_WIDTH=0,
		PROP_HEIGHT,
		PROP_SHIFT,
		PROP_IMAGE,
		NUM_PROPS,
	};
	
	CProperty aProps[] = {
		{Localize("Width"), m_Width, PROPTYPE_INT_SCROLL, 1, 1000000000},
		{Localize("Height"), m_Height, PROPTYPE_INT_SCROLL, 1, 1000000000},
		{Localize("Shift"), 0, PROPTYPE_SHIFT, 0, 0},
		{Localize("Image"), m_Image, PROPTYPE_IMAGE, 0, 0},
		{0},
	};
	
	if(m_pEditor->m_Map.m_pGameLayer == this) // remove the image from the selection if this is the game layer
		aProps[3].m_pName = 0;
	
	static int s_aIds[NUM_PROPS] = {0};
	int NewVal = 0;
	int Prop = m_pEditor->DoProperties(pToolBox, aProps, s_aIds, &NewVal);		
	
	if(Prop == PROP_WIDTH && NewVal > 1)
		Resize(NewVal, m_Height);
	else if(Prop == PROP_HEIGHT && NewVal > 1)
		Resize(m_Width, NewVal);
	else if(Prop == PROP_SHIFT)
		Shift(NewVal);
	else if(Prop == PROP_IMAGE)
	{
		if (NewVal == -1)
		{
			m_TexId = -1;
			m_Image = -1;
		}
		else
			m_Image = NewVal%m_pEditor->m_Map.m_lImages.size();
	}
	
	return 0;
}


void CLayerTiles::ModifyImageIndex(INDEX_MODIFY_FUNC Func)
{
	Func(&m_Image);
}

void CLayerTiles::ModifyEnvelopeIndex(INDEX_MODIFY_FUNC Func)
{
}
