/*************************************************************************/
/*  animated_sprite.cpp                                                  */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2016 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.                */
/*************************************************************************/
#include "animated_sprite.h"
#include "scene/scene_string_names.h"
#include "os/os.h"
#include "scene/scene_string_names.h"




////////////////////////////



void SpriteFrames::add_frame(const StringName &p_anim, const Ref<Texture>& p_frame, int p_at_pos) {

	Map<StringName,Anim>::Element *E=animations.find(p_anim);
	ERR_FAIL_COND(!E);

	if (p_at_pos>=0 && p_at_pos<E->get().frames.size())
		E->get().frames.insert(p_at_pos,p_frame);
	else
		E->get().frames.push_back(p_frame);

	emit_changed();
}

int SpriteFrames::get_frame_count(const StringName &p_anim) const {
	const Map<StringName,Anim>::Element *E=animations.find(p_anim);
	ERR_FAIL_COND_V(!E,0);

	return E->get().frames.size();
}

void SpriteFrames::remove_frame(const StringName &p_anim, int p_idx) {

	Map<StringName,Anim>::Element *E=animations.find(p_anim);
	ERR_FAIL_COND(!E);

	E->get().frames.remove(p_idx);
	emit_changed();
}
void SpriteFrames::clear(const StringName &p_anim) {

	Map<StringName,Anim>::Element *E=animations.find(p_anim);
	ERR_FAIL_COND(!E);

	E->get().frames.clear();
	emit_changed();
}

void SpriteFrames::clear_all() {

	animations.clear();
	add_animation("default");
}



void SpriteFrames::add_animation(const StringName& p_anim) {

	ERR_FAIL_COND(animations.has(p_anim));

	animations[p_anim]=Anim();
}

bool SpriteFrames::has_animation(const StringName& p_anim) const{

	return animations.has(p_anim);
}
void SpriteFrames::remove_animation(const StringName& p_anim){

	animations.erase(p_anim);
}

void SpriteFrames::rename_animation(const StringName& p_prev,const StringName& p_next) {

	ERR_FAIL_COND(!animations.has(p_prev));
	ERR_FAIL_COND(animations.has(p_next));

	Anim anim = animations[p_prev];
	animations.erase(p_prev);
	animations[p_next]=anim;

}

Vector<String> SpriteFrames::_get_animation_list() const {

	Vector<String> ret;
	List<StringName> al;
	get_animation_list(&al);
	for(List<StringName>::Element *E=al.front();E;E=E->next()) {

		ret.push_back(E->get());
	}

	return ret;
}

void SpriteFrames::get_animation_list(List<StringName> *r_animations) const{

	for (const Map<StringName,Anim>::Element *E=animations.front();E;E=E->next()) {
		r_animations->push_back(E->key());
	}
}

void SpriteFrames::set_animation_speed(const StringName& p_anim,float p_fps){

	ERR_FAIL_COND(p_fps<0);
	Map<StringName,Anim>::Element *E=animations.find(p_anim);
	ERR_FAIL_COND(!E);
	E->get().speed=p_fps;
}
float SpriteFrames::get_animation_speed(const StringName& p_anim) const{

	const Map<StringName,Anim>::Element *E=animations.find(p_anim);
	ERR_FAIL_COND_V(!E,0);
	return E->get().speed;
}

void SpriteFrames::set_animation_loop(const StringName& p_anim,bool p_loop){
	Map<StringName,Anim>::Element *E=animations.find(p_anim);
	ERR_FAIL_COND(!E);
	E->get().loop=p_loop;
}
bool SpriteFrames::get_animation_loop(const StringName& p_anim) const{
	const Map<StringName,Anim>::Element *E=animations.find(p_anim);
	ERR_FAIL_COND_V(!E,false);
	return E->get().loop;

}

void SpriteFrames::_set_frames(const Array& p_frames) {

	clear_all();
	Map<StringName,Anim>::Element *E=animations.find(SceneStringNames::get_singleton()->_default);
	ERR_FAIL_COND(!E);

	E->get().frames.resize(p_frames.size());
	for(int i=0;i<E->get().frames.size();i++)
		E->get().frames[i]=p_frames[i];

}
Array SpriteFrames::_get_frames() const {

	return Array();
}

Array SpriteFrames::_get_animations() const {

	Array anims;
	for (Map<StringName,Anim>::Element *E=animations.front();E;E=E->next()) {
		Dictionary d;
		d["name"]=E->key();
		d["speed"]=E->get().speed;
		d["loop"]=E->get().loop;
		Array frames;
		for(int i=0;i<E->get().frames.size();i++) {
			frames.push_back(E->get().frames[i]);
		}
		d["frames"]=frames;
		anims.push_back(d);
	}

	return anims;
}
void SpriteFrames::_set_animations(const Array& p_animations) {

	animations.clear();
	for(int i=0;i<p_animations.size();i++)	 {

		Dictionary d=p_animations[i];

		ERR_CONTINUE(!d.has("name"));
		ERR_CONTINUE(!d.has("speed"));
		ERR_CONTINUE(!d.has("loop"));
		ERR_CONTINUE(!d.has("frames"));

		Anim anim;
		anim.speed=d["speed"];
		anim.loop=d["loop"];
		Array frames=d["frames"];
		for(int i=0;i<frames.size();i++) {

			RES res = frames[i];
			anim.frames.push_back(res);
		}

		animations[d["name"]]=anim;


	}
}


void SpriteFrames::_bind_methods() {


	ObjectTypeDB::bind_method(_MD("add_animation","anim"),&SpriteFrames::add_animation);
	ObjectTypeDB::bind_method(_MD("has_animation","anim"),&SpriteFrames::has_animation);
	ObjectTypeDB::bind_method(_MD("remove_animation","anim"),&SpriteFrames::remove_animation);
	ObjectTypeDB::bind_method(_MD("rename_animation","anim","newname"),&SpriteFrames::rename_animation);

	ObjectTypeDB::bind_method(_MD("set_animation_speed","anim","speed"),&SpriteFrames::set_animation_speed);
	ObjectTypeDB::bind_method(_MD("get_animation_speed","anim"),&SpriteFrames::get_animation_speed);

	ObjectTypeDB::bind_method(_MD("set_animation_loop","anim","loop"),&SpriteFrames::set_animation_loop);
	ObjectTypeDB::bind_method(_MD("get_animation_loop","anim"),&SpriteFrames::get_animation_loop);

	ObjectTypeDB::bind_method(_MD("add_frame","anim","frame","atpos"),&SpriteFrames::add_frame,DEFVAL(-1));
	ObjectTypeDB::bind_method(_MD("get_frame_count","anim"),&SpriteFrames::get_frame_count);
	ObjectTypeDB::bind_method(_MD("get_frame","anim","idx"),&SpriteFrames::get_frame);
	ObjectTypeDB::bind_method(_MD("set_frame","anim","idx","txt"),&SpriteFrames::set_frame);
	ObjectTypeDB::bind_method(_MD("remove_frame","anim","idx"),&SpriteFrames::remove_frame);
	ObjectTypeDB::bind_method(_MD("clear","anim"),&SpriteFrames::clear);
	ObjectTypeDB::bind_method(_MD("clear_all"),&SpriteFrames::clear_all);

	ObjectTypeDB::bind_method(_MD("_set_frames"),&SpriteFrames::_set_frames);
	ObjectTypeDB::bind_method(_MD("_get_frames"),&SpriteFrames::_get_frames);

	ADD_PROPERTYNZ( PropertyInfo(Variant::ARRAY,"frames",PROPERTY_HINT_NONE,"",0),_SCS("_set_frames"),_SCS("_get_frames")); //compatibility

	ObjectTypeDB::bind_method(_MD("_set_animations"),&SpriteFrames::_set_animations);
	ObjectTypeDB::bind_method(_MD("_get_animations"),&SpriteFrames::_get_animations);

	ADD_PROPERTYNZ( PropertyInfo(Variant::ARRAY,"animations",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("_set_animations"),_SCS("_get_animations")); //compatibility

}




SpriteFrames::SpriteFrames() {

	add_animation(SceneStringNames::get_singleton()->_default);

}






void AnimatedSprite::edit_set_pivot(const Point2& p_pivot) {

	set_offset(p_pivot);
}

Point2 AnimatedSprite::edit_get_pivot() const {

	return get_offset();
}
bool AnimatedSprite::edit_has_pivot() const {

	return true;
}


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

	if (!frames.is_valid())
		return;
	if (property.name=="animation") {

		property.hint=PROPERTY_HINT_ENUM;
		List<StringName> names;
		frames->get_animation_list(&names);
		names.sort_custom<StringName::AlphCompare>();

		bool current_found=false;

		for (List<StringName>::Element *E=names.front();E;E=E->next()) {
			if (E->prev()) {
				property.hint_string+=",";
			}

			property.hint_string+=String(E->get());
			if (animation==E->get()) {
				current_found=true;
			}
		}

		if (!current_found) {
			if (property.hint_string==String()) {
				property.hint_string=String(animation);
			} else {
				property.hint_string=String(animation)+","+property.hint_string;
			}
		}
	}


	if (property.name=="frame") {

		property.hint=PROPERTY_HINT_RANGE;

		if (frames->has_animation(animation)) {
			property.hint_string="0,"+itos(frames->get_frame_count(animation)-1)+",1";
		} else {
			property.hint_string="0,0,0";
		}
	}

}

void AnimatedSprite::_notification(int p_what) {

	switch(p_what) {
		case NOTIFICATION_PROCESS: {

			if (frames.is_null())
				return;
			if (!frames->has_animation(animation))
				return;
			if (frame<0)
				return;

			float speed = frames->get_animation_speed(animation);
			if (speed==0)
				return; //do nothing

			float remaining = get_process_delta_time();

			while(remaining) {

				if (timeout<=0) {

					timeout=1.0/speed;

					int fc = frames->get_frame_count(animation);
					if (frame>=fc-1) {
						if (frames->get_animation_loop(animation)) {
							frame=0;
						} else {
							frame=fc-1;
						}
					} else {
						frame++;
					}

					update();
					_change_notify("frame");
				}

				float to_process = MIN(timeout,remaining);
				remaining-=to_process;
				timeout-=to_process;
			}
		} break;

		case NOTIFICATION_DRAW: {

			if (frames.is_null()) {
				print_line("no draw no faemos");
				return;
			}

			if (frame<0) {
				print_line("no draw frame <0");
				return;
			}

			if (!frames->has_animation(animation)) {
				print_line("no draw no anim: "+String(animation));
				return;
			}



			Ref<Texture> texture = frames->get_frame(animation,frame);
			if (texture.is_null()) {
				print_line("no draw texture is null");
				return;
			}

			//print_line("DECIDED TO DRAW");

			RID ci = get_canvas_item();

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

			Size2i s;
			s = texture->get_size();
			Point2 ofs=offset;
			if (centered)
				ofs-=s/2;

			if (OS::get_singleton()->get_use_pixel_snap()) {
				ofs=ofs.floor();
			}
			Rect2 dst_rect(ofs,s);

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

			//texture->draw_rect(ci,dst_rect,false,modulate);
			texture->draw_rect_region(ci,dst_rect,Rect2(Vector2(),texture->get_size()),modulate);
//			VisualServer::get_singleton()->canvas_item_add_texture_rect_region(ci,dst_rect,texture->get_rid(),src_rect,modulate);

		} break;
	}

}

void AnimatedSprite::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {

	if (frames.is_valid())
		frames->disconnect("changed",this,"_res_changed");
	frames=p_frames;
	if (frames.is_valid())
		frames->connect("changed",this,"_res_changed");

	if (!frames.is_valid()) {
		frame=0;
	} else {
		set_frame(frame);
	}



	_change_notify();
	_reset_timeout();
	update();
	update_configuration_warning();

}

Ref<SpriteFrames> AnimatedSprite::get_sprite_frames() const {

	return frames;
}

void AnimatedSprite::set_frame(int p_frame) {

	if (!frames.is_valid()) {
		return;
	}

	if (frames->has_animation(animation)) {
		int limit = frames->get_frame_count(animation);
		if (p_frame>=limit)
			p_frame=limit-1;

	}

	if (p_frame<0)
		p_frame=0;


	if (frame==p_frame)
		return;

	frame=p_frame;
	_reset_timeout();
	update();
	_change_notify("frame");
	emit_signal(SceneStringNames::get_singleton()->frame_changed);



}
int AnimatedSprite::get_frame() const {

	return frame;
}


void AnimatedSprite::set_centered(bool p_center) {

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

bool AnimatedSprite::is_centered() const {

	return centered;
}

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

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

	return offset;
}

void AnimatedSprite::set_flip_h(bool p_flip) {

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

	return hflip;
}

void AnimatedSprite::set_flip_v(bool p_flip) {

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

	return vflip;
}


void AnimatedSprite::set_modulate(const Color& p_color) {

	modulate=p_color;
	update();
}

Color AnimatedSprite::get_modulate() const{

	return modulate;
}


Rect2 AnimatedSprite::get_item_rect() const {

	if (!frames.is_valid() || !frames->has_animation(animation) || frame<0 || frame>=frames->get_frame_count(animation)) {
		return Node2D::get_item_rect();
	}

	Ref<Texture> t;
	if (animation)
		t = frames->get_frame(animation,frame);
	if (t.is_null())
		return Node2D::get_item_rect();
	Size2i s = t->get_size();

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

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

	return Rect2(ofs,s);
}

void AnimatedSprite::_res_changed() {

	set_frame(frame);
	_change_notify("frame");
	_change_notify("animation");
	update();
}

void AnimatedSprite::_set_playing(bool p_playing) {

	if (playing==p_playing)
		return;
	playing=p_playing;
	_reset_timeout();
	set_process(playing);
}

bool AnimatedSprite::_is_playing() const {

	return playing;
}

void AnimatedSprite::play(const StringName& p_animation) {

	if (p_animation)
		set_animation(p_animation);
	_set_playing(true);
}

void AnimatedSprite::stop(){

	_set_playing(false);
}

bool AnimatedSprite::is_playing() const {

	return is_processing();
}

void AnimatedSprite::_reset_timeout() {

	if (!playing)
		return;

	if (frames.is_valid() && frames->has_animation(animation)) {
		float speed = frames->get_animation_speed(animation);
		if (speed>0) {
			timeout=1.0/speed;
		} else {
			timeout=0;
		}
	} else {
		timeout=0;
	}

}

void AnimatedSprite::set_animation(const StringName& p_animation){

	if (animation==p_animation)
		return;

	animation=p_animation;
	_reset_timeout();
	set_frame(0);
	_change_notify();
	update();
}
StringName AnimatedSprite::get_animation() const{

	return animation;
}

String AnimatedSprite::get_configuration_warning() const {

	if (frames.is_null()) {
		return TTR("A SpriteFrames resource must be created or set in the 'Frames' property in order for AnimatedSprite to display frames.");
	}

	return String();
}

void AnimatedSprite::_bind_methods() {


	ObjectTypeDB::bind_method(_MD("set_sprite_frames","sprite_frames:SpriteFrames"),&AnimatedSprite::set_sprite_frames);
	ObjectTypeDB::bind_method(_MD("get_sprite_frames:SpriteFrames"),&AnimatedSprite::get_sprite_frames);

	ObjectTypeDB::bind_method(_MD("set_animation","animation"),&AnimatedSprite::set_animation);
	ObjectTypeDB::bind_method(_MD("get_animation"),&AnimatedSprite::get_animation);

	ObjectTypeDB::bind_method(_MD("_set_playing","playing"),&AnimatedSprite::_set_playing);
	ObjectTypeDB::bind_method(_MD("_is_playing"),&AnimatedSprite::_is_playing);

	ObjectTypeDB::bind_method(_MD("play","anim"),&AnimatedSprite::play,DEFVAL(StringName()));
	ObjectTypeDB::bind_method(_MD("stop"),&AnimatedSprite::stop);
	ObjectTypeDB::bind_method(_MD("is_playing"),&AnimatedSprite::is_playing);

	ObjectTypeDB::bind_method(_MD("set_centered","centered"),&AnimatedSprite::set_centered);
	ObjectTypeDB::bind_method(_MD("is_centered"),&AnimatedSprite::is_centered);

	ObjectTypeDB::bind_method(_MD("set_offset","offset"),&AnimatedSprite::set_offset);
	ObjectTypeDB::bind_method(_MD("get_offset"),&AnimatedSprite::get_offset);

	ObjectTypeDB::bind_method(_MD("set_flip_h","flip_h"),&AnimatedSprite::set_flip_h);
	ObjectTypeDB::bind_method(_MD("is_flipped_h"),&AnimatedSprite::is_flipped_h);

	ObjectTypeDB::bind_method(_MD("set_flip_v","flip_v"),&AnimatedSprite::set_flip_v);
	ObjectTypeDB::bind_method(_MD("is_flipped_v"),&AnimatedSprite::is_flipped_v);

	ObjectTypeDB::bind_method(_MD("set_frame","frame"),&AnimatedSprite::set_frame);
	ObjectTypeDB::bind_method(_MD("get_frame"),&AnimatedSprite::get_frame);

	ObjectTypeDB::bind_method(_MD("set_modulate","modulate"),&AnimatedSprite::set_modulate);
	ObjectTypeDB::bind_method(_MD("get_modulate"),&AnimatedSprite::get_modulate);


	ObjectTypeDB::bind_method(_MD("_res_changed"),&AnimatedSprite::_res_changed);

	ADD_SIGNAL(MethodInfo("frame_changed"));

	ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "frames",PROPERTY_HINT_RESOURCE_TYPE,"SpriteFrames"), _SCS("set_sprite_frames"),_SCS("get_sprite_frames"));
	ADD_PROPERTY( PropertyInfo( Variant::STRING, "animation"), _SCS("set_animation"),_SCS("get_animation"));
	ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), _SCS("set_frame"),_SCS("get_frame"));
	ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "playing"), _SCS("_set_playing"),_SCS("_is_playing"));
	ADD_PROPERTYNO( PropertyInfo( Variant::BOOL, "centered"), _SCS("set_centered"),_SCS("is_centered"));
	ADD_PROPERTYNZ( PropertyInfo( Variant::VECTOR2, "offset"), _SCS("set_offset"),_SCS("get_offset"));
	ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "flip_h"), _SCS("set_flip_h"),_SCS("is_flipped_h"));
	ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "flip_v"), _SCS("set_flip_v"),_SCS("is_flipped_v"));
	ADD_PROPERTYNO( PropertyInfo( Variant::COLOR, "modulate"), _SCS("set_modulate"),_SCS("get_modulate"));

}

AnimatedSprite::AnimatedSprite() {

	centered=true;
	hflip=false;
	vflip=false;

	frame=0;
	playing=false;
	animation="default";
	modulate=Color(1,1,1,1);
	timeout=0;


}


