/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <http://www.gnu.org/licenses/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
      14617 N Newport Hwy
      Mead, WA   99021

*==LICENSE==*/
#include "HeadSpin.h"

#include "MaxMain/MaxAPI.h"

#include "../resource.h"

#include "plDynamicTextLayer.h"

#include "../plBMSampler.h"
#include "MaxMain/plPlasmaRefMsgs.h"

class plDynamicTextLayerClassDesc : public plMaxClassDesc<ClassDesc2>
{
public:
    int             IsPublic() override      { return TRUE; }
    void*           Create(BOOL loading = FALSE) override { return new plDynamicTextLayer(); }
    const TCHAR*    ClassName() override     { return GetString(IDS_DYN_TEXT_LAYER); }
    SClass_ID       SuperClassID() override  { return TEXMAP_CLASS_ID; }
    Class_ID        ClassID() override       { return DYN_TEXT_LAYER_CLASS_ID; }
    const TCHAR*    Category() override      { return TEXMAP_CAT_2D; }
    const TCHAR*    InternalName() override  { return _T("PlasmaDynamicTextLayer"); }
    HINSTANCE       HInstance() override     { return hInstance; }
};
static plDynamicTextLayerClassDesc plDynamicTextLayerDesc;
ClassDesc2* GetDynamicTextLayerDesc() { return &plDynamicTextLayerDesc; }

#include "plDynamicTextLayerBitmapPB.cpp"

ParamDlg* plDynamicTextLayer::fUVGenDlg = nullptr;

plDynamicTextLayer::plDynamicTextLayer() :
    fBitmapPB(),
    fUVGen(),
    fTexHandle(),
    fTexTime(0),
    fIValid(NEVER)
{
    fInitBitmap = nullptr;

    plDynamicTextLayerDesc.MakeAutoParamBlocks(this);
    ReplaceReference(kRefUVGen, GetNewDefaultUVGen());  
}

plDynamicTextLayer::~plDynamicTextLayer()
{
    if( fInitBitmap )
        fInitBitmap->DeleteThis();

    IDiscardTexHandle();
}

void plDynamicTextLayer::IGetClassName(MSTR& s) const
{
    s = GetString(IDS_DYN_TEXT_LAYER);
}

//From MtlBase
void plDynamicTextLayer::Reset() 
{
    GetDynamicTextLayerDesc()->Reset(this, TRUE);   // reset all pb2's
    NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);

    fIValid.SetEmpty();
}

void plDynamicTextLayer::Update(TimeValue t, Interval& valid) 
{
    if (!fIValid.InInterval(t))
    {
        fIValid.SetInfinite();

        fUVGen->Update(t,fIValid);
        fBitmapPB->GetValidity(t, fIValid);
    }

    // Gonna need to do this when we support animated bm's
#if 0
    if (fBM)
    {
        if (bi.FirstFrame()!=bi.LastFrame())
            ivalid.SetInstant(t);
    }
#endif

    valid &= fIValid;
}

Interval plDynamicTextLayer::Validity(TimeValue t)
{
    //TODO: Update fIValid here

    // mf horse - Hacking this in just to get animations working.
    // No warranty on this not being stupid.
    Interval v = FOREVER;
    fBitmapPB->GetValidity(t, v);
    v &= fUVGen->Validity(t);
    return v;
}

ParamDlg* plDynamicTextLayer::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) 
{
    fIMtlParams = imp;
    IAutoMParamDlg* masterDlg = plDynamicTextLayerDesc.CreateParamDlgs(hwMtlEdit, imp, this);

    fUVGenDlg = fUVGen->CreateParamDlg(hwMtlEdit, imp);
    masterDlg->AddDlg(fUVGenDlg);

    return masterDlg;   
}

BOOL plDynamicTextLayer::SetDlgThing(ParamDlg* dlg)
{   
    if (dlg == fUVGenDlg)
    {
        fUVGenDlg->SetThing(fUVGen);
        return TRUE;
    }

    return FALSE;
}

int plDynamicTextLayer::NumRefs()
{
    return 2;
}

//From ReferenceMaker
RefTargetHandle plDynamicTextLayer::GetReference(int i) 
{
    switch (i)
    {
        case kRefUVGen:     return fUVGen;
        case kRefBitmap:    return fBitmapPB;
        default:            return nullptr;
    }
}

void plDynamicTextLayer::SetReference(int i, RefTargetHandle rtarg) 
{
    Interval    garbage;

    switch (i)
    {
        case kRefUVGen:  
            fUVGen = (UVGen *)rtarg; 
            if( fUVGen )
                fUVGen->Update( TimeValue( 0 ), garbage );
            break;
        case kRefBitmap:
            fBitmapPB = (IParamBlock2 *)rtarg;
            // KLUDGE: If the paramblock is being set chances are we are being created or
            // loaded.  In the case of load, we want to refresh our textures.
            if (fBitmapPB)
                RefreshBitmaps();
            break;
    }
}

int plDynamicTextLayer::NumParamBlocks()
{
    return 1;
}

IParamBlock2* plDynamicTextLayer::GetParamBlock(int i)
{
    switch (i)
    {
    case 0: return fBitmapPB;
    default: return nullptr;
    }
}

IParamBlock2* plDynamicTextLayer::GetParamBlockByID(BlockID id)
{
    if (fBitmapPB->ID() == id)
        return fBitmapPB;
    else
        return nullptr;
}

//From ReferenceTarget 
RefTargetHandle plDynamicTextLayer::Clone(RemapDir &remap) 
{
    plDynamicTextLayer *mnew = new plDynamicTextLayer();
    *((MtlBase*)mnew) = *((MtlBase*)this); // copy superclass stuff
    mnew->ReplaceReference(kRefBitmap, remap.CloneRef(fBitmapPB));
    mnew->ReplaceReference(kRefUVGen, remap.CloneRef(fUVGen));
    BaseClone(this, mnew, remap);
    return (RefTargetHandle)mnew;
}

int plDynamicTextLayer::NumSubs()
{
    return 2;
}

Animatable* plDynamicTextLayer::SubAnim(int i) 
{
    //TODO: Return 'i-th' sub-anim
    switch (i)
    {
        case kRefUVGen:     return fUVGen;
        case kRefBitmap:    return fBitmapPB;
        default:            return nullptr;
    }
}

MSTR plDynamicTextLayer::ISubAnimName(int i)
{
    switch (i)
    {
        case kRefUVGen:     return _M("UVGen");
        case kRefBitmap:    return fBitmapPB->GetLocalName();
        default: return _M("");
    }
}

RefResult plDynamicTextLayer::NotifyRefChanged(MAX_REF_INTERVAL changeInt, RefTargetHandle hTarget,
   PartID& partID, RefMessage message MAX_REF_PROPAGATE)
{
    switch (message)
    {
    case REFMSG_CHANGE:
        {
            fIValid.SetEmpty();

            if (hTarget == fBitmapPB)
            {
                // see if this message came from a changing parameter in the pblock,
                // if so, limit rollout update to the changing item and update any active viewport texture
                ParamID changingParam = fBitmapPB->LastNotifyParamID();
                fBitmapPB->GetDesc()->InvalidateUI(changingParam);

                if (changingParam != -1 && MAX_REF_PROPAGATE_VALUE)
                    IChanged();
            }
        }
        break;

    case REFMSG_UV_SYM_CHANGE:
        IDiscardTexHandle();  
        break;
    }

    return REF_SUCCEED;
}

void plDynamicTextLayer::IChanged()
{
    IDiscardTexHandle();
    // Texture wasn't getting updated in the viewports, and this fixes it.
    // Don't know if it's the right way though.
    NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);

    // And this is so the SceneWatcher gets notified that the material on some of it's
    // referenced objects changed.
    NotifyDependents(FOREVER, PART_ALL, REFMSG_USER_MAT);
}

#define TEX_HDR_CHUNK 0x5000

IOResult plDynamicTextLayer::Save(ISave *isave) 
{
    IOResult res;

    isave->BeginChunk(TEX_HDR_CHUNK);
    res = MtlBase::Save(isave);
    if (res != IO_OK)
        return res;
    isave->EndChunk();

    return IO_OK;
}   

IOResult plDynamicTextLayer::Load(ILoad *iload) 
{
    IOResult res;
    while (IO_OK == (res = iload->OpenChunk()))
    {
        if (iload->CurChunkID() == TEX_HDR_CHUNK)
        {
            res = MtlBase::Load(iload);
        }
        iload->CloseChunk();
        if (res != IO_OK) 
            return res;
    }

    return IO_OK;
}

inline Point2 CompUV(float x, float y, float z) 
{
    return Point2( 0.5f * ( x / z + 1.0f ), 0.5f * ( y / z + 1.0f ) );
}

Bitmap  *plDynamicTextLayer::GetBitmap( TimeValue t )
{
    return fInitBitmap;
}

AColor plDynamicTextLayer::EvalColor(ShadeContext& sc)
{
    if (!sc.doMaps) 
        return AColor(0.0f, 0.0f, 0.0f, 1.0f);

    AColor color;
    if (sc.GetCache(this, color)) 
        return color;

    if (gbufID) 
        sc.SetGBufferID(gbufID);

    // Evaluate the Bitmap
    if( fBitmapPB->GetInt( kBmpUseInitImage ) && fInitBitmap )
    {
        plBMSampler mysamp( this, fInitBitmap );
        color = fUVGen->EvalUVMap( sc, &mysamp, TRUE );
    }
    else
        color.White();

    // Invert color if specified
    if( fBitmapPB->GetInt( kBmpInvertColor ) )
    {
        color.r = 1.0f - color.r;
        color.g = 1.0f - color.g;
        color.b = 1.0f - color.b;
    }
    // Discard color if specified
    if( fBitmapPB->GetInt( kBmpDiscardColor ) )
        color.r = color.g = color.b = 1.0f;

    // Invert alpha if specified
    if( fBitmapPB->GetInt( kBmpInvertAlpha ) )
        color.a = 1.0f - color.a;
    // Discard alpha if specified
    if( fBitmapPB->GetInt( kBmpDiscardAlpha ) )
        color.a = 1.0f;

    sc.PutCache(this, color); 
    return color;
}

float plDynamicTextLayer::EvalMono(ShadeContext& sc)
{
    return Intens(EvalColor(sc));
}

Point3 plDynamicTextLayer::EvalNormalPerturb(ShadeContext& sc)
{
    // Return the perturbation to apply to a normal for bump mapping
    return Point3(0, 0, 0);
}

ULONG plDynamicTextLayer::LocalRequirements(int subMtlNum)
{
    return fUVGen->Requirements( subMtlNum );
}

void plDynamicTextLayer::IDiscardTexHandle() 
{
    if (fTexHandle)
    {
        fTexHandle->DeleteThis();
        fTexHandle = nullptr;
    }
}

void plDynamicTextLayer::ActivateTexDisplay(BOOL onoff)
{
    if (!onoff)
        IDiscardTexHandle();
}

BITMAPINFO *plDynamicTextLayer::GetVPDisplayDIB(TimeValue t, TexHandleMaker& thmaker, Interval &valid, BOOL mono, BOOL forceW, BOOL forceH)
{
                        // FIXME
    fTexTime = 0;//CalcFrame(t);
//  texValid = clipValid;
    BITMAPINFO *bmi = nullptr;
    int xflags = 0;

    // Create a bitmap to write into via Windows
    BITMAPINFO tempBMI;
    memset( &tempBMI.bmiHeader, 0, sizeof( BITMAPINFOHEADER ) );
    tempBMI.bmiHeader.biSize = sizeof( BITMAPINFOHEADER );
    tempBMI.bmiHeader.biWidth = fBitmapPB->GetInt( kBmpExportWidth );
    tempBMI.bmiHeader.biHeight = -(int)fBitmapPB->GetInt( kBmpExportHeight );
    tempBMI.bmiHeader.biPlanes = 1;
    tempBMI.bmiHeader.biCompression = BI_RGB;
    tempBMI.bmiHeader.biBitCount = 32;

    DWORD       *bitmapBits;
    HDC winDC = CreateCompatibleDC(nullptr);
    HBITMAP bitmap = CreateDIBSection(winDC, &tempBMI, DIB_RGB_COLORS, (void **)&bitmapBits, nullptr, 0);

    HBITMAP old = (HBITMAP)SelectObject( winDC, bitmap );

    // Write into it now
    RECT    r;
    SetRect( &r, 0, 0, fBitmapPB->GetInt( kBmpExportWidth ) - 1, fBitmapPB->GetInt( kBmpExportHeight ) - 1 );
    HBRUSH brush = CreateSolidBrush( RGB( 255, 0, 0 ) );
    FrameRect( winDC, &r, brush );
    DeleteObject( brush );

    SetMapMode( winDC, MM_TEXT );
    SetBkMode( winDC, TRANSPARENT );
    SetTextAlign( winDC, TA_TOP | TA_LEFT );

    // Background letters
    int nHeight = -MulDiv( 72, GetDeviceCaps( winDC, LOGPIXELSY ), 72 );
    HFONT winFont = CreateFont( nHeight, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
                        CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, VARIABLE_PITCH, _T("Times New Roman") );
    if (winFont != nullptr)
    {
        HFONT origFont = (HFONT)SelectObject( winDC, winFont );
        SetTextColor( winDC, RGB( 32, 32, 32 ) );
        TCHAR str2[] = _T("ABCDEFG");
        ::TextOut( winDC, 0, 0, str2, std::size( str2 ) );
        SelectObject( winDC, origFont );
        DeleteObject( winFont );
    }

    nHeight = -MulDiv( 8, GetDeviceCaps( winDC, LOGPIXELSY ), 72 );
    winFont = CreateFont( nHeight, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
                        CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, VARIABLE_PITCH, _T("Arial") );
    if (winFont != nullptr)
    {
        HFONT origFont = (HFONT)SelectObject( winDC, winFont );

        SetTextColor( winDC, RGB( 255, 255, 255 ) );
        TCHAR str[] = _T("Dynamic Text");
        ::TextOut( winDC, 0, 0, str, std::size( str ) );
        TCHAR str3[] = _T("This is 8 point Arial");
        ::TextOut( winDC, 0, 12, str3, std::size( str3 ) );

        SelectObject( winDC, origFont );
        DeleteObject( winFont );
    }


    /// Create a MAX bitmap and copy over the data, the painful way
    Bitmap  *maxBmp;
    BitmapInfo maxInfo;

    maxInfo.SetType( BMM_TRUE_32 );
    maxInfo.SetWidth( fBitmapPB->GetInt( kBmpExportWidth ) );
    maxInfo.SetHeight( fBitmapPB->GetInt( kBmpExportHeight ) );
    maxInfo.SetFlags( MAP_HAS_ALPHA );
    maxInfo.SetCustomFlag( 0 );
    maxBmp = TheManager->Create( &maxInfo );

    PixelBuf l64( fBitmapPB->GetInt( kBmpExportWidth ) );
    for( int y = 0; y < fBitmapPB->GetInt( kBmpExportHeight ); y++ )
    {
        BMM_Color_64 *p64 = l64.Ptr();
        for( int x = 0; x < fBitmapPB->GetInt( kBmpExportWidth ); x++, p64++ )
        {
            COLORREF color = GetPixel( winDC, x, y );       

            if( color == RGB( 0, 0, 0 ) )
            {
                if (fBitmapPB->GetInt(kBmpUseInitImage) && fInitBitmap != nullptr)
                    fInitBitmap->GetLinearPixels( x, y, 1, p64 );
                else
                    p64->r = p64->g = p64->b = 0;
            }
            else
            {
                p64->r = GetRValue( color ) << 8;
                p64->g = GetGValue( color ) << 8;
                p64->b = GetBValue( color ) << 8;
            }
            p64->a = 0xffff;
        }
        maxBmp->PutPixels( 0, y, fBitmapPB->GetInt( kBmpExportWidth ), l64.Ptr() );
    }

    // Done with these now
    SelectObject( winDC, old );
    DeleteObject( bitmap );
    DeleteObject( winDC );

    // Convert to a BITMAPINFO. Go figure.
    bmi = thmaker.BitmapToDIB( maxBmp, 0, xflags, forceW, forceH );

    return bmi;
}

DWORD_PTR plDynamicTextLayer::GetActiveTexHandle(TimeValue t, TexHandleMaker& thmaker)
{
    // FIXME: ignore validity for now
    if (fTexHandle && fIValid.InInterval(t))// && texTime == CalcFrame(t)) 
        return fTexHandle->GetHandle();
    else
    {
        IDiscardTexHandle();
        
        fTexTime = 0;//CalcFrame(t);
        fTexHandle = thmaker.MakeHandle(GetVPDisplayDIB(t, thmaker, fIValid));
        if (fTexHandle)
            return fTexHandle->GetHandle();
        else
            return 0;
    }
}

const MCHAR* plDynamicTextLayer::GetTextureName( int which )
{
    PBBitmap *pbbm = fBitmapPB->GetBitmap( kBmpInitBitmap );
    if( pbbm )
        return pbbm->bi.Name();
    return nullptr;
}

void plDynamicTextLayer::ISetPBBitmap(PBBitmap *pbbm, int index /* = 0 */)
{ 
    fBitmapPB->SetValue( (ParamID)kBmpInitBitmap, 0, pbbm ); 
}

PBBitmap *plDynamicTextLayer::GetPBBitmap(int index /* = 0 */)
{ 
    return fBitmapPB->GetBitmap( (ParamID)kBmpInitBitmap ); 
}

//// GetSamplerInfo ///////////////////////////////////////////////////////////
//  Virtual function called by plBMSampler to get various things while sampling 
//  the layer's image

bool    plDynamicTextLayer::GetSamplerInfo( plBMSamplerData *samplerData )
{
    if( fBitmapPB->GetInt( (ParamID)kBmpDiscardAlpha ) )
        samplerData->fAlphaSource = plBMSamplerData::kDiscard;
    else
        samplerData->fAlphaSource = plBMSamplerData::kFromTexture;

    return true;
}

