#include "FractoriumPch.h"
#include "Fractorium.h"
#include "PaletteTableWidgetItem.h"

#define PALETTE_CELL_HEIGHT 16

/// <summary>
/// Initialize the palette UI.
/// </summary>
void Fractorium::InitPaletteUI()
{
	int spinHeight = 20, row = 0;
	auto paletteTable = ui.PaletteListTable;
	auto palettePreviewTable = ui.PalettePreviewTable;
	connect(ui.PaletteFilenameCombo, SIGNAL(currentIndexChanged(const QString&)), this, SLOT(OnPaletteFilenameComboChanged(const QString&)), Qt::QueuedConnection);
	connect(paletteTable, SIGNAL(cellClicked(int, int)),	   this, SLOT(OnPaletteCellClicked(int, int)),		 Qt::QueuedConnection);
	connect(paletteTable, SIGNAL(cellDoubleClicked(int, int)), this, SLOT(OnPaletteCellDoubleClicked(int, int)), Qt::QueuedConnection);
	//Palette adjustment table.
	auto table = ui.PaletteAdjustTable;
	table->horizontalHeader()->setSectionResizeMode(QHeaderView::Stretch);//Split width over all columns evenly.
	SetupSpinner<SpinBox, int>(table, this, row, 1, m_PaletteHueSpin,		 spinHeight, -180, 180, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
	SetupSpinner<SpinBox, int>(table, this, row, 1, m_PaletteSaturationSpin, spinHeight, -100, 100, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
	SetupSpinner<SpinBox, int>(table, this, row, 1, m_PaletteBrightnessSpin, spinHeight, -255, 255, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
	row = 0;
	SetupSpinner<SpinBox, int>(table, this, row, 3, m_PaletteContrastSpin,  spinHeight, -100, 100, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
	SetupSpinner<SpinBox, int>(table, this, row, 3, m_PaletteBlurSpin,	    spinHeight,	   0, 127, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
	SetupSpinner<SpinBox, int>(table, this, row, 3, m_PaletteFrequencySpin, spinHeight,	   1,  10, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 1, 1, 1);
	connect(ui.PaletteRandomSelect, SIGNAL(clicked(bool)), this, SLOT(OnPaletteRandomSelectButtonClicked(bool)), Qt::QueuedConnection);
	connect(ui.PaletteRandomAdjust, SIGNAL(clicked(bool)), this, SLOT(OnPaletteRandomAdjustButtonClicked(bool)), Qt::QueuedConnection);
	//Preview table.
	palettePreviewTable->setRowCount(1);
	palettePreviewTable->setColumnWidth(1, 260);//256 plus small margin on each side.
	auto previewNameCol = new QTableWidgetItem("");
	palettePreviewTable->setItem(0, 0, previewNameCol);
	auto previewPaletteItem = new QTableWidgetItem();
	palettePreviewTable->setItem(0, 1, previewPaletteItem);
	connect(ui.PaletteFilterLineEdit,	 SIGNAL(textChanged(const QString&)), this, SLOT(OnPaletteFilterLineEditTextChanged(const QString&)));
	connect(ui.PaletteFilterClearButton, SIGNAL(clicked(bool)),				  this, SLOT(OnPaletteFilterClearButtonClicked(bool)));
	paletteTable->setColumnWidth(1, 260);//256 plus small margin on each side.
	paletteTable->horizontalHeader()->setSectionsClickable(true);
	connect(paletteTable->horizontalHeader(), SIGNAL(sectionClicked(int)), this, SLOT(OnPaletteHeaderSectionClicked(int)), Qt::QueuedConnection);
}

/// <summary>
/// Read all palette Xml files in the specified folder and populate the palette list with the contents.
/// This will clear any previous contents.
/// Called upon initialization, or controller type change.
/// </summary>
/// <param name="s">The full path to the palette files folder</param>
/// <returns>The number of palettes successfully added</returns>
template <typename T>
size_t FractoriumEmberController<T>::InitPaletteList(const string& s)
{
	QDirIterator it(s.c_str(), QStringList() << "*.xml", QDir::Files, QDirIterator::FollowSymlinks);
	m_PaletteList.Clear();
	m_Fractorium->ui.PaletteFilenameCombo->clear();
	m_Fractorium->ui.PaletteFilenameCombo->setProperty("path", QString::fromStdString(s));

	while (it.hasNext())
	{
		auto path = it.next().toStdString();
		auto qfilename = it.fileName();

		if (m_PaletteList.Add(path))
			m_Fractorium->ui.PaletteFilenameCombo->addItem(qfilename);
	}

	return m_PaletteList.Size();
}

/// <summary>
/// Read a palette Xml file and populate the palette table with the contents.
/// This will clear any previous contents.
/// Called upon initialization, palette combo index change, and controller type change.
/// </summary>
/// <param name="s">The name to the palette file without the path</param>
/// <returns>True if successful, else false.</returns>
template <typename T>
bool FractoriumEmberController<T>::FillPaletteTable(const string& s)
{
	if (!s.empty())//This occasionally seems to get called with an empty string for reasons unknown.
	{
		auto paletteTable = m_Fractorium->ui.PaletteListTable;
		m_CurrentPaletteFilePath = m_Fractorium->ui.PaletteFilenameCombo->property("path").toString().toStdString() + "/" + s;

		if (int paletteSize = int(m_PaletteList.Size(m_CurrentPaletteFilePath)))
		{
			paletteTable->clear();
			paletteTable->blockSignals(true);
			paletteTable->setRowCount(paletteSize);
			//Headers get removed when clearing, so must re-create here.
			auto nameHeader = new QTableWidgetItem("Name");
			auto paletteHeader = new QTableWidgetItem("Palette");
			nameHeader->setTextAlignment(Qt::AlignLeft | Qt::AlignVCenter);
			paletteHeader->setTextAlignment(Qt::AlignLeft | Qt::AlignVCenter);
			paletteTable->setHorizontalHeaderItem(0, nameHeader);
			paletteTable->setHorizontalHeaderItem(1, paletteHeader);

			//Palette list table.
			for (auto i = 0; i < paletteSize; i++)
			{
				if (auto p = m_PaletteList.GetPalette(m_CurrentPaletteFilePath, i))
				{
					auto v = p->MakeRgbPaletteBlock(PALETTE_CELL_HEIGHT);
					auto nameCol = new QTableWidgetItem(p->m_Name.c_str());
					nameCol->setToolTip(p->m_Name.c_str());
					paletteTable->setItem(i, 0, nameCol);
					QImage image(v.data(), int(p->Size()), PALETTE_CELL_HEIGHT, QImage::Format_RGB888);
					auto paletteItem = new PaletteTableWidgetItem<T>(p);
					paletteItem->setData(Qt::DecorationRole, QPixmap::fromImage(image));
					paletteTable->setItem(i, 1, paletteItem);
				}
			}

			paletteTable->blockSignals(false);
			return true;
		}
		else
		{
			vector<string> errors = m_PaletteList.ErrorReport();
			m_Fractorium->ErrorReportToQTextEdit(errors, m_Fractorium->ui.InfoFileOpeningTextEdit);
			m_Fractorium->ShowCritical("Palette Read Error", "Could not load palette file, all images will be black. See info tab for details.");
		}
	}

	return false;
}

void Fractorium::OnPaletteFilenameComboChanged(const QString& text)
{
	m_Controller->FillPaletteTable(text.toStdString());
	ui.PaletteListTable->sortItems(0, m_PaletteSortMode == 0 ? Qt::AscendingOrder : Qt::DescendingOrder);
}

/// <summary>
/// Apply adjustments to the current ember's palette.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::ApplyPaletteToEmber()
{
	uint blur = m_Fractorium->m_PaletteBlurSpin->value();
	uint freq = m_Fractorium->m_PaletteFrequencySpin->value();
	double sat = double(m_Fractorium->m_PaletteSaturationSpin->value() / 100.0);
	double brightness = double(m_Fractorium->m_PaletteBrightnessSpin->value() / 255.0);
	double contrast = double(m_Fractorium->m_PaletteContrastSpin->value() > 0 ? (m_Fractorium->m_PaletteContrastSpin->value() * 2) : m_Fractorium->m_PaletteContrastSpin->value()) / 100.0;
	double hue = double(m_Fractorium->m_PaletteHueSpin->value()) / 360.0;
	//Use the temp palette as the base and apply the adjustments gotten from the GUI and save the result in the ember palette.
	m_TempPalette.MakeAdjustedPalette(m_Ember.m_Palette, 0, hue, sat, brightness, contrast, blur, freq);
}

/// <summary>
/// Use adjusted palette to update all related GUI controls with new color values.
/// Resets the rendering process.
/// </summary>
/// <param name="palette">The palette to use</param>
/// <param name="paletteName">Name of the palette</param>
template <typename T>
void FractoriumEmberController<T>::UpdateAdjustedPaletteGUI(Palette<T>& palette)
{
	auto xform = CurrentXform();
	auto palettePreviewTable = m_Fractorium->ui.PalettePreviewTable;
	auto previewPaletteItem = palettePreviewTable->item(0, 1);
	auto paletteName = QString::fromStdString(m_Ember.m_Palette.m_Name);

	if (previewPaletteItem)//This can be null if the palette file was moved or corrupted.
	{
		//Use the adjusted palette to fill the preview palette control so the user can see the effects of applying the adjustements.
		vector<byte> v = palette.MakeRgbPaletteBlock(PALETTE_CELL_HEIGHT);//Make the palette repeat for PALETTE_CELL_HEIGHT rows.
		m_FinalPaletteImage = QImage(int(palette.Size()), PALETTE_CELL_HEIGHT, QImage::Format_RGB888);//Create a QImage out of it.
		memcpy(m_FinalPaletteImage.scanLine(0), v.data(), v.size() * sizeof(v[0]));//Memcpy the data in.
		QPixmap pixmap(QPixmap::fromImage(m_FinalPaletteImage));//Create a QPixmap out of the QImage.
		previewPaletteItem->setData(Qt::DecorationRole, pixmap.scaled(QSize(pixmap.width(), palettePreviewTable->rowHeight(0) + 2), Qt::IgnoreAspectRatio, Qt::SmoothTransformation));//Set the pixmap on the palette tab.
		m_Fractorium->SetPaletteTableItem(&pixmap, m_Fractorium->ui.XformPaletteRefTable, m_Fractorium->m_PaletteRefItem, 0, 0);//Set the palette ref table on the xforms | color tab.
		auto previewNameItem = palettePreviewTable->item(0, 0);
		previewNameItem->setText(paletteName);//Finally, set the name of the palette to be both the text and the tooltip.
		previewNameItem->setToolTip(paletteName);
	}

	//Update the current xform's color and reset the rendering process.
	if (xform)
		XformColorIndexChanged(xform->m_ColorX, true);
}

/// <summary>
/// Apply all adjustments to the selected palette, show it
/// and assign it to the current ember.
/// Called when any adjustment spinner is modified.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::PaletteAdjust()
{
	Update([&]()
	{
		ApplyPaletteToEmber();
		UpdateAdjustedPaletteGUI(m_Ember.m_Palette);
	});
}

void Fractorium::OnPaletteAdjust(int d) { m_Controller->PaletteAdjust(); }

/// <summary>
/// Set the selected palette as the current one,
/// applying any adjustments previously specified.
/// Called when a palette cell is clicked. Unfortunately,
/// this will get called twice on a double click when moving
/// from one palette to another. It happens quickly so it shouldn't
/// be too much of a problem.
/// Resets the rendering process.
/// </summary>
/// <param name="row">The table row clicked</param>
/// <param name="col">The table column clicked</param>
template <typename T>
void FractoriumEmberController<T>::PaletteCellClicked(int row, int col)
{
	if (auto palette = m_PaletteList.GetPalette(m_CurrentPaletteFilePath, row))
	{
		m_TempPalette = *palette;//Deep copy.
		ApplyPaletteToEmber();//Copy temp palette to ember palette and apply adjustments.
		UpdateAdjustedPaletteGUI(m_Ember.m_Palette);//Show the adjusted palette.
	}
}

/// <summary>
/// Map the palette in the clicked row index to the index
/// in the palette list, then pass that index to PaletteCellClicked().
/// This resolves the case where the sort order of the palette table
/// is different than the internal order of the palette list.
/// </summary>
/// <param name="row">The table row clicked</param>
/// <param name="col">The table column clicked, ignored</param>
void Fractorium::OnPaletteCellClicked(int row, int col)
{
	if (auto item = dynamic_cast<PaletteTableWidgetItemBase*>(ui.PaletteListTable->item(row, 1)))
	{
		auto index = int(item->Index());

		if (m_PreviousPaletteRow != index)
		{
			m_Controller->PaletteCellClicked(index, col);
			m_PreviousPaletteRow = index;//Save for comparison on next click.
		}
	}
}

/// <summary>
/// Set the selected palette as the current one,
/// resetting any adjustments previously specified.
/// Called when a palette cell is double clicked.
/// Resets the rendering process.
/// </summary>
/// <param name="row">The table row clicked</param>
/// <param name="col">The table column clicked</param>
void Fractorium::OnPaletteCellDoubleClicked(int row, int col)
{
	ResetPaletteControls();
	m_PreviousPaletteRow = -1;
	OnPaletteCellClicked(row, col);
}

/// <summary>
/// Set the selected palette to a randomly selected one,
/// applying any adjustments previously specified if the checked parameter is true.
/// Called when the Random Palette button is clicked.
/// Resets the rendering process.
/// </summary>
/// <param name="checked">True to clear the current adjustments, else leave current adjustments and apply them to the newly selected palette.</param>
void Fractorium::OnPaletteRandomSelectButtonClicked(bool checked)
{
	uint i = 0;
	int rowCount = ui.PaletteListTable->rowCount() - 1;

	while ((i = QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(rowCount)) == uint(m_PreviousPaletteRow));

	if (checked)
		OnPaletteCellDoubleClicked(i, 1);//Will clear the adjustments.
	else
		OnPaletteCellClicked(i, 1);
}

/// <summary>
/// Apply random adjustments to the selected palette.
/// Called when the Random Adjustment button is clicked.
/// Resets the rendering process.
/// </summary>
void Fractorium::OnPaletteRandomAdjustButtonClicked(bool checked)
{
	m_PaletteHueSpin->setValue(-180 + QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(361));
	m_PaletteSaturationSpin->setValue(-50 + QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(101));//Full range of these leads to bad palettes, so clamp range.
	m_PaletteBrightnessSpin->setValue(-50 + QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(101));
	m_PaletteContrastSpin->setValue(-50 + QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(101));

	//Doing frequency and blur together gives bad palettes that are just a solid color.
	if (QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRandBit())
	{
		m_PaletteBlurSpin->setValue(QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(21));
		m_PaletteFrequencySpin->setValue(1);
	}
	else
	{
		m_PaletteBlurSpin->setValue(0);
		m_PaletteFrequencySpin->setValue(1 + QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(10));
	}

	OnPaletteAdjust(0);
}

/// <summary>
/// Apply the text in the palette filter text box to only show palettes whose names
/// contain the substring.
/// Called when the user types in the palette filter text box.
/// </summary>
/// <param name="text">The text to filter on</param>
void Fractorium::OnPaletteFilterLineEditTextChanged(const QString& text)
{
	auto table = ui.PaletteListTable;
	table->setUpdatesEnabled(false);

	for (int i = 0; i < table->rowCount(); i++)
	{
		if (auto item = table->item(i, 0))
		{
			if (!item->text().contains(text, Qt::CaseInsensitive))
				table->hideRow(i);
			else
				table->showRow(i);
		}
	}

	ui.PaletteListTable->sortItems(0, m_PaletteSortMode == 0 ? Qt::AscendingOrder : Qt::DescendingOrder);//Must re-sort every time the filter changes.
	table->setUpdatesEnabled(true);
}

/// <summary>
/// Clear the palette name filter, which will display all palettes.
/// Called when clear palette filter button is clicked.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnPaletteFilterClearButtonClicked(bool checked)
{
	ui.PaletteFilterLineEdit->clear();
}

/// <summary>
/// Change the sorting to be either ascending or descending.
/// Called when user clicks the table headers.
/// </summary>
/// <param name="col">Column index of the header clicked, ignored.</param>
void Fractorium::OnPaletteHeaderSectionClicked(int col)
{
	m_PaletteSortMode = !m_PaletteSortMode;
	ui.PaletteListTable->sortItems(0, m_PaletteSortMode == 0 ? Qt::AscendingOrder : Qt::DescendingOrder);
}

/// <summary>
/// Reset the palette controls.
/// Usually in response to a palette cell double click.
/// </summary>
void Fractorium::ResetPaletteControls()
{
	m_PaletteHueSpin->SetValueStealth(0);
	m_PaletteSaturationSpin->SetValueStealth(0);
	m_PaletteBrightnessSpin->SetValueStealth(0);
	m_PaletteContrastSpin->SetValueStealth(0);
	m_PaletteBlurSpin->SetValueStealth(0);
	m_PaletteFrequencySpin->SetValueStealth(1);
}

/// <summary>
/// Set the index of the palette file combo box.
/// This is for display purposes only so the user can see which file, if any,
/// the current palette came from.
/// For embedded palettes with no filename, this will have no effect.
/// </summary>
/// <param name="filename">The string to set the index to</param>
void Fractorium::SetPaletteFileComboIndex(const string& filename)
{
	if (!filename.empty())
		ui.PaletteFilenameCombo->setCurrentText(QFileInfo(QString::fromStdString(filename)).fileName());
}

template class FractoriumEmberController<float>;

#ifdef DO_DOUBLE
template class FractoriumEmberController<double>;
#endif
