#include "DrawPrimitivesTest.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCCustomCommand.h"

#if defined(__GNUC__) && ((__GNUC__ >= 4) || ((__GNUC__ == 3) && (__GNUC_MINOR__ >= 1)))
#pragma GCC diagnostic ignored "-Wdeprecated-declarations"
#elif _MSC_VER >= 1400 //vs 2005 or higher
#pragma warning (push)
#pragma warning (disable: 4996)
#endif

using namespace std;

static int sceneIdx = -1;


Layer* nextSpriteTestAction();
Layer* backSpriteTestAction();
Layer* restartSpriteTestAction();

typedef Layer* (*NEWDRAWPRIMITIVESFUNC)();
#define DRAWPRIMITIVES_CREATE_FUNC(className) \
static Layer* create##className() \
{ return new className(); }

DRAWPRIMITIVES_CREATE_FUNC(DrawPrimitivesTest);
DRAWPRIMITIVES_CREATE_FUNC(DrawNodeTest);

static NEWDRAWPRIMITIVESFUNC createFunctions[] =
{
    createDrawPrimitivesTest,
    createDrawNodeTest,
};

#define MAX_LAYER    (sizeof(createFunctions) / sizeof(createFunctions[0]))

static Layer* nextAction()
{
    sceneIdx++;
    sceneIdx = sceneIdx % MAX_LAYER;
    
    auto layer = (createFunctions[sceneIdx])();
    layer->autorelease();
    
    return layer;
}

static Layer* backAction()
{
    sceneIdx--;
    int total = MAX_LAYER;
    if( sceneIdx < 0 )
        sceneIdx += total;
    
    auto layer = (createFunctions[sceneIdx])();
    layer->autorelease();
    
    return layer;
}

static Layer* restartAction()
{
    auto layer = (createFunctions[sceneIdx])();
    layer->autorelease();
    
    return layer;
}

// BaseLayer

BaseLayer::BaseLayer()
{
    
}

void BaseLayer::onEnter()
{
    BaseTest::onEnter();
}

void BaseLayer::restartCallback(cocos2d::Ref *pSender)
{
    auto s = new (std::nothrow) DrawPrimitivesTestScene();
    s->addChild(restartAction());
    
    Director::getInstance()->replaceScene(s);
    s->release();
}

void BaseLayer::nextCallback(cocos2d::Ref *pSender)
{
    auto s = new (std::nothrow) DrawPrimitivesTestScene();;
    s->addChild(nextAction());
    
    Director::getInstance()->replaceScene(s);
    s->release();
}

void BaseLayer::backCallback(cocos2d::Ref *pSender)
{
    auto s = new (std::nothrow) DrawPrimitivesTestScene();
    s->addChild(backAction());
    
    Director::getInstance()->replaceScene(s);
    s->release();
}

string BaseLayer::title() const
{
    return "No title";
}

string BaseLayer::subtitle() const
{
    return "";
}

// DrawPrimitivesTest

DrawPrimitivesTest::DrawPrimitivesTest()
{
}

void DrawPrimitivesTest::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
    _customCommand.init(_globalZOrder);
    _customCommand.func = CC_CALLBACK_0(DrawPrimitivesTest::onDraw, this, transform, flags);
    renderer->addCommand(&_customCommand);
}

void DrawPrimitivesTest::onDraw(const Mat4 &transform, uint32_t flags)
{
    Director* director = Director::getInstance();
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
    
    //draw
    CHECK_GL_ERROR_DEBUG();
    
    // draw a simple line
    // The default state is:
    // Line Width: 1
    // color: 255,255,255,255 (white, non-transparent)
    // Anti-Aliased
    //  glEnable(GL_LINE_SMOOTH);
    DrawPrimitives::drawLine( VisibleRect::leftBottom(), VisibleRect::rightTop() );
    
    CHECK_GL_ERROR_DEBUG();
    
    // line: color, width, aliased
    // glLineWidth > 1 and GL_LINE_SMOOTH are not compatible
    // GL_SMOOTH_LINE_WIDTH_RANGE = (1,1) on iPhone
    //  glDisable(GL_LINE_SMOOTH);
    glLineWidth( 5.0f );
    DrawPrimitives::setDrawColor4B(255,0,0,255);
    DrawPrimitives::drawLine( VisibleRect::leftTop(), VisibleRect::rightBottom() );
    
    CHECK_GL_ERROR_DEBUG();
    
    // TIP:
    // If you are going to use always thde same color or width, you don't
    // need to call it before every draw
    //
    // Remember: OpenGL is a state-machine.
    
    // draw big point in the center
    DrawPrimitives::setPointSize(64);
    DrawPrimitives::setDrawColor4B(0,0,255,128);
    DrawPrimitives::drawPoint( VisibleRect::center() );
    
    CHECK_GL_ERROR_DEBUG();
    
    // draw 4 small points
    Vec2 points[] = { Vec2(60,60), Vec2(70,70), Vec2(60,70), Vec2(70,60) };
    DrawPrimitives::setPointSize(4);
    DrawPrimitives::setDrawColor4B(0,255,255,255);
    DrawPrimitives::drawPoints( points, 4);
    
    CHECK_GL_ERROR_DEBUG();
    
    // draw a green circle with 10 segments
    glLineWidth(16);
    DrawPrimitives::setDrawColor4B(0, 255, 0, 255);
    DrawPrimitives::drawCircle( VisibleRect::center(), 100, 0, 10, false);
    
    CHECK_GL_ERROR_DEBUG();
    
    // draw a green circle with 50 segments with line to center
    glLineWidth(2);
    DrawPrimitives::setDrawColor4B(0, 255, 255, 255);
    DrawPrimitives::drawCircle( VisibleRect::center(), 50, CC_DEGREES_TO_RADIANS(90), 50, true);
    
    CHECK_GL_ERROR_DEBUG();
    
    // draw a pink solid circle with 50 segments
    glLineWidth(2);
    DrawPrimitives::setDrawColor4B(255, 0, 255, 255);
    DrawPrimitives::drawSolidCircle( VisibleRect::center() + Vec2(140,0), 40, CC_DEGREES_TO_RADIANS(90), 50, 1.0f, 1.0f);
    
    CHECK_GL_ERROR_DEBUG();
    
    // open yellow poly
    DrawPrimitives::setDrawColor4B(255, 255, 0, 255);
    glLineWidth(10);
    Vec2 vertices[] = { Vec2(0,0), Vec2(50,50), Vec2(100,50), Vec2(100,100), Vec2(50,100) };
    DrawPrimitives::drawPoly( vertices, 5, false);
    
    CHECK_GL_ERROR_DEBUG();
    
    // filled poly
    glLineWidth(1);
    Vec2 filledVertices[] = { Vec2(0,120), Vec2(50,120), Vec2(50,170), Vec2(25,200), Vec2(0,170) };
    DrawPrimitives::drawSolidPoly(filledVertices, 5, Color4F(0.5f, 0.5f, 1, 1 ) );
    
    
    // closed purble poly
    DrawPrimitives::setDrawColor4B(255, 0, 255, 255);
    glLineWidth(2);
    Vec2 vertices2[] = { Vec2(30,130), Vec2(30,230), Vec2(50,200) };
    DrawPrimitives::drawPoly( vertices2, 3, true);
    
    CHECK_GL_ERROR_DEBUG();
    
    // draw quad bezier path
    DrawPrimitives::drawQuadBezier(VisibleRect::leftTop(), VisibleRect::center(), VisibleRect::rightTop(), 50);
    
    CHECK_GL_ERROR_DEBUG();
    
    // draw cubic bezier path
    DrawPrimitives::drawCubicBezier(VisibleRect::center(), Vec2(VisibleRect::center().x+30,VisibleRect::center().y+50), Vec2(VisibleRect::center().x+60,VisibleRect::center().y-50),VisibleRect::right(),100);
    
    CHECK_GL_ERROR_DEBUG();
    
    //draw a solid polygon
    Vec2 vertices3[] = {Vec2(60,160), Vec2(70,190), Vec2(100,190), Vec2(90,160)};
    DrawPrimitives::drawSolidPoly( vertices3, 4, Color4F(1,1,0,1) );
    
    // restore original values
    glLineWidth(1);
    DrawPrimitives::setDrawColor4B(255,255,255,255);
    DrawPrimitives::setPointSize(1);
    
    CHECK_GL_ERROR_DEBUG();
    
    //end draw
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}

string DrawPrimitivesTest::title() const
{
    return "draw primitives";
}

string DrawPrimitivesTest::subtitle() const
{
    return "Drawing Primitives. Use DrawNode instead";
}

// DrawNodeTest
DrawNodeTest::DrawNodeTest()
{
    auto s = Director::getInstance()->getWinSize();
    
    auto draw = DrawNode::create();
    addChild(draw, 10);
    
    draw->drawPoint(Vec2(s.width/2-120, s.height/2-120), 10, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1));
    
    draw->drawPoint(Vec2(s.width/2+120, s.height/2+120), 10, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1));
    
    // draw 4 small points
    Vec2 position[] = { Vec2(60,60), Vec2(70,70), Vec2(60,70), Vec2(70,60) };
    draw->drawPoints( position, 4,  Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1));
 
    // draw a line
    draw->drawLine(Vec2(0,0), Vec2(s.width, s.height), Color4F(1.0, 0.0, 0.0, 0.5));
    
    // draw a rectangle
    draw->drawRect(Vec2(23,23), Vec2(7,7), Color4F(1,1,0,1));
    
    // draw a circle
    draw->drawCircle(VisibleRect::center() + Vec2(140,0), 100, CC_DEGREES_TO_RADIANS(90), 50, true, 1.0f, 2.0f, Color4F(1.0, 0.0, 0.0, 0.5));
    
    draw->drawCircle(VisibleRect::center() - Vec2(140,0), 50, CC_DEGREES_TO_RADIANS(90), 30, false, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1));

    // Draw some beziers
    draw->drawQuadBezier(Vec2(s.width - 150, s.height - 150), Vec2(s.width - 70, s.height - 10), Vec2(s.width - 10, s.height - 10), 10, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5));
    
    draw->drawQuadBezier(Vec2(0, s.height), Vec2(s.width/2, s.height/2), Vec2(s.width, s.height), 50, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5));
    
    draw->drawCubicBezier(VisibleRect::center(), Vec2(VisibleRect::center().x+30,VisibleRect::center().y+50), Vec2(VisibleRect::center().x+60,VisibleRect::center().y-50),VisibleRect::right(),100, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5));
    
    draw->drawCubicBezier(Vec2(s.width - 250, 40), Vec2(s.width - 70, 100), Vec2(s.width - 30, 250), Vec2(s.width - 10, s.height - 50), 10, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5));
    
    auto array = PointArray::create(20);
    array->addControlPoint(Vec2(0,0));
    array->addControlPoint(Vec2(80,80));
    array->addControlPoint(Vec2(s.width-80,80));
    array->addControlPoint(Vec2(s.width-80,s.height-80));
    array->addControlPoint(Vec2(80,s.height-80));
    array->addControlPoint(Vec2(80,80));
    array->addControlPoint(Vec2(s.width/2, s.height/2));
    draw->drawCardinalSpline(array, 0.5, 50, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5));
    
    auto array2 = PointArray::create(20);
    array2->addControlPoint(Vec2(s.width / 2, 30));
    array2->addControlPoint(Vec2(s.width  -80, 30));
    array2->addControlPoint(Vec2(s.width - 80, s.height - 80));
    array2->addControlPoint(Vec2(s.width / 2, s.height - 80));
    array2->addControlPoint(Vec2(s.width / 2, 30));
    draw->drawCatmullRom(array2, 50, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5));
    
    // open random color poly
    Vec2 vertices[] = { Vec2(0,0), Vec2(50,50), Vec2(100,50), Vec2(100,100), Vec2(50,100) };
    draw->drawPoly( vertices, 5, false, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1));
    
    // closed random color poly
    Vec2 vertices2[] = { Vec2(30,130), Vec2(30,230), Vec2(50,200) };
    draw->drawPoly( vertices2, 3, true, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1));
    
    // Draw 10 circles
    for( int i=0; i < 10; i++)
    {
        draw->drawDot(Vec2(s.width/2, s.height/2), 10*(10-i), Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1));
    }
    
    // Draw polygons
    Vec2 points[] = { Vec2(s.height/4,0), Vec2(s.width,s.height/5), Vec2(s.width/3*2,s.height) };
    draw->drawPolygon(points, sizeof(points)/sizeof(points[0]), Color4F(1,0,0,0.5), 4, Color4F(0,0,1,0.5));
    
    // star poly (triggers buggs)
    {
        const float o=80;
        const float w=20;
        const float h=50;
        Vec2 star[] = {
            Vec2(o+w,o-h), Vec2(o+w*2, o),                        // lower spike
            Vec2(o + w*2 + h, o+w ), Vec2(o + w*2, o+w*2),        // right spike
            //              {o +w, o+w*2+h}, {o,o+w*2},                 // top spike
            //              {o -h, o+w}, {o,o},                         // left spike
        };
        
        draw->drawPolygon(star, sizeof(star)/sizeof(star[0]), Color4F(1,0,0,0.5), 1, Color4F(0,0,1,1));
    }
    
    // star poly (doesn't trigger bug... order is important un tesselation is supported.
    {
        const float o=180;
        const float w=20;
        const float h=50;
        Vec2 star[] = {
            Vec2(o,o), Vec2(o+w,o-h), Vec2(o+w*2, o),        // lower spike
            Vec2(o + w*2 + h, o+w ), Vec2(o + w*2, o+w*2),    // right spike
            Vec2(o +w, o+w*2+h), Vec2(o,o+w*2),               // top spike
            Vec2(o -h, o+w),                                     // left spike
        };
        
        draw->drawPolygon(star, sizeof(star)/sizeof(star[0]), Color4F(1,0,0,0.5), 1, Color4F(0,0,1,1));
    }
    
    //draw a solid polygon
    Vec2 vertices3[] = {Vec2(60,160), Vec2(70,190), Vec2(100,190), Vec2(90,160)};
    draw->drawSolidPoly( vertices3, 4, Color4F(1,1,0,1) );
    
    //draw a solid rectangle
    draw->drawSolidRect(Vec2(10,10), Vec2(20,20), Color4F(1,1,0,1));
    
    //draw a solid circle
    draw->drawSolidCircle( VisibleRect::center() + Vec2(140,0), 40, CC_DEGREES_TO_RADIANS(90), 50, 2.0f, 2.0f, Color4F(0.0, 1.0, 0.0, 1.0));
    
    // Draw segment
    draw->drawSegment(Vec2(20,s.height), Vec2(20,s.height/2), 10, Color4F(0, 1, 0, 1));
    
    draw->drawSegment(Vec2(10,s.height/2), Vec2(s.width/2, s.height/2), 40, Color4F(1, 0, 1, 0.5));

	// Draw triangle
    draw->drawTriangle(Vec2(10, 10), Vec2(70, 30), Vec2(100, 140), Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5));
    
    for (int i = 0; i < 100; i++) {
        draw->drawPoint(Vec2(i*7, 5), 5, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1));
    }
}

string DrawNodeTest::title() const
{
    return "Test DrawNode";
}

string DrawNodeTest::subtitle() const
{
    return "Testing DrawNode - batched draws. Concave polygons are BROKEN";
}

void DrawPrimitivesTestScene::runThisTest()
{
    auto layer = nextAction();
    addChild(layer);

    Director::getInstance()->replaceScene(this);
}

#if defined(__GNUC__) && ((__GNUC__ >= 4) || ((__GNUC__ == 3) && (__GNUC_MINOR__ >= 1)))
#pragma GCC diagnostic warning "-Wdeprecated-declarations"
#elif _MSC_VER >= 1400 //vs 2005 or higher
#pragma warning (pop)
#endif