/*
  bricks.c

  Bricks Magic Tools Plugin
  Tux Paint - A simple drawing program for children.

  Albert Cahalan <albert@users.sf.net>

  Copyright (c) 2002-2021 by Bill Kendrick and others; see AUTHORS.txt
  bill@newbreedsoftware.com
  http://www.tuxpaint.org/

  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
  (See COPYING.txt)

  Last updated: September 20, 2021
  $Id$
*/

#include <stdio.h>
#include <string.h>
#include <stdlib.h>             /* For RAND_MAX */
#include "tp_magic_api.h"
#include "SDL_image.h"
#include "SDL_mixer.h"

/* What tools we contain: */

enum
{
  TOOL_LARGEBRICKS,
  TOOL_SMALLBRICKS,
  NUM_TOOLS
};


/* Our globals: */

static Mix_Chunk *brick_snd;
static Uint8 bricks_r, bricks_g, bricks_b;


/* Local function prototype: */

static void do_brick(magic_api * api, SDL_Surface * canvas, int x, int y, int w, int h);
int bricks_init(magic_api * api);
Uint32 bricks_api_version(void);
int bricks_get_tool_count(magic_api * api);
SDL_Surface *bricks_get_icon(magic_api * api, int which);
char *bricks_get_name(magic_api * api, int which);
int bricks_get_group(magic_api * api, int which);
char *bricks_get_description(magic_api * api, int which, int mode);
void bricks_drag(magic_api * api, int which, SDL_Surface * canvas,
                 SDL_Surface * last, int ox, int oy, int x, int y, SDL_Rect * update_rect);
void bricks_click(magic_api * api, int which, int mode,
                  SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect);
void bricks_release(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect);        //An empty function. Is there a purpose to this? Ask moderator.
void bricks_shutdown(magic_api * api);
void bricks_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b);
int bricks_requires_colors(magic_api * api, int which);
void bricks_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas);
void bricks_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas);
int bricks_modes(magic_api * api, int which);

// No setup required:
int bricks_init(magic_api * api)
{
  char fname[1024];

  snprintf(fname, sizeof(fname), "%ssounds/magic/brick.wav", api->data_directory);
  brick_snd = Mix_LoadWAV(fname);

  return (1);
}

Uint32 bricks_api_version(void)
{
  return (TP_MAGIC_API_VERSION);
}

// We have multiple tools:
int bricks_get_tool_count(magic_api * api ATTRIBUTE_UNUSED)
{
  return (NUM_TOOLS);
}

// Load our icons:
SDL_Surface *bricks_get_icon(magic_api * api, int which)
{
  char fname[1024];

  if (which == TOOL_LARGEBRICKS)
    {
      snprintf(fname, sizeof(fname), "%simages/magic/largebrick.png", api->data_directory);
    }
  else if (which == TOOL_SMALLBRICKS)
    {
      snprintf(fname, sizeof(fname), "%simages/magic/smallbrick.png", api->data_directory);
    }

  return (IMG_Load(fname));
}

// Return our names, localized:
char *bricks_get_name(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
  /* Both are named "Bricks", at the moment: */

  return (strdup(gettext_noop("Bricks")));
}

// Return our group (both the same):
int bricks_get_group(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
  return MAGIC_TYPE_PAINTING;
}

// Return our descriptions, localized:
char *bricks_get_description(magic_api * api ATTRIBUTE_UNUSED, int which, int mode ATTRIBUTE_UNUSED)
{
  if (which == TOOL_LARGEBRICKS)
    return (strdup(gettext_noop("Click and drag to draw large bricks.")));
  else if (which == TOOL_SMALLBRICKS)
    return (strdup(gettext_noop("Click and drag to draw small bricks.")));

  return (NULL);
}

// Do the effect:

static void do_bricks(void *ptr, int which, SDL_Surface * canvas, SDL_Surface * last ATTRIBUTE_UNUSED, int x, int y)
{
  magic_api *api = (magic_api *) ptr;

  // "specified" means the brick itself, w/o morter
  // "nominal" means brick-to-brick (includes morter)
  int specified_width, specified_height, specified_length;
  int nominal_length;
  int brick_x, brick_y;

  int vertical_joint = 2;       // between a brick and the one above/below
  int horizontal_joint = 2;     // between a brick and the one to the side
  int nominal_width = 18;
  int nominal_height = 12;      // 11 to 14, for joints of 2
  static unsigned char *map;
  static int x_count;
  static int y_count;
  unsigned char *mybrick;

  if (which == TOOL_LARGEBRICKS)
    {
      vertical_joint = 4;       // between a brick and the one above/below
      horizontal_joint = 4;     // between a brick and the one to the side
      nominal_width = 36;
      nominal_height = 24;      // 11 to 14, for joints of 2
    }

  nominal_length = 2 * nominal_width;
  specified_width = nominal_width - horizontal_joint;
  specified_height = nominal_height - vertical_joint;
  specified_length = nominal_length - horizontal_joint;

  if (!api->button_down())
    {
      if (map)
        free(map);
      // the "+ 3" allows for both ends and misalignment
      x_count = (canvas->w + nominal_width - 1) / nominal_width + 3;
      y_count = (canvas->h + nominal_height - 1) / nominal_height + 3;
      map = calloc(x_count, y_count);
    }

  brick_x = x / nominal_width;
  brick_y = y / nominal_height;

  mybrick = map + brick_x + 1 + (brick_y + 1) * x_count;

  if ((unsigned)x < (unsigned)canvas->w && (unsigned)y < (unsigned)canvas->h && !*mybrick)
    {
      int my_x = brick_x * nominal_width;
      int my_w = specified_width;

      *mybrick = 1;


      // FIXME:
      //SDL_LockSurface(canvas);

      if ((brick_y ^ brick_x) & 1)
        {
          if (mybrick[1])
            my_w = specified_length;
        }
      else if (mybrick[-1])
        {
          my_x -= nominal_width;
          my_w = specified_length;
        }
      do_brick(api, canvas, my_x, brick_y * nominal_height, my_w, specified_height);


      // FIXME:
      // SDL_UnlockSurface(canvas);

      //            upper left corner        and     lower right corner

      // FIXME
      /*
         update_canvas(brick_x * nominal_width - nominal_width,
         brick_y * nominal_height - vertical_joint,
         brick_x * nominal_width + specified_length,
         (brick_y + 1) * nominal_height);
       */
    }
}

// Affect the canvas on drag:
void bricks_drag(magic_api * api, int which, SDL_Surface * canvas,
                 SDL_Surface * last, int ox, int oy, int x, int y, SDL_Rect * update_rect)
{
  api->line((void *)api, which, canvas, last, ox, oy, x, y, 1, do_bricks);

  if (ox > x)
    {
      int tmp = ox;

      ox = x;
      x = tmp;
    }
  if (oy > y)
    {
      int tmp = oy;

      oy = y;
      y = tmp;
    }

  update_rect->x = x - 64;
  update_rect->y = y - 64;
  update_rect->w = (ox + 128) - update_rect->x;
  update_rect->h = (oy + 128) - update_rect->h;

  api->playsound(brick_snd, (x * 255) / canvas->w, 255);
}

// Affect the canvas on click:
void bricks_click(magic_api * api, int which, int mode ATTRIBUTE_UNUSED,
                  SDL_Surface * canvas, SDL_Surface * last, int x, int y, SDL_Rect * update_rect)
{
  bricks_drag(api, which, canvas, last, x, y, x, y, update_rect);
}

void bricks_release(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED,
                    SDL_Surface * canvas ATTRIBUTE_UNUSED, SDL_Surface * last ATTRIBUTE_UNUSED,
                    int x ATTRIBUTE_UNUSED, int y ATTRIBUTE_UNUSED, SDL_Rect * update_rect ATTRIBUTE_UNUSED)
{
}

// No setup happened:
void bricks_shutdown(magic_api * api ATTRIBUTE_UNUSED)
{
  if (brick_snd != NULL)
    Mix_FreeChunk(brick_snd);
}

// Record the color from Tux Paint:
void bricks_set_color(magic_api * api ATTRIBUTE_UNUSED, Uint8 r, Uint8 g, Uint8 b)
{
  bricks_r = r;
  bricks_g = g;
  bricks_b = b;
}

// Use colors:
int bricks_requires_colors(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
  return 1;
}

static void do_brick(magic_api * api, SDL_Surface * canvas, int x, int y, int w, int h)
{
  SDL_Rect dest;

  // brick color: 127,76,73
  double ran_r = rand() / (double)RAND_MAX;
  double ran_g = rand() / (double)RAND_MAX;
  double base_r = api->sRGB_to_linear(bricks_r) * 1.5 + api->sRGB_to_linear(127) * 5.0 + ran_r;
  double base_g = api->sRGB_to_linear(bricks_g) * 1.5 + api->sRGB_to_linear(76) * 5.0 + ran_g;
  double base_b = api->sRGB_to_linear(bricks_b) * 1.5 + api->sRGB_to_linear(73) * 5.0 + (ran_r + ran_g * 2.0) / 3.0;

  Uint8 r = api->linear_to_sRGB(base_r / 7.5);
  Uint8 g = api->linear_to_sRGB(base_g / 7.5);
  Uint8 b = api->linear_to_sRGB(base_b / 7.5);

  dest.x = x;
  dest.y = y;
  dest.w = w;
  dest.h = h;


  SDL_FillRect(canvas, &dest, SDL_MapRGB(canvas->format, r, g, b));


  /* Note: We only play the brick sound when we actually DRAW a brick: */

  api->playsound(brick_snd, (x * 255) / canvas->w, 255);
}

void bricks_switchin(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED,
                     int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED)
{
}

void bricks_switchout(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED,
                      int mode ATTRIBUTE_UNUSED, SDL_Surface * canvas ATTRIBUTE_UNUSED)
{
}

int bricks_modes(magic_api * api ATTRIBUTE_UNUSED, int which ATTRIBUTE_UNUSED)
{
  return (MODE_PAINT);
}
