/**
 * $Id:
 *
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * 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 2
 * 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, write to the Free Software Foundation,
 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * The Original Code is Copyright (C) 2008 Blender Foundation.
 * All rights reserved.
 *
 * 
 * Contributor(s): Blender Foundation
 *
 * ***** END GPL LICENSE BLOCK *****
 */

#include <string.h>
#include <stdio.h>

#include "DNA_listBase.h"
#include "DNA_action_types.h"
#include "DNA_object_types.h"
#include "DNA_space_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"

#include "MEM_guardedalloc.h"

#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_rand.h"

#include "BKE_colortools.h"
#include "BKE_context.h"
#include "BKE_screen.h"

#include "ED_space_api.h"
#include "ED_screen.h"

#include "BIF_gl.h"

#include "WM_api.h"
#include "WM_types.h"

#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"

#include "ED_anim_api.h"
#include "ED_keyframes_draw.h"
#include "ED_markers.h"

#include "action_intern.h"	// own include

/* ******************** default callbacks for action space ***************** */

static SpaceLink *action_new(const bContext *C)
{
	ScrArea *sa= CTX_wm_area(C);
	SpaceAction *saction;
	ARegion *ar;
	
	saction= MEM_callocN(sizeof(SpaceAction), "initaction");
	saction->spacetype= SPACE_ACTION;
	
	saction->autosnap = SACTSNAP_FRAME;
	saction->mode= SACTCONT_DOPESHEET;
	
	/* header */
	ar= MEM_callocN(sizeof(ARegion), "header for action");
	
	BLI_addtail(&saction->regionbase, ar);
	ar->regiontype= RGN_TYPE_HEADER;
	ar->alignment= RGN_ALIGN_BOTTOM;
	
	/* channel list region */
	ar= MEM_callocN(sizeof(ARegion), "channel area for action");
	BLI_addtail(&saction->regionbase, ar);
	ar->regiontype= RGN_TYPE_CHANNELS;
	ar->alignment= RGN_ALIGN_LEFT;
	
		/* only need to set scroll settings, as this will use 'listview' v2d configuration */
	ar->v2d.scroll = V2D_SCROLL_BOTTOM;
	ar->v2d.flag = V2D_VIEWSYNC_AREA_VERTICAL;
	
	/* main area */
	ar= MEM_callocN(sizeof(ARegion), "main area for action");
	
	BLI_addtail(&saction->regionbase, ar);
	ar->regiontype= RGN_TYPE_WINDOW;
	
	ar->v2d.tot.xmin= -10.0f;
	ar->v2d.tot.ymin= (float)(-sa->winy);
	ar->v2d.tot.xmax= (float)(sa->winx);
	ar->v2d.tot.ymax= 0.0f;
	
	ar->v2d.cur = ar->v2d.tot;
	
	ar->v2d.min[0]= 0.0f;
 	ar->v2d.min[1]= 0.0f;
	
	ar->v2d.max[0]= MAXFRAMEF;
 	ar->v2d.max[1]= 10000.0f;
 	
	ar->v2d.minzoom= 0.01f;
	ar->v2d.maxzoom= 50;
	ar->v2d.scroll = (V2D_SCROLL_BOTTOM|V2D_SCROLL_SCALE_HORIZONTAL);
	ar->v2d.scroll |= (V2D_SCROLL_RIGHT);
	ar->v2d.keepzoom= V2D_LOCKZOOM_Y;
	ar->v2d.align= V2D_ALIGN_NO_POS_Y;
	ar->v2d.flag = V2D_VIEWSYNC_AREA_VERTICAL;
	
	return (SpaceLink *)saction;
}

/* not spacelink itself */
static void action_free(SpaceLink *sl)
{	
//	SpaceAction *saction= (SpaceAction*) sl;
	
}


/* spacetype; init callback */
static void action_init(struct wmWindowManager *wm, ScrArea *sa)
{

}

static SpaceLink *action_duplicate(SpaceLink *sl)
{
	SpaceAction *sactionn= MEM_dupallocN(sl);
	
	/* clear or remove stuff from old */
	
	return (SpaceLink *)sactionn;
}



/* add handlers, stuff you only do once or on area/region changes */
static void action_main_area_init(wmWindowManager *wm, ARegion *ar)
{
	ListBase *keymap;
	
	UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_CUSTOM, ar->winx, ar->winy);
	
	/* own keymap */
	keymap= WM_keymap_listbase(wm, "Action_Keys", SPACE_ACTION, 0);	/* XXX weak? */
	WM_event_add_keymap_handler_bb(&ar->handlers, keymap, &ar->v2d.mask, &ar->winrct);
}

static void action_main_area_draw(const bContext *C, ARegion *ar)
{
	/* draw entirely, view changes should be handled here */
	SpaceAction *saction= CTX_wm_space_action(C);
	bAnimContext ac;
	View2D *v2d= &ar->v2d;
	View2DGrid *grid;
	View2DScrollers *scrollers;
	float col[3];
	short unit=0, flag=0;
	
	/* clear and setup matrix */
	UI_GetThemeColor3fv(TH_BACK, col);
	glClearColor(col[0], col[1], col[2], 0.0);
	glClear(GL_COLOR_BUFFER_BIT);
	
	UI_view2d_view_ortho(C, v2d);
	
	/* time grid */
	unit= (saction->flag & SACTION_DRAWTIME)? V2D_UNIT_SECONDS : V2D_UNIT_FRAMES;
	grid= UI_view2d_grid_calc(C, v2d, unit, V2D_GRID_CLAMP, V2D_ARG_DUMMY, V2D_ARG_DUMMY, ar->winx, ar->winy);
	UI_view2d_grid_draw(C, v2d, grid, V2D_GRIDLINES_ALL);
	UI_view2d_grid_free(grid);
	
	/* data */
	if (ANIM_animdata_get_context(C, &ac)) {
		draw_channel_strips(&ac, saction, ar);
	}
	
	/* current frame */
	if (saction->flag & SACTION_DRAWTIME) 	flag |= DRAWCFRA_UNIT_SECONDS;
	if ((saction->flag & SACTION_NODRAWCFRANUM)==0)  flag |= DRAWCFRA_SHOW_NUMBOX;
	ANIM_draw_cfra(C, v2d, flag);
	
	/* markers */
	UI_view2d_view_orthoSpecial(C, v2d, 1);
	draw_markers_time(C, 0);
	
	/* preview range */
	UI_view2d_view_ortho(C, v2d);
	ANIM_draw_previewrange(C, v2d);
	
	/* reset view matrix */
	UI_view2d_view_restore(C);
	
	/* scrollers */
	scrollers= UI_view2d_scrollers_calc(C, v2d, unit, V2D_GRID_CLAMP, V2D_ARG_DUMMY, V2D_ARG_DUMMY);
	UI_view2d_scrollers_draw(C, v2d, scrollers);
	UI_view2d_scrollers_free(scrollers);
}

/* add handlers, stuff you only do once or on area/region changes */
static void action_channel_area_init(wmWindowManager *wm, ARegion *ar)
{
	ListBase *keymap;
	
	UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_LIST, ar->winx, ar->winy);
	
	/* own keymap */
	keymap= WM_keymap_listbase(wm, "Animation_Channels", 0, 0);	/* XXX weak? */
	WM_event_add_keymap_handler_bb(&ar->handlers, keymap, &ar->v2d.mask, &ar->winrct);
}

static void action_channel_area_draw(const bContext *C, ARegion *ar)
{
	/* draw entirely, view changes should be handled here */
	SpaceAction *saction= CTX_wm_space_action(C);
	bAnimContext ac;
	View2D *v2d= &ar->v2d;
	View2DScrollers *scrollers;
	float col[3];
	
	/* clear and setup matrix */
	UI_GetThemeColor3fv(TH_BACK, col);
	glClearColor(col[0], col[1], col[2], 0.0);
	glClear(GL_COLOR_BUFFER_BIT);
	
	UI_view2d_view_ortho(C, v2d);
	
	/* data */
	if (ANIM_animdata_get_context(C, &ac)) {
		draw_channel_names((bContext *)C, &ac, saction, ar);
	}
	
	/* reset view matrix */
	UI_view2d_view_restore(C);
	
	/* scrollers */
	scrollers= UI_view2d_scrollers_calc(C, v2d, V2D_ARG_DUMMY, V2D_ARG_DUMMY, V2D_ARG_DUMMY, V2D_ARG_DUMMY);
	UI_view2d_scrollers_draw(C, v2d, scrollers);
	UI_view2d_scrollers_free(scrollers);
}


/* add handlers, stuff you only do once or on area/region changes */
static void action_header_area_init(wmWindowManager *wm, ARegion *ar)
{
	UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_HEADER, ar->winx, ar->winy);
}

static void action_header_area_draw(const bContext *C, ARegion *ar)
{
	float col[3];
	
	/* clear */
	if(ED_screen_area_active(C))
		UI_GetThemeColor3fv(TH_HEADER, col);
	else
		UI_GetThemeColor3fv(TH_HEADERDESEL, col);
	
	glClearColor(col[0], col[1], col[2], 0.0);
	glClear(GL_COLOR_BUFFER_BIT);
	
	/* set view2d view matrix for scrolling (without scrollers) */
	UI_view2d_view_ortho(C, &ar->v2d);
	
	action_header_buttons(C, ar);
	
	/* restore view matrix? */
	UI_view2d_view_restore(C);
}

static void action_channel_area_listener(ARegion *ar, wmNotifier *wmn)
{
	/* context changes */
	switch(wmn->category) {
		case NC_ANIMATION:
			ED_region_tag_redraw(ar);
			break;
		case NC_SCENE:
			switch(wmn->data) {
				case ND_OB_ACTIVE:
				case ND_FRAME:
					ED_region_tag_redraw(ar);
					break;
			}
			break;
		case NC_OBJECT:
			switch(wmn->data) {
				case ND_BONE_ACTIVE:
				case ND_BONE_SELECT:
				case ND_KEYS:
					ED_region_tag_redraw(ar);
					break;
			}
			break;
		default:
			if(wmn->data==ND_KEYS)
				ED_region_tag_redraw(ar);
	}
}

static void action_main_area_listener(ARegion *ar, wmNotifier *wmn)
{
	/* context changes */
	switch(wmn->category) {
		case NC_ANIMATION:
			ED_region_tag_redraw(ar);
			break;
		case NC_SCENE:
			switch(wmn->data) {
				case ND_OB_ACTIVE:
				case ND_FRAME:
				case ND_MARKERS:
					ED_region_tag_redraw(ar);
					break;
			}
			break;
		case NC_OBJECT:
			switch(wmn->data) {
				case ND_BONE_ACTIVE:
				case ND_BONE_SELECT:
				case ND_KEYS:
				case ND_TRANSFORM:
					ED_region_tag_redraw(ar);
					break;
			}
			break;
		default:
			if(wmn->data==ND_KEYS)
				ED_region_tag_redraw(ar);
	}
}

/* editor level listener */
static void action_listener(ScrArea *sa, wmNotifier *wmn)
{
	/* context changes */
	switch (wmn->category) {
		case NC_ANIMATION:
			ED_area_tag_refresh(sa);
			break;
		case NC_SCENE:
			/*switch (wmn->data) {
				case ND_OB_ACTIVE:
				case ND_OB_SELECT:
					ED_area_tag_refresh(sa);
					break;
			}*/
			ED_area_tag_refresh(sa);
			break;
		case NC_OBJECT:
			/*switch (wmn->data) {
				case ND_BONE_SELECT:
				case ND_BONE_ACTIVE:
					ED_area_tag_refresh(sa);
					break;
			}*/
			ED_area_tag_refresh(sa);
			break;
	}
}

static void action_refresh(const bContext *C, ScrArea *sa)
{
	SpaceAction *saction = (SpaceAction *)sa->spacedata.first;
	
	/* updates to data needed depends on Action Editor mode... */
	switch (saction->mode) {
		case SACTCONT_DOPESHEET: /* DopeSheet - for now, just all armatures... */
		{
			
		}
			break;
		
		case SACTCONT_ACTION: /* Action Editor - just active object will do */
		{
			Object *ob= CTX_data_active_object(C);
			
			/* sync changes to bones to the corresponding action channels */
			ANIM_pose_to_action_sync(ob, sa);
		}
			break; 
	}
	
	/* region updates? */
	// XXX resizing y-extents of tot should go here?
}

/* only called once, from space/spacetypes.c */
void ED_spacetype_action(void)
{
	SpaceType *st= MEM_callocN(sizeof(SpaceType), "spacetype action");
	ARegionType *art;
	
	st->spaceid= SPACE_ACTION;
	
	st->new= action_new;
	st->free= action_free;
	st->init= action_init;
	st->duplicate= action_duplicate;
	st->operatortypes= action_operatortypes;
	st->keymap= action_keymap;
	st->listener= action_listener;
	st->refresh= action_refresh;
	
	/* regions: main window */
	art= MEM_callocN(sizeof(ARegionType), "spacetype action region");
	art->regionid = RGN_TYPE_WINDOW;
	art->init= action_main_area_init;
	art->draw= action_main_area_draw;
	art->listener= action_main_area_listener;
	art->keymapflag= ED_KEYMAP_VIEW2D/*|ED_KEYMAP_MARKERS*/|ED_KEYMAP_ANIMATION|ED_KEYMAP_FRAMES;

	BLI_addhead(&st->regiontypes, art);
	
	/* regions: header */
	art= MEM_callocN(sizeof(ARegionType), "spacetype action region");
	art->regionid = RGN_TYPE_HEADER;
	art->minsizey= HEADERY;
	art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES;
	
	art->init= action_header_area_init;
	art->draw= action_header_area_draw;
	
	BLI_addhead(&st->regiontypes, art);
	
	/* regions: channels */
	art= MEM_callocN(sizeof(ARegionType), "spacetype action region");
	art->regionid = RGN_TYPE_CHANNELS;
	art->minsizex= 200;
	art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D;
	
	art->init= action_channel_area_init;
	art->draw= action_channel_area_draw;
	art->listener= action_channel_area_listener;
	
	BLI_addhead(&st->regiontypes, art);
	
	
	BKE_spacetype_register(st);
}

