#include <gmodule.h>

#include <clutter/clutter.h>

#if defined (_MSC_VER) && !defined (_USE_MATH_DEFINES)
#define _USE_MATH_DEFINES
#endif

#include <math.h>
#include <errno.h>
#include <stdlib.h>
#include <glib.h>

#ifdef CLUTTER_WINDOWING_X11
#include "clutter/x11/clutter-x11.h"
#endif

#include "test-utils.h"

#define NHANDS  6

typedef struct SuperOH
{
  ClutterActor **hand, *bgtex;
  ClutterActor  *real_hand;
  ClutterActor  *group;
  ClutterActor  *stage;

  gint stage_width;
  gint stage_height;
  gfloat radius;

  ClutterTimeline *timeline;

  gulong frame_id;

  gboolean *paint_guards;
} SuperOH;

static gint n_hands = NHANDS;

static GOptionEntry super_oh_entries[] = {
  {
    "num-hands", 'n',
    0,
    G_OPTION_ARG_INT, &n_hands,
    "Number of hands", "HANDS"
  },
  { NULL }
};

int
test_paint_wrapper_main (int argc, char *argv[]);

const char *
test_paint_wrapper_describe (void);

static gboolean
on_button_press_event (ClutterActor *actor,
                       ClutterEvent *event,
                       SuperOH      *oh)
{
  gfloat x, y;

  clutter_event_get_coords (event, &x, &y);

  g_print ("*** button press event (button:%d) at %.2f, %.2f ***\n",
           clutter_event_get_button (event),
           x, y);

  clutter_actor_hide (actor);

  return TRUE;
}

static gboolean
input_cb (ClutterActor *stage,
	  ClutterEvent *event,
	  gpointer      data)
{
  SuperOH *oh = data;

  if (event->type == CLUTTER_KEY_RELEASE)
    {
      g_print ("*** key press event (key:%c) ***\n",
	       clutter_event_get_key_symbol (event));

      if (clutter_event_get_key_symbol (event) == CLUTTER_KEY_q)
        {
	  clutter_main_quit ();

          return TRUE;
        }
      else if (clutter_event_get_key_symbol (event) == CLUTTER_KEY_r)
        {
          gint i;

          for (i = 0; i < n_hands; i++)
            clutter_actor_show (oh->hand[i]);

          return TRUE;
        }
    }

  return FALSE;
}

/* Timeline handler */
static void
frame_cb (ClutterTimeline *timeline,
	  gint             msecs,
	  gpointer         data)
{
  SuperOH *oh = data;
  gint i;
  float rotation = clutter_timeline_get_progress (timeline) * 360.0f;

  /* Rotate everything clockwise about stage center*/

  clutter_actor_set_rotation_angle (oh->group,
                                    CLUTTER_Z_AXIS,
                                    rotation);

  for (i = 0; i < n_hands; i++)
    {
      /* Rotate each hand around there centers - to get this we need
       * to take into account any scaling.
       */
      clutter_actor_set_rotation_angle (oh->hand[i],
                                        CLUTTER_Z_AXIS,
                                        -6.0 * rotation);
    }
}

static void
hand_pre_paint (ClutterActor        *actor,
                ClutterPaintContext *paint_context,
                gpointer             user_data)
{
  CoglFramebuffer *framebuffer =
    clutter_paint_context_get_framebuffer (paint_context);
  CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
  CoglPipeline *pipeline;
  SuperOH *oh = user_data;
  gfloat w, h;
  int actor_num;

  for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++)
    ;

  g_assert (oh->paint_guards[actor_num] == FALSE);

  clutter_actor_get_size (actor, &w, &h);

  pipeline = cogl_pipeline_new (ctx);
  cogl_pipeline_set_color4ub (pipeline, 255, 0, 0, 128);
  cogl_framebuffer_draw_rectangle (framebuffer, pipeline,
                                   0, 0, w / 2, h / 2);
  cogl_object_unref (pipeline);

  oh->paint_guards[actor_num] = TRUE;
}

static void
hand_post_paint (ClutterActor        *actor,
                 ClutterPaintContext *paint_context,
                 gpointer             user_data)
{
  CoglFramebuffer *framebuffer =
    clutter_paint_context_get_framebuffer (paint_context);
  CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
  CoglPipeline *pipeline;
  SuperOH *oh = user_data;
  gfloat w, h;
  int actor_num;

  for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++)
    ;

  g_assert (oh->paint_guards[actor_num] == TRUE);

  clutter_actor_get_size (actor, &w, &h);

  pipeline = cogl_pipeline_new (ctx);
  cogl_pipeline_set_color4ub (pipeline, 0, 255, 0, 128);
  cogl_framebuffer_draw_rectangle (framebuffer, pipeline,
                                   w / 2, h / 2, w, h);
  cogl_object_unref (pipeline);

  oh->paint_guards[actor_num] = FALSE;
}

static void
stop_and_quit (ClutterActor *actor,
               SuperOH      *oh)
{
  g_clear_signal_handler (&oh->frame_id, oh->timeline);
  clutter_timeline_stop (oh->timeline);

  clutter_main_quit ();
}

G_MODULE_EXPORT int
test_paint_wrapper_main (int argc, char *argv[])
{
  ClutterActor *stage;
  ClutterColor  stage_color = { 0x61, 0x64, 0x8c, 0xff };
  SuperOH      *oh;
  gint          i;
  GError       *error;
  ClutterActor *real_hand;

  error = NULL;

#ifdef CLUTTER_WINDOWING_X11
  clutter_x11_set_use_argb_visual (TRUE);
#endif

  if (clutter_init_with_args (&argc, &argv,
                              NULL,
                              super_oh_entries,
                              NULL,
                              &error) != CLUTTER_INIT_SUCCESS)
    {
      g_warning ("Unable to initialise Clutter:\n%s",
                 error->message);
      g_error_free (error);

      return EXIT_FAILURE;
    }

  oh = g_new(SuperOH, 1);

  stage = clutter_stage_new ();
  clutter_actor_set_size (stage, 800, 600);

  clutter_stage_set_title (CLUTTER_STAGE (stage), "Paint Test");
  clutter_actor_set_background_color (stage, &stage_color);
  g_signal_connect (stage, "destroy", G_CALLBACK (stop_and_quit), oh);

  oh->stage = stage;

  /* Create a timeline to manage animation */
  oh->timeline = clutter_timeline_new_for_actor (oh->stage, 6000);
  clutter_timeline_set_repeat_count (oh->timeline, -1);

  /* fire a callback for frame change */
  oh->frame_id =
    g_signal_connect (oh->timeline, "new-frame", G_CALLBACK (frame_cb), oh);

  real_hand = clutter_test_utils_create_texture_from_file (TESTS_DATADIR
                                                           G_DIR_SEPARATOR_S
                                                           "redhand.png",
                                                           &error);
  if (real_hand == NULL)
    {
      g_error ("image load failed: %s", error->message);
      return EXIT_FAILURE;
    }

  /* create a new group to hold multiple actors in a group */
  oh->group = clutter_actor_new();
  clutter_actor_set_pivot_point (oh->group, 0.5, 0.5);

  oh->hand = g_new (ClutterActor*, n_hands);

  oh->stage_width = clutter_actor_get_width (stage);
  oh->stage_height = clutter_actor_get_height (stage);
  oh->radius = (oh->stage_width + oh->stage_height)
             / n_hands;

  for (i = 0; i < n_hands; i++)
    {
      gint x, y, w, h;

      if (i == 0)
        oh->hand[i] = real_hand;
      else
        oh->hand[i] = clutter_clone_new (real_hand);

      clutter_actor_set_reactive (oh->hand[i], TRUE);

      clutter_actor_set_size (oh->hand[i], 200, 213);

      /* Place around a circle */
      w = clutter_actor_get_width (oh->hand[i]);
      h = clutter_actor_get_height (oh->hand[i]);

      x = oh->stage_width / 2
	+ oh->radius
	* cos (i * G_PI / (n_hands / 2))
	- w / 2;

      y = oh->stage_height / 2
	+ oh->radius
	* sin (i * G_PI / (n_hands / 2))
	- h / 2;

      clutter_actor_set_position (oh->hand[i], x, y);
      clutter_actor_set_translation (oh->hand[i], -100.f, -106.5, 0);

      g_signal_connect (oh->hand[i], "button-press-event",
                        G_CALLBACK (on_button_press_event),
                        oh);

      /* paint something before each hand */
      g_signal_connect (oh->hand[i],
                        "paint", G_CALLBACK (hand_pre_paint),
                        oh);

      /* paint something after each hand */
      g_signal_connect_after (oh->hand[i],
                              "paint", G_CALLBACK (hand_post_paint),
                              oh);

      /* Add to our group group */
      clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
    }

  oh->paint_guards = g_malloc0 (sizeof (gboolean) * n_hands);

  /* Add the group to the stage */
  clutter_container_add_actor (CLUTTER_CONTAINER (stage),
                               CLUTTER_ACTOR (oh->group));

  /* Show everying ( and map window ) */
  clutter_actor_show (stage);

  g_signal_connect (stage, "key-release-event",
		    G_CALLBACK (input_cb),
		    oh);

  /* and start it */
  clutter_timeline_start (oh->timeline);

  clutter_main ();

  g_object_unref (oh->timeline);
  g_free (oh->paint_guards);
  g_free (oh->hand);
  g_free (oh);

  return 0;
}

G_MODULE_EXPORT const char *
test_paint_wrapper_describe (void)
{
  return "Wrap an actor's paint cycle for pre and post processing.";
}
