import { SHAPES } from '../../const';
import { HashObject } from '../../HashObject';
import { CanvasRenderer } from '../CanvasRenderer';
import Graphics from '../../graphics/Graphics';
import GraphicsData from '../../graphics/GraphicsData';
import { holePath, judgeCcw } from '../plugins/CanvasGraphicsRenderer';

/**
 * 
 */
export default class CanvasMaskManager extends HashObject {
    renderer
    /**
     * @param {CanvasRenderer} renderer - The canvas renderer.
     */
    constructor(renderer: CanvasRenderer) {
        super();
        this._instanceType = "CanvasMaskManager"
        this.renderer = renderer;
    }

    /**
     * This method adds it to the current stack of masks.
     *
     * @param {object} maskData - the maskData that will be pushed
     */
    pushMask(maskData: Graphics) {
        const renderer = this.renderer;
        renderer.context.save();
        renderer.context.globalAlpha = 0;//得加上，不绘制
        const transform = maskData.transform.worldMatrix;
        renderer.context.setTransform(
            transform.a,
            transform.b,
            transform.c,
            transform.d,
            transform.tx,
            transform.ty
        );
        //兼容下canvas下也能用Shape作为遮罩
        if (maskData.instanceType == "Shape") {
            maskData["_drawShape"](renderer.context)
        } else if (maskData.instanceType == "Graphics") {//还有那种sprite的。。。暂时这么判断，canvas下的sprite无效
            //以防万一，没有end，加一段，不考虑闭合情况
            maskData["finishPoly"]()
            this.renderGraphicsShape(maskData);
        }
        renderer.context.clip();
    }

    /**
     * Renders a Graphics shape.
     *
     * @param {Graphics} graphics - The object to render.
     */
    renderGraphicsShape(graphics: Graphics) {
        const context = this.renderer.context;
        const len = graphics.graphicsData.length;

        if (len === 0) return;

        //beginPath 清空子路径列表
        //clip和fill都会把当beginPath后的所有的子路径进行裁剪或填充，且闭合当前子路径，但是不会清空子路径列表
        //stroke不会闭合当前子路径
        //closePath闭合当前子路径，和beginPath并不对应，手动将首尾闭合就没必要调用closePath
        //rect，arc都是顺时针的，rect会首尾闭合，arc全角也会闭合
        //几个都要应用的话，只执行一次beginPath  
        context.beginPath();
        for (let i = 0; i < len; i++) {
            const data = graphics.graphicsData[i];
            const shape = data.shape;
            var ccw = true;
            if (data.type === SHAPES.POLY) {
                const points = shape.points;

                context.moveTo(points[0], points[1]);

                for (let j = 1; j < points.length / 2; j++) {
                    context.lineTo(points[j * 2], points[(j * 2) + 1]);
                }
                ccw = !judgeCcw(points)
                // if the first and last point are the same close the path - much neater :)
                if (points[0] === points[points.length - 2] && points[1] === points[points.length - 1]) {
                    // context.closePath();
                } else {
                    context.closePath();
                }
            }
            else if (data.type === SHAPES.RECT) {
                context.rect(shape.x, shape.y, shape.width, shape.height);
            }
            else if (data.type === SHAPES.CIRC) {
                // TODO - need to be Undefined!
                context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI);
            }
            else if (data.type === SHAPES.ELIP) {
                // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas

                const w = shape.width * 2;
                const h = shape.height * 2;

                const x = shape.x - (w / 2);
                const y = shape.y - (h / 2);

                const kappa = 0.5522848;
                const ox = (w / 2) * kappa; // control point offset horizontal
                const oy = (h / 2) * kappa; // control point offset vertical
                const xe = x + w;           // x-end
                const ye = y + h;           // y-end
                const xm = x + (w / 2);       // x-middle
                const ym = y + (h / 2);       // y-middle

                context.moveTo(x, ym);
                context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
                context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
                context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
                context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
            }
            else if (data.type === SHAPES.RREC) {
                const rx = shape.x;
                const ry = shape.y;
                const width = shape.width;
                const height = shape.height;
                let radius = shape.radius;

                const maxRadius = Math.min(width, height) / 2 | 0;

                radius = radius > maxRadius ? maxRadius : radius;

                context.moveTo(rx, ry + radius);
                context.quadraticCurveTo(rx, ry, rx + radius, ry);
                context.lineTo(rx + width - radius, ry);
                context.quadraticCurveTo(rx + width, ry, rx + width, ry + radius);
                context.lineTo(rx + width, ry + height - radius);
                context.quadraticCurveTo(rx + width, ry + height, rx + width - radius, ry + height);
                context.lineTo(rx + radius, ry + height);
                context.quadraticCurveTo(rx, ry + height, rx, ry + height - radius);
                context.lineTo(rx, ry + radius);
            }
            for (let j = 0; j < data.holes.length; j++) {
                holePath(data.holes[i], context, ccw)
            }
        }
    }

    /**
     * Restores the current drawing context to the state it was before the mask was applied.
     *
     * @param {CanvasRenderer} renderer - The renderer context to use.
     */
    popMask(renderer: CanvasRenderer) {
        renderer.context.restore();
    }

    /**
     * Destroys this canvas mask manager.
     *
     */
    destroy() {
        /* empty */
    }
}
