/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/.
 *
 * This file incorporates work covered by the following license notice:
 *
 *   Licensed to the Apache Software Foundation (ASF) under one or more
 *   contributor license agreements. See the NOTICE file distributed
 *   with this work for additional information regarding copyright
 *   ownership. The ASF licenses this file to you under the Apache
 *   License, Version 2.0 (the "License"); you may not use this file
 *   except in compliance with the License. You may obtain a copy of
 *   the License at http://www.apache.org/licenses/LICENSE-2.0 .
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#include <sdr/contact/viewcontactofgraphic.hxx>
#include <sdr/contact/viewobjectcontactofgraphic.hxx>
#include <svx/svdograf.hxx>
#include <svx/sdr/primitive2d/sdrattributecreator.hxx>
#include <svl/itemset.hxx>

#include <svx/sdgcpitm.hxx>
#include <svx/sdr/contact/displayinfo.hxx>
#include <svx/sdr/contact/viewobjectcontact.hxx>
#include <svx/sdr/contact/objectcontact.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <sdr/primitive2d/sdrgrafprimitive2d.hxx>
#include <vcl/svapp.hxx>
#include <vcl/settings.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
#include <drawinglayer/primitive2d/bitmapprimitive2d.hxx>
#include <drawinglayer/primitive2d/textprimitive2d.hxx>
#include <drawinglayer/primitive2d/textlayoutdevice.hxx>
#include <drawinglayer/primitive2d/maskprimitive2d.hxx>
#include <sdr/primitive2d/sdrtextprimitive2d.hxx>
#include <editeng/eeitem.hxx>
#include <editeng/colritem.hxx>
#include <basegfx/matrix/b2dhommatrixtools.hxx>
#include <drawinglayer/primitive2d/sdrdecompositiontools2d.hxx>

#include <eventhandler.hxx>
#include <bitmaps.hlst>

namespace sdr
{
    namespace contact
    {
        // Create a Object-Specific ViewObjectContact, set ViewContact and
        // ObjectContact. Always needs to return something.
        ViewObjectContact& ViewContactOfGraphic::CreateObjectSpecificViewObjectContact(ObjectContact& rObjectContact)
        {
            ViewObjectContact* pRetval = new ViewObjectContactOfGraphic(rObjectContact, *this);
            DBG_ASSERT(pRetval, "ViewContact::CreateObjectSpecificViewObjectContact() failed (!)");

            return *pRetval;
        }

        ViewContactOfGraphic::ViewContactOfGraphic(SdrGrafObj& rGrafObj)
        :   ViewContactOfTextObj(rGrafObj)
        {
        }

        ViewContactOfGraphic::~ViewContactOfGraphic()
        {
        }

        drawinglayer::primitive2d::Primitive2DContainer ViewContactOfGraphic::createVIP2DSForPresObj(
            const basegfx::B2DHomMatrix& rObjectMatrix,
            const drawinglayer::attribute::SdrLineFillShadowTextAttribute& rAttribute) const
        {
            drawinglayer::primitive2d::Primitive2DContainer xRetval;
            GraphicObject aEmptyGraphicObject;
            GraphicAttr aEmptyGraphicAttr;

            // SdrGrafPrimitive2D without content in original size which carries all eventual attributes and texts
            const drawinglayer::primitive2d::Primitive2DReference xReferenceA(new drawinglayer::primitive2d::SdrGrafPrimitive2D(
                rObjectMatrix,
                rAttribute,
                aEmptyGraphicObject,
                aEmptyGraphicAttr));
            xRetval = drawinglayer::primitive2d::Primitive2DContainer { xReferenceA };

            // SdrGrafPrimitive2D with content (which is the preview graphic) scaled to smaller size and
            // without attributes
            basegfx::B2DHomMatrix aSmallerMatrix;

            // #i94431# for some reason, i forgot to take the PrefMapMode of the graphic
            // into account. Since EmptyPresObj's are only used in Draw/Impress, it is
            // safe to assume 100th mm as target.
            Size aPrefSize(GetGrafObject().GetGrafPrefSize());

            if(MapUnit::MapPixel == GetGrafObject().GetGrafPrefMapMode().GetMapUnit())
            {
                aPrefSize = Application::GetDefaultDevice()->PixelToLogic(aPrefSize, MapMode(MapUnit::Map100thMM));
            }
            else
            {
                aPrefSize = OutputDevice::LogicToLogic(aPrefSize, GetGrafObject().GetGrafPrefMapMode(), MapMode(MapUnit::Map100thMM));
            }

            // decompose object matrix to get single values
            basegfx::B2DVector aScale, aTranslate;
            double fRotate, fShearX;
            rObjectMatrix.decompose(aScale, aTranslate, fRotate, fShearX);

            const double fOffsetX((aScale.getX() - aPrefSize.getWidth()) / 2.0);
            const double fOffsetY((aScale.getY() - aPrefSize.getHeight()) / 2.0);

            if(basegfx::fTools::moreOrEqual(fOffsetX, 0.0) && basegfx::fTools::moreOrEqual(fOffsetY, 0.0))
            {
                // create the EmptyPresObj fallback visualisation. The fallback graphic
                // is already provided in rGraphicObject in this case, use it
                aSmallerMatrix = basegfx::utils::createScaleTranslateB2DHomMatrix(aPrefSize.getWidth(), aPrefSize.getHeight(), fOffsetX, fOffsetY);
                aSmallerMatrix = basegfx::utils::createShearXRotateTranslateB2DHomMatrix(fShearX, fRotate, aTranslate)
                    * aSmallerMatrix;

                const GraphicObject& rGraphicObject = GetGrafObject().GetGraphicObject();
                const GraphicAttr aLocalGrafInfo;
                const drawinglayer::primitive2d::Primitive2DReference xReferenceB(new drawinglayer::primitive2d::SdrGrafPrimitive2D(
                    aSmallerMatrix,
                    drawinglayer::attribute::SdrLineFillShadowTextAttribute(),
                    rGraphicObject,
                    aLocalGrafInfo));

                xRetval.push_back(xReferenceB);
            }

            return xRetval;
        }

        drawinglayer::primitive2d::Primitive2DContainer ViewContactOfGraphic::createVIP2DSForDraft(
            const basegfx::B2DHomMatrix& rObjectMatrix,
            const drawinglayer::attribute::SdrLineFillShadowTextAttribute& rAttribute) const
        {
            drawinglayer::primitive2d::Primitive2DContainer xRetval;
            GraphicObject aEmptyGraphicObject;
            GraphicAttr aEmptyGraphicAttr;

            // SdrGrafPrimitive2D without content in original size which carries all eventual attributes and texts
            const drawinglayer::primitive2d::Primitive2DReference xReferenceA(new drawinglayer::primitive2d::SdrGrafPrimitive2D(
                rObjectMatrix,
                rAttribute,
                aEmptyGraphicObject,
                aEmptyGraphicAttr));
            xRetval = drawinglayer::primitive2d::Primitive2DContainer { xReferenceA };

            if(rAttribute.getLine().isDefault())
            {
                // create a surrounding frame when no linestyle given
                const Color aColor(Application::GetSettings().GetStyleSettings().GetShadowColor());
                const basegfx::BColor aBColor(aColor.getBColor());
                basegfx::B2DPolygon aOutline(basegfx::utils::createUnitPolygon());
                aOutline.transform(rObjectMatrix);

                xRetval.push_back(
                    drawinglayer::primitive2d::Primitive2DReference(
                        new drawinglayer::primitive2d::PolygonHairlinePrimitive2D(
                            aOutline,
                            aBColor)));
            }

            // decompose object matrix to get single values
            basegfx::B2DVector aScale, aTranslate;
            double fRotate, fShearX;
            rObjectMatrix.decompose(aScale, aTranslate, fRotate, fShearX);

            // define a distance value, used for distance from bitmap to borders and from bitmap
            // to text, too (2 mm)
            const double fDistance(200.0);

            // consume borders from values
            aScale.setX(std::max(0.0, aScale.getX() - (2.0 * fDistance)));
            aScale.setY(std::max(0.0, aScale.getY() - (2.0 * fDistance)));
            aTranslate.setX(aTranslate.getX() + fDistance);
            aTranslate.setY(aTranslate.getY() + fDistance);

            // draw a draft bitmap
            const BitmapEx aDraftBitmap(BMAP_GrafikEi);

            if(!aDraftBitmap.IsEmpty())
            {
                Size aPrefSize(aDraftBitmap.GetPrefSize());

                if(MapUnit::MapPixel == aDraftBitmap.GetPrefMapMode().GetMapUnit())
                {
                    aPrefSize = Application::GetDefaultDevice()->PixelToLogic(aDraftBitmap.GetSizePixel(), MapMode(MapUnit::Map100thMM));
                }
                else
                {
                    aPrefSize = OutputDevice::LogicToLogic(aPrefSize, aDraftBitmap.GetPrefMapMode(), MapMode(MapUnit::Map100thMM));
                }

                const double fBitmapScaling(2.0);
                const double fWidth(aPrefSize.getWidth() * fBitmapScaling);
                const double fHeight(aPrefSize.getHeight() * fBitmapScaling);

                if(basegfx::fTools::more(fWidth, 1.0)
                    && basegfx::fTools::more(fHeight, 1.0)
                    && basegfx::fTools::lessOrEqual(fWidth, aScale.getX())
                    && basegfx::fTools::lessOrEqual(fHeight, aScale.getY()))
                {
                    const basegfx::B2DHomMatrix aBitmapMatrix(basegfx::utils::createScaleShearXRotateTranslateB2DHomMatrix(
                        fWidth, fHeight, fShearX, fRotate, aTranslate.getX(), aTranslate.getY()));

                    xRetval.push_back(
                        drawinglayer::primitive2d::Primitive2DReference(
                            new drawinglayer::primitive2d::BitmapPrimitive2D(
                                aDraftBitmap, aBitmapMatrix)));

                    // consume bitmap size in X
                    aScale.setX(std::max(0.0, aScale.getX() - (fWidth + fDistance)));
                    aTranslate.setX(aTranslate.getX() + fWidth + fDistance);
                }
            }

            // Build the text for the draft object
            OUString aDraftText = GetGrafObject().GetFileName();

            if (aDraftText.isEmpty())
            {
                aDraftText = GetGrafObject().GetName();
                aDraftText += " ...";
            }

            if (!aDraftText.isEmpty())
            {
                // #i103255# Goal is to produce TextPrimitives which hold the given text as
                // BlockText in the available space. It would be very tricky to do
                // an own word wrap/line layout here.
                // Using SdrBlockTextPrimitive2D OTOH is critical since it internally
                // uses the SdrObject it references. To solve this, create a temp
                // SdrObject with Attributes and Text, generate a SdrBlockTextPrimitive2D
                // directly and immediately decompose it. After that, it is no longer
                // needed and can be deleted.

                // create temp RectObj as TextObj and set needed attributes
                SdrRectObj* pRectObj(new SdrRectObj(GetGrafObject().getSdrModelFromSdrObject(), OBJ_TEXT));
                pRectObj->NbcSetText(aDraftText);
                pRectObj->SetMergedItem(SvxColorItem(COL_LIGHTRED, EE_CHAR_COLOR));

                // get SdrText and OPO
                SdrText* pSdrText(pRectObj->getText(0));
                OutlinerParaObject* pOPO(pRectObj->GetOutlinerParaObject());

                if(pSdrText && pOPO)
                {
                    // directly use the remaining space as TextRangeTransform
                    const basegfx::B2DHomMatrix aTextRangeTransform(basegfx::utils::createScaleShearXRotateTranslateB2DHomMatrix(
                        aScale, fShearX, fRotate, aTranslate));

                    // directly create temp SdrBlockTextPrimitive2D
                    rtl::Reference< drawinglayer::primitive2d::SdrBlockTextPrimitive2D > xBlockTextPrimitive(new drawinglayer::primitive2d::SdrBlockTextPrimitive2D(
                        pSdrText,
                        *pOPO,
                        aTextRangeTransform,
                        SDRTEXTHORZADJUST_LEFT,
                        SDRTEXTVERTADJUST_TOP,
                        false,
                        false,
                        false,
                        false,
                        false));

                    // decompose immediately with neutral ViewInformation. This will
                    // layout the text to more simple TextPrimitives from drawinglayer
                    const drawinglayer::geometry::ViewInformation2D aViewInformation2D;
                    xBlockTextPrimitive->get2DDecomposition(xRetval, aViewInformation2D);
                }

                // always use SdrObject::Free(...) for SdrObjects (!)
                SdrObject* pTemp(pRectObj);
                SdrObject::Free(pTemp);
            }

            return xRetval;
        }

        drawinglayer::primitive2d::Primitive2DContainer ViewContactOfGraphic::createViewIndependentPrimitive2DSequence() const
        {
            drawinglayer::primitive2d::Primitive2DContainer xRetval;
            const SfxItemSet& rItemSet = GetGrafObject().GetMergedItemSet();

            // create and fill GraphicAttr
            GraphicAttr aLocalGrafInfo;
            const sal_uInt16 nTrans(rItemSet.Get(SDRATTR_GRAFTRANSPARENCE).GetValue());
            const SdrGrafCropItem& rCrop(rItemSet.Get(SDRATTR_GRAFCROP));
            aLocalGrafInfo.SetLuminance(rItemSet.Get(SDRATTR_GRAFLUMINANCE).GetValue());
            aLocalGrafInfo.SetContrast(rItemSet.Get(SDRATTR_GRAFCONTRAST).GetValue());
            aLocalGrafInfo.SetChannelR(rItemSet.Get(SDRATTR_GRAFRED).GetValue());
            aLocalGrafInfo.SetChannelG(rItemSet.Get(SDRATTR_GRAFGREEN).GetValue());
            aLocalGrafInfo.SetChannelB(rItemSet.Get(SDRATTR_GRAFBLUE).GetValue());
            aLocalGrafInfo.SetGamma(rItemSet.Get(SDRATTR_GRAFGAMMA).GetValue() * 0.01);
            aLocalGrafInfo.SetTransparency(static_cast<sal_uInt8>(::basegfx::fround(std::min(nTrans, sal_uInt16(100)) * 2.55)));
            aLocalGrafInfo.SetInvert(rItemSet.Get(SDRATTR_GRAFINVERT).GetValue());
            aLocalGrafInfo.SetDrawMode(rItemSet.Get(SDRATTR_GRAFMODE).GetValue());
            aLocalGrafInfo.SetCrop(rCrop.GetLeft(), rCrop.GetTop(), rCrop.GetRight(), rCrop.GetBottom());

            // we have content if graphic is not completely transparent
            const bool bHasContent(255L != aLocalGrafInfo.GetTransparency());
            drawinglayer::attribute::SdrLineFillShadowTextAttribute aAttribute(
                drawinglayer::primitive2d::createNewSdrLineFillShadowTextAttribute(
                    rItemSet,
                    GetGrafObject().getText(0),
                    bHasContent));

            // take unrotated snap rect for position and size. Directly use model data, not getBoundRect() or getSnapRect()
            // which will use the primitive data we just create in the near future
            const tools::Rectangle aRectangle(GetGrafObject().GetGeoRect());
            const ::basegfx::B2DRange aObjectRange(
                aRectangle.Left(), aRectangle.Top(),
                aRectangle.Right(), aRectangle.Bottom());

            // look for mirroring
            const GeoStat& rGeoStat(GetGrafObject().GetGeoStat());
            const sal_Int32 nRotationAngle(rGeoStat.nRotationAngle);
            const bool bRota180(18000 == nRotationAngle);
            const bool bMirrored(GetGrafObject().IsMirrored());
            const sal_uInt16 nMirrorCase(bRota180 ? (bMirrored ? 3 : 4) : (bMirrored ? 2 : 1));
            bool bHMirr((2 == nMirrorCase ) || (4 == nMirrorCase));
            bool bVMirr((3 == nMirrorCase ) || (4 == nMirrorCase));

            // set mirror flags at LocalGrafInfo. Take into account that the geometry in
            // aObjectRange is already changed and rotated when bRota180 is used. To rebuild
            // that old behaviour (as long as part of the model data), correct the H/V flags
            // accordingly. The created bitmapPrimitive WILL use the rotation, too.
            if(bRota180)
            {
                // if bRota180 which is used for vertical mirroring, the graphic will already be rotated
                // by 180 degrees. To correct, switch off VMirror and invert HMirroring.
                bHMirr = !bHMirr;
                bVMirr = false;
            }

            if(bHMirr || bVMirr)
            {
                aLocalGrafInfo.SetMirrorFlags((bHMirr ? BmpMirrorFlags::Horizontal : BmpMirrorFlags::NONE)|(bVMirr ? BmpMirrorFlags::Vertical : BmpMirrorFlags::NONE));
            }

            // fill object matrix
            const double fShearX(rGeoStat.nShearAngle ? tan((36000 - rGeoStat.nShearAngle) * F_PI18000) : 0.0);
            const double fRotate(nRotationAngle ? (36000 - nRotationAngle) * F_PI18000 : 0.0);
            const basegfx::B2DHomMatrix aObjectMatrix(basegfx::utils::createScaleShearXRotateTranslateB2DHomMatrix(
                aObjectRange.getWidth(), aObjectRange.getHeight(),
                fShearX, fRotate,
                aObjectRange.getMinX(), aObjectRange.getMinY()));

            // get the current, unchanged graphic object from SdrGrafObj
            const GraphicObject& rGraphicObject = GetGrafObject().GetGraphicObject();

            if(visualisationUsesPresObj())
            {
                // it's an EmptyPresObj, create the SdrGrafPrimitive2D without content and another scaled one
                // with the content which is the placeholder graphic
                xRetval = createVIP2DSForPresObj(aObjectMatrix, aAttribute);
            }
#ifndef IOS // Enforce swap-in for tiled rendering for now, while we have no delayed updating mechanism
            else if(visualisationUsesDraft())
            {
                // #i102380# The graphic is swapped out. To not force a swap-in here, there is a mechanism
                // which shows a swapped-out-visualisation (which gets created here now) and an asynchronous
                // visual update mechanism for swapped-out graphics when they were loaded (see AsynchGraphicLoadingEvent
                // and ViewObjectContactOfGraphic implementation). Not forcing the swap-in here allows faster
                // (non-blocking) processing here and thus in the effect e.g. fast scrolling through pages
                xRetval = createVIP2DSForDraft(aObjectMatrix, aAttribute);
            }
#endif
            else
            {
                // create primitive. Info: Calling the copy-constructor of GraphicObject in this
                // SdrGrafPrimitive2D constructor will force a full swap-in of the graphic
                const drawinglayer::primitive2d::Primitive2DReference xReference(
                    new drawinglayer::primitive2d::SdrGrafPrimitive2D(
                        aObjectMatrix,
                        aAttribute,
                        rGraphicObject,
                        aLocalGrafInfo));

                xRetval = drawinglayer::primitive2d::Primitive2DContainer { xReference };
            }

            // always append an invisible outline for the cases where no visible content exists
            xRetval.push_back(
                drawinglayer::primitive2d::createHiddenGeometryPrimitives2D(
                    aObjectMatrix));

            return xRetval;
        }

        bool ViewContactOfGraphic::visualisationUsesPresObj() const
        {
            return GetGrafObject().IsEmptyPresObj();
        }

        bool ViewContactOfGraphic::visualisationUsesDraft() const
        {
            // no draft when already PresObj
            if(visualisationUsesPresObj())
                return false;

            // draft when swapped out
            const GraphicObject& rGraphicObject = GetGrafObject().GetGraphicObject();

            // draft when no graphic
            return GraphicType::NONE == rGraphicObject.GetType() || GraphicType::Default == rGraphicObject.GetType();
        }

    } // end of namespace contact
} // end of namespace sdr

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