/*************************************************************************/
/*  color.h                                                              */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2014 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.                */
/*************************************************************************/
#ifndef COLOR_H
#define COLOR_H

#include "ustring.h"
/**
	@author Juan Linietsky <reduzio@gmail.com>
*/
struct Color {

	union {
	
		struct {
			float r;
			float g;
			float b;
			float a;
		};		
		float components[4];
	};

	bool operator==(const Color &p_color) const { return (r==p_color.r && g==p_color.g && b==p_color.b && a==p_color.a ); }
	bool operator!=(const Color &p_color) const { return (r!=p_color.r || g!=p_color.g || b!=p_color.b || a!=p_color.a ); }

	uint32_t to_32() const;
	uint32_t to_ARGB32() const;
	float gray() const;
	float get_h() const;
	float get_s() const;
	float get_v() const;
	void set_hsv(float p_h, float p_s, float p_v, float p_alpha=1.0);

	_FORCE_INLINE_ float& operator[](int idx) { 
		return components[idx];
	}
	_FORCE_INLINE_ const float& operator[](int idx) const { 
		return components[idx];
	}
		
	void invert();
	void contrast();
	Color inverted() const;
	Color contrasted() const;

	_FORCE_INLINE_ Color linear_interpolate(const Color& p_b, float p_t) const {
	
		Color res=*this;
	
		res.r+= (p_t * (p_b.r-r));
		res.g+= (p_t * (p_b.g-g));
		res.b+= (p_t * (p_b.b-b));
		res.a+= (p_t * (p_b.a-a));
	
		return res;	
	}

	_FORCE_INLINE_ Color blend(const Color& p_over) const {


		Color res;
		float sa = 1.0 - p_over.a;
		res.a = a*sa+p_over.a;
		if (res.a==0) {
			return Color(0,0,0,0);
		} else {
			res.r = (r*a*sa + p_over.r * p_over.a)/res.a;
			res.g = (g*a*sa + p_over.g * p_over.a)/res.a;
			res.b = (b*a*sa + p_over.b * p_over.a)/res.a;
		}
		return res;
	}

	static Color hex(uint32_t p_hex);
	static Color html(const String& p_color);
	static bool html_is_valid(const String& p_color);
	String to_html(bool p_alpha=true) const;

	_FORCE_INLINE_ bool operator<(const Color& p_color) const; //used in set keys
	operator String() const;

	/**
	 * No construct parameters, r=0, g=0, b=0. a=255
	 */
	_FORCE_INLINE_ Color() {
		r=0; g=0; b=0; a=1.0;
	}

	/**
	 * RGB / RGBA construct parameters. Alpha is optional, but defaults to 1.0
	 */
	_FORCE_INLINE_ Color(float p_r,float p_g,float p_b,float p_a=1.0) { r=p_r; g=p_g; b=p_b; a=p_a; }
};

bool Color::operator<(const Color& p_color) const {

	if (r==p_color.r) {
		if (g==p_color.g) {
			if(b==p_color.b) {
				return (a<p_color.a);
			} else
				return (b<p_color.b);
		} else
			return g<p_color.g;
	} else
		return r<p_color.r;

}

#endif
