/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkBorderRepresentation.cxx

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
#include "vtkBorderRepresentation.h"
#include "vtkRenderer.h"
#include "vtkPoints.h"
#include "vtkCellArray.h"
#include "vtkPolyData.h"
#include "vtkPolyDataMapper2D.h"
#include "vtkActor2D.h"
#include "vtkProperty2D.h"
#include "vtkTransform.h"
#include "vtkTransformPolyDataFilter.h"
#include "vtkWindow.h"
#include "vtkObjectFactory.h"


vtkStandardNewMacro(vtkBorderRepresentation);


//-------------------------------------------------------------------------
vtkBorderRepresentation::vtkBorderRepresentation()
{
  this->InteractionState = vtkBorderRepresentation::Outside;

  this->ShowBorder = BORDER_ON;
  this->ProportionalResize = 0;
  this->Tolerance = 3;
  this->SelectionPoint[0] = this->SelectionPoint[1] = 0.0;

  // Initial positioning information
  this->Negotiated = 0;
  this->PositionCoordinate = vtkCoordinate::New();
  this->PositionCoordinate->SetCoordinateSystemToNormalizedViewport();
  this->PositionCoordinate->SetValue(0.05, 0.05);
  this->Position2Coordinate = vtkCoordinate::New();
  this->Position2Coordinate->SetCoordinateSystemToNormalizedViewport();
  this->Position2Coordinate->SetValue(0.1, 0.1); //may be updated by the subclass
  this->Position2Coordinate->SetReferenceCoordinate(this->PositionCoordinate);

  // Create the geometry in canonical coordinates
  this->BWPoints = vtkPoints::New();
  this->BWPoints->SetDataTypeToDouble();
  this->BWPoints->SetNumberOfPoints(4);
  this->BWPoints->SetPoint(0, 0.0, 0.0, 0.0); //may be updated by the subclass
  this->BWPoints->SetPoint(1, 1.0, 0.0, 0.0);
  this->BWPoints->SetPoint(2, 1.0, 1.0, 0.0);
  this->BWPoints->SetPoint(3, 0.0, 1.0, 0.0);

  vtkCellArray *outline = vtkCellArray::New();
  outline->InsertNextCell(5);
  outline->InsertCellPoint(0);
  outline->InsertCellPoint(1);
  outline->InsertCellPoint(2);
  outline->InsertCellPoint(3);
  outline->InsertCellPoint(0);

  this->BWPolyData = vtkPolyData::New();
  this->BWPolyData->SetPoints(this->BWPoints);
  this->BWPolyData->SetLines(outline);
  outline->Delete();

  this->BWTransform = vtkTransform::New();
  this->BWTransformFilter = vtkTransformPolyDataFilter::New();
  this->BWTransformFilter->SetTransform(this->BWTransform);
  this->BWTransformFilter->SetInput(this->BWPolyData);

  this->BWMapper = vtkPolyDataMapper2D::New();
  this->BWMapper->SetInput(this->BWTransformFilter->GetOutput());
  this->BWActor = vtkActor2D::New();
  this->BWActor->SetMapper(this->BWMapper);
  
  this->BorderProperty = vtkProperty2D::New();
  this->BWActor->SetProperty(this->BorderProperty);

  this->MinimumSize[0] = 1;
  this->MinimumSize[1] = 1;
  this->MaximumSize[0] = 100000;
  this->MaximumSize[1] = 100000;

  this->Moving = 0;
}

//-------------------------------------------------------------------------
vtkBorderRepresentation::~vtkBorderRepresentation()
{
  this->PositionCoordinate->Delete();
  this->Position2Coordinate->Delete();

  this->BWPoints->Delete();
  this->BWTransform->Delete();
  this->BWTransformFilter->Delete();
  this->BWPolyData->Delete();
  this->BWMapper->Delete();
  this->BWActor->Delete();
  this->BorderProperty->Delete();
}

//-------------------------------------------------------------------------
void vtkBorderRepresentation::StartWidgetInteraction(double eventPos[2])
{
  this->StartEventPosition[0] = eventPos[0];
  this->StartEventPosition[1] = eventPos[1];
}

//-------------------------------------------------------------------------
void vtkBorderRepresentation::WidgetInteraction(double eventPos[2])
{
  double XF = eventPos[0];
  double YF = eventPos[1];

  // convert to normalized viewport coordinates
  this->Renderer->DisplayToNormalizedDisplay(XF,YF);
  this->Renderer->NormalizedDisplayToViewport(XF,YF);
  this->Renderer->ViewportToNormalizedViewport(XF,YF);
  
  // there are four parameters that can be adjusted
  double *fpos1 = this->PositionCoordinate->GetValue();
  double *fpos2 = this->Position2Coordinate->GetValue();
  double par1[2];
  double par2[2];
  par1[0] = fpos1[0];
  par1[1] = fpos1[1];
  par2[0] = fpos1[0] + fpos2[0];  
  par2[1] = fpos1[1] + fpos2[1];  
    
  double delX = XF - this->StartEventPosition[0];
  double delY = YF - this->StartEventPosition[1];
  double delX2=0.0, delY2=0.0;

  // Based on the state, adjust the representation. Note that we force a
  // uniform scaling of the widget when tugging on the corner points (and
  // when proportional resize is on). This is done by finding the maximum
  // movement in the x-y directions and using this to scale the widget.
  if ( this->ProportionalResize && !this->Moving )
    {
    double sx = fpos2[0]/fpos2[1];
    double sy = fpos2[1]/fpos2[0];
    if ( fabs(delX) > fabs(delY) )
      {
      delY = sy*delX;
      delX2 = delX;
      delY2 = -delY;
      }
    else
      {
      delX = sx*delY;
      delY2 = delY;
      delX2 = -delX;
      }
    }
  else
    {
    delX2 = delX;
    delY2 = delY;
    }

  // The previous "if" statement has taken care of the proportional resize
  // for the most part. However, tugging on edges has special behavior, which
  // is to scale the box about its center.
  switch (this->InteractionState)
    {
    case vtkBorderRepresentation::AdjustingP0:
      par1[0] = par1[0] + delX;
      par1[1] = par1[1] + delY;
      break;
    case vtkBorderRepresentation::AdjustingP1:
      par2[0] = par2[0] + delX2;
      par1[1] = par1[1] + delY2;
      break;
    case vtkBorderRepresentation::AdjustingP2:
      par2[0] = par2[0] + delX;
      par2[1] = par2[1] + delY;
      break;
    case vtkBorderRepresentation::AdjustingP3:
      par1[0] = par1[0] + delX2;
      par2[1] = par2[1] + delY2;
      break;
    case vtkBorderRepresentation::AdjustingE0:
      par1[1] = par1[1] + delY;
      if ( this->ProportionalResize )
        {
        par2[1] = par2[1] - delY;
        par1[0] = par1[0] + delX;
        par2[0] = par2[0] - delX;
        }
      break;
    case vtkBorderRepresentation::AdjustingE1:
      par2[0] = par2[0] + delX;
      if ( this->ProportionalResize )
        {
        par1[0] = par1[0] - delX;
        par1[1] = par1[1] - delY;
        par2[1] = par2[1] + delY;
        }
      break;
    case vtkBorderRepresentation::AdjustingE2:
      par2[1] = par2[1] + delY;
      if ( this->ProportionalResize )
        {
        par1[1] = par1[1] - delY;
        par1[0] = par1[0] - delX;
        par2[0] = par2[0] + delX;
        }
      break;
    case vtkBorderRepresentation::AdjustingE3:
      par1[0] = par1[0] + delX;
      if ( this->ProportionalResize )
        {
        par2[0] = par2[0] - delX;
        par1[1] = par1[1] + delY;
        par2[1] = par2[1] - delY;
        }
      break;
    case vtkBorderRepresentation::Inside:
      if ( this->Moving )
        {
        par1[0] = par1[0] + delX;
        par1[1] = par1[1] + delY;
        par2[0] = par2[0] + delX;
        par2[1] = par2[1] + delY;
        }
      break;
    }
  
  // Modify the representation
  if (par2[0] > par1[0] && par2[1] > par1[1])
    {
    this->PositionCoordinate->SetValue(par1[0],par1[1]);
    this->Position2Coordinate->SetValue(par2[0] - par1[0], par2[1] - par1[1]);
    this->StartEventPosition[0] = XF;
    this->StartEventPosition[1] = YF;      
    }
  
  this->Modified();
  this->BuildRepresentation();
}


//-------------------------------------------------------------------------
void vtkBorderRepresentation::NegotiateLayout()
{
  double size[2];
  this->GetSize(size);
  
  // Update the initial border geoemtry
  this->BWPoints->SetPoint(0, 0.0, 0.0, 0.0); //may be updated by the subclass
  this->BWPoints->SetPoint(1, size[0], 0.0, 0.0);
  this->BWPoints->SetPoint(2, size[0], size[1], 0.0);
  this->BWPoints->SetPoint(3, 0.0, size[1], 0.0);
}


//-------------------------------------------------------------------------
int vtkBorderRepresentation::ComputeInteractionState(int X, int Y, int vtkNotUsed(modify))
{
  int *pos1 = this->PositionCoordinate->
    GetComputedDisplayValue(this->Renderer);
  int *pos2 = this->Position2Coordinate->
    GetComputedDisplayValue(this->Renderer);

  // Figure out where we are in the widget. Exclude outside case first.
  if ( X < (pos1[0]-this->Tolerance) || (pos2[0]+this->Tolerance) < X || 
       Y < (pos1[1]-this->Tolerance) || (pos2[1]+this->Tolerance) < Y )
    {
    if ( this->ShowBorder != BORDER_ON )
      {
      this->BWActor->VisibilityOff();
      }
    this->InteractionState = vtkBorderRepresentation::Outside;
    }
  
  else // we are on the boundary or inside the border
    {
    if ( this->ShowBorder != BORDER_OFF )
      {
      this->BWActor->VisibilityOn();
      }

    // Now check for proximinity to edges and points
    int e0 = (Y >= (pos1[1] - this->Tolerance) && Y <= (pos1[1] + this->Tolerance));
    int e1 = (X >= (pos2[0] - this->Tolerance) && X <= (pos2[0] + this->Tolerance));
    int e2 = (Y >= (pos2[1] - this->Tolerance) && Y <= (pos2[1] + this->Tolerance));
    int e3 = (X >= (pos1[0] - this->Tolerance) && X <= (pos1[0] + this->Tolerance));

    // Points
    if ( e0 && e1 )
      {
      this->InteractionState = vtkBorderRepresentation::AdjustingP1;
      }
    else if ( e1 && e2 )
      {
      this->InteractionState = vtkBorderRepresentation::AdjustingP2;
      }
    else if ( e2 && e3 )
      {
      this->InteractionState = vtkBorderRepresentation::AdjustingP3;
      }
    else if ( e3 && e0 )
      {
      this->InteractionState = vtkBorderRepresentation::AdjustingP0;
      }

    // Edges
    else if ( e0 || e1 || e2 || e3 )
      {
      if ( e0 )
        {
        this->InteractionState = vtkBorderRepresentation::AdjustingE0;
        }
      else if ( e1 )
        {
        this->InteractionState = vtkBorderRepresentation::AdjustingE1;
        }
      else if ( e2 )
        {
        this->InteractionState = vtkBorderRepresentation::AdjustingE2;
        }
      else if ( e3 )
        {
        this->InteractionState = vtkBorderRepresentation::AdjustingE3;
        }
      }

    else // must be interior
      {
      if ( this->Moving )
        {
        // FIXME: This must be wrong.  Moving is not an entry in the
        // _InteractionState enum.  It is an ivar flag and it has no business
        // being set to InteractionState.  This just happens to work because
        // Inside happens to be 1, and this gets set when Moving is 1.
        this->InteractionState = vtkBorderRepresentation::Moving;
        }
      else
        {
        this->InteractionState = vtkBorderRepresentation::Inside;
        }
      }
    }//else inside or on border
  
  return this->InteractionState;
}


//-------------------------------------------------------------------------
void vtkBorderRepresentation::BuildRepresentation()
{
  if ( this->GetMTime() > this->BuildTime || 
       (this->Renderer && this->Renderer->GetVTKWindow() &&
        this->Renderer->GetVTKWindow()->GetMTime() > this->BuildTime) )
    {
    // Negotiate with subclasses
    if ( ! this->Negotiated )
      {
      this->NegotiateLayout();
      this->Negotiated = 1;
      }

    // Set things up
    int *pos1 = this->PositionCoordinate->
      GetComputedDisplayValue(this->Renderer);
    int *pos2 = this->Position2Coordinate->
      GetComputedDisplayValue(this->Renderer);

    // If the widget's aspect ratio is to be preserved (ProportionalResizeOn),
    // then (pos1,pos2) are a bounding rectangle.
    if ( this->ProportionalResize )
      {
      }

    // Now transform the canonical widget into display coordinates
    double size[2];
    this->GetSize(size);
    double tx = pos1[0];
    double ty = pos1[1];
    double sx = (pos2[0]-pos1[0]) / size[0];
    double sy = (pos2[1]-pos1[1]) / size[1];

    this->BWTransform->Identity();
    this->BWTransform->Translate(tx, ty, 0.0);
    this->BWTransform->Scale(sx,sy,1);

    this->BuildTime.Modified();
    }
}

//-------------------------------------------------------------------------
void vtkBorderRepresentation::GetActors2D(vtkPropCollection *pc)
{
  pc->AddItem(this->BWActor);
}

//-------------------------------------------------------------------------
void vtkBorderRepresentation::ReleaseGraphicsResources(vtkWindow *w)
{
  this->BWActor->ReleaseGraphicsResources(w);
}

//-------------------------------------------------------------------------
int vtkBorderRepresentation::RenderOverlay(vtkViewport *w)
{
  this->BuildRepresentation();
  if ( ! this->BWActor->GetVisibility() )
    {
    return 0;
    }
  return this->BWActor->RenderOverlay(w);
}

//-------------------------------------------------------------------------
int vtkBorderRepresentation::RenderOpaqueGeometry(vtkViewport *w)
{
  this->BuildRepresentation();
  if ( ! this->BWActor->GetVisibility() )
    {
    return 0;
    }
  return this->BWActor->RenderOpaqueGeometry(w);
}

//-----------------------------------------------------------------------------
int vtkBorderRepresentation::RenderTranslucentPolygonalGeometry(vtkViewport *w)
{
  this->BuildRepresentation();
  if ( ! this->BWActor->GetVisibility() )
    {
    return 0;
    }
  return this->BWActor->RenderTranslucentPolygonalGeometry(w);
}

//-----------------------------------------------------------------------------
// Description:
// Does this prop have some translucent polygonal geometry?
int vtkBorderRepresentation::HasTranslucentPolygonalGeometry()
{
  this->BuildRepresentation();
  if ( ! this->BWActor->GetVisibility() )
    {
    return 0;
    }
  return this->BWActor->HasTranslucentPolygonalGeometry();
}

//-------------------------------------------------------------------------
void vtkBorderRepresentation::PrintSelf(ostream& os, vtkIndent indent)
{
  this->Superclass::PrintSelf(os,indent);
  
  os << indent << "Show Border: ";
  if ( this->ShowBorder == BORDER_OFF) 
    {
    os << "Off\n";
    }
  else if ( this->ShowBorder == BORDER_ON) 
    {
    os << "On\n";
    }
  else //if ( this->ShowBorder == BORDER_ACTIVE) 
    {
    os << "Active\n";
    }
    
  if ( this->BorderProperty )
    {
    os << indent << "Border Property:\n";
    this->BorderProperty->PrintSelf(os,indent.GetNextIndent());
    }
  else
    {
    os << indent << "Border Property: (none)\n";
    }

  os << indent << "Proportional Resize: " 
     << (this->ProportionalResize ? "On\n" : "Off\n");
  os << indent << "Minimum Size: " << this->MinimumSize[0] << " " << this->MinimumSize[1] << endl;
  os << indent << "Maximum Size: " << this->MaximumSize[0] << " " << this->MaximumSize[1] << endl;

  os << indent << "Moving: " << (this->Moving ? "On\n" : "Off\n");
  os << indent << "Tolerance: " << this->Tolerance << "\n";
  
  os << indent << "Selection Point: (" << this->SelectionPoint[0] << ","
     << this->SelectionPoint[1] << "}\n";
}
