// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)

using UnityEngine;

namespace Fungus
{
    /// <summary>
    /// Clipping code: http://forum.unity3d.com/threads/17066-How-to-draw-a-GUI-2D-quot-line-quot?p=230386#post230386
    /// Thick line drawing code: http://unifycommunity.com/wiki/index.php?title=VectorLine
    /// Credit: "http://cs-people.bu.edu/jalon/cs480/Oct11Lab/clip.c"
    /// </summary>
    public class GLDraw
    {
        protected static bool clippingEnabled;
        protected static Rect clippingBounds;
        public static Material lineMaterial = null;

        protected static bool clip_test(float p, float q, ref float u1, ref float u2)
        {
            float r;
            bool retval = true;

            if (p < 0.0)
            {
                r = q / p;
                if (r > u2)
                    retval = false;
                else if (r > u1)
                    u1 = r;
            }
            else if (p > 0.0)
            {
                r = q / p;
                if (r < u1)
                    retval = false;
                else if (r < u2)
                    u2 = r;
            }
            else if (q < 0.0)
                retval = false;

            return retval;
        }

        public static bool segment_rect_intersection(Rect bounds, ref Vector2 p1, ref Vector2 p2)
        {
            float u1 = 0.0f, u2 = 1.0f, dx = p2.x - p1.x, dy;

            if (clip_test(-dx, p1.x - bounds.xMin, ref u1, ref u2))
            {
                if (clip_test(dx, bounds.xMax - p1.x, ref u1, ref u2))
                {
                    dy = p2.y - p1.y;
                    if (clip_test(-dy, p1.y - bounds.yMin, ref u1, ref u2))
                    {
                        if (clip_test(dy, bounds.yMax - p1.y, ref u1, ref u2))
                        {
                            if (u2 < 1.0)
                            {
                                p2.x = p1.x + u2 * dx;
                                p2.y = p1.y + u2 * dy;
                            }

                            if (u1 > 0.0)
                            {
                                p1.x += u1 * dx;
                                p1.y += u1 * dy;
                            }
                            return true;
                        }
                    }
                }
            }
            return false;
        }

        public static void BeginGroup(Rect position)
        {
            clippingEnabled = true;
            clippingBounds = new Rect(0, 0, position.width, position.height);
            GUI.BeginGroup(position);
        }
        
        public static void EndGroup()
        {
            GUI.EndGroup();
            clippingBounds = new Rect(0, 0, Screen.width, Screen.height);
            clippingEnabled = false;
        }

        public static Vector2 BeginScrollView(Rect position, Vector2 scrollPos, Rect viewRect, Rect clipRect)
        {
            clippingEnabled = true;
            clippingBounds = clipRect;
            return GUI.BeginScrollView(position, scrollPos, viewRect, GUIStyle.none, GUIStyle.none);
        }
        
        public static void EndScrollView()
        {
            GUI.EndScrollView();
            clippingBounds = new Rect(0, 0, Screen.width, Screen.height);
            clippingEnabled = false;
        }

        public static void CreateMaterial()
        {
            if (lineMaterial != null)
                return;

            lineMaterial = Resources.Load("GLLineDraw", typeof(Material)) as Material;
        }

        public static void DrawLine(Vector2 start, Vector2 end, Color color, float width)
        {
            if (Event.current == null)
                return;
            if (Event.current.type != EventType.repaint)
                return;

            if (clippingEnabled)
                if (!segment_rect_intersection(clippingBounds, ref start, ref end))
                    return;

            CreateMaterial();

            lineMaterial.SetPass(0);

            Vector3 startPt;
            Vector3 endPt;

            if (width == 1)
            {
                GL.Begin(GL.LINES);
                GL.Color(color);
                startPt = new Vector3(start.x, start.y, 0);
                endPt = new Vector3(end.x, end.y, 0);
                GL.Vertex(startPt);
                GL.Vertex(endPt);
            }
            else
            {
                GL.Begin(GL.QUADS);
                GL.Color(color);
                startPt = new Vector3(end.y, start.x, 0);
                endPt = new Vector3(start.y, end.x, 0);
                Vector3 perpendicular = (startPt - endPt).normalized * width;
                Vector3 v1 = new Vector3(start.x, start.y, 0);
                Vector3 v2 = new Vector3(end.x, end.y, 0);
                GL.Vertex(v1 - perpendicular);
                GL.Vertex(v1 + perpendicular);
                GL.Vertex(v2 + perpendicular);
                GL.Vertex(v2 - perpendicular);
            }
            GL.End();
        }

        public static void DrawRect(Rect rect, Color color)
        {
            if (Event.current == null)
                return;
            if (Event.current.type != EventType.repaint)
                return;

            CreateMaterial();
            // set the current material
            lineMaterial.SetPass( 0 );
            GL.Begin( GL.QUADS );
            GL.Color( color );
            GL.Vertex3( rect.xMin, rect.yMin, 0 );
            GL.Vertex3( rect.xMax, rect.yMin, 0 );
            GL.Vertex3( rect.xMax, rect.yMax, 0 );
            GL.Vertex3( rect.xMin, rect.yMax, 0 );
            GL.End();
        }

        public static void DrawBox(Rect box, Color color, float width)
        {
            Vector2 p1 = new Vector2(box.xMin, box.yMin);
            Vector2 p2 = new Vector2(box.xMax, box.yMin);
            Vector2 p3 = new Vector2(box.xMax, box.yMax);
            Vector2 p4 = new Vector2(box.xMin, box.yMax);
            DrawLine(p1, p2, color, width);
            DrawLine(p2, p3, color, width);
            DrawLine(p3, p4, color, width);
            DrawLine(p4, p1, color, width);
        }

        public static void DrawBox(Vector2 topLeftCorner, Vector2 bottomRightCorner, Color color, float width)
        {
            Rect box = new Rect(topLeftCorner.x, topLeftCorner.y, bottomRightCorner.x - topLeftCorner.x, bottomRightCorner.y - topLeftCorner.y);
            DrawBox(box, color, width);
        }

        public static void DrawRoundedBox(Rect box, float radius, Color color, float width)
        {
            Vector2 p1, p2, p3, p4, p5, p6, p7, p8;
            p1 = new Vector2(box.xMin + radius, box.yMin);
            p2 = new Vector2(box.xMax - radius, box.yMin);
            p3 = new Vector2(box.xMax, box.yMin + radius);
            p4 = new Vector2(box.xMax, box.yMax - radius);
            p5 = new Vector2(box.xMax - radius, box.yMax);
            p6 = new Vector2(box.xMin + radius, box.yMax);
            p7 = new Vector2(box.xMin, box.yMax - radius);
            p8 = new Vector2(box.xMin, box.yMin + radius);

            DrawLine(p1, p2, color, width);
            DrawLine(p3, p4, color, width);
            DrawLine(p5, p6, color, width);
            DrawLine(p7, p8, color, width);

            Vector2 t1, t2;
            float halfRadius = radius / 2;

            t1 = new Vector2(p8.x, p8.y + halfRadius);
            t2 = new Vector2(p1.x - halfRadius, p1.y);
            DrawBezier(p8, t1, p1, t2, color, width);

            t1 = new Vector2(p2.x + halfRadius, p2.y);
            t2 = new Vector2(p3.x, p3.y - halfRadius);
            DrawBezier(p2, t1, p3, t2, color, width);

            t1 = new Vector2(p4.x, p4.y + halfRadius);
            t2 = new Vector2(p5.x + halfRadius, p5.y);
            DrawBezier(p4, t1, p5, t2, color, width);

            t1 = new Vector2(p6.x - halfRadius, p6.y);
            t2 = new Vector2(p7.x, p7.y + halfRadius);
            DrawBezier(p6, t1, p7, t2, color, width);
        }

        public static void DrawConnectingCurve(Vector2 start, Vector2 end, Color color, float width)
        {
            Vector2 distance = start - end;

            Vector2 tangentA = start;
            tangentA.x -= distance.x * 0.5f;
            Vector2 tangentB = end;
            tangentB.x += distance.x * 0.5f;

            int segments = Mathf.FloorToInt((distance.magnitude / 20) * 3);

            DrawBezier(start, tangentA, end, tangentB, color, width, segments);

            Vector2 pA = CubeBezier(start, tangentA, end, tangentB, 0.6f);
            Vector2 pB = CubeBezier(start, tangentA, end, tangentB, 0.7f);

            float arrowHeadSize = 5;
            
            Vector2 arrowPosA = pB;
            Vector2 arrowPosB = arrowPosA;
            Vector2 arrowPosC = arrowPosA;
            
            Vector2 dir = (pB - pA).normalized;

            arrowPosB.x += dir.y * arrowHeadSize;
            arrowPosB.y -= dir.x * arrowHeadSize;
            arrowPosB -= dir * arrowHeadSize;

            arrowPosC.x -= dir.y * arrowHeadSize;
            arrowPosC.y += dir.x * arrowHeadSize;
            arrowPosC -= dir * arrowHeadSize;

            DrawLine(arrowPosA, arrowPosB, color, 1.025f);
            DrawLine(arrowPosA, arrowPosC, color, 1.025f);
        }

        public static void DrawBezier(Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width)
        {
            int segments = Mathf.FloorToInt((start - end).magnitude / 20) * 3; // Three segments per distance of 20
            DrawBezier(start, startTangent, end, endTangent, color, width, segments);
        }

        public static void DrawBezier(Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width, int segments)
        {
            Vector2 startVector = CubeBezier(start, startTangent, end, endTangent, 0);
            for (int i = 1; i <= segments; i++)
            {
                Vector2 endVector = CubeBezier(start, startTangent, end, endTangent, i / (float)segments);
                DrawLine(startVector, endVector, color, width);
                startVector = endVector;
            }
        }

        private static Vector2 CubeBezier(Vector2 s, Vector2 st, Vector2 e, Vector2 et, float t)
        {
            float rt = 1 - t;
            float rtt = rt * t;
            return rt * rt * rt * s + 3 * rt * rtt * st + 3 * rtt * t * et + t * t * t * e;
        }
    }
}