/*
 * NPlot - A charting library for .NET
 * 
 * LabelAxis.cs
 * Copyright (C) 2003-2006 Matt Howlett and others.
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without modification,
 * are permitted provided that the following conditions are met:
 * 
 * 1. Redistributions of source code must retain the above copyright notice, this
 *    list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 * 3. Neither the name of NPlot nor the names of its contributors may
 *    be used to endorse or promote products derived from this software without
 *    specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
 * IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
 * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
 * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
 * OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
 * OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Collections;
using System.Drawing;

namespace NPlot
{

	/// <summary>
	/// Allows the creation of axes with any number of user defined labels at
	/// user defined world values along the axis. 
	/// </summary>
	public class LabelAxis : Axis
	{

		/// <summary>
		/// Deep copy of LabelAxis.
		/// </summary>
		/// <returns>A copy of the LinearAxis Class.</returns>
		public override object Clone()
		{
			LabelAxis a = new LabelAxis();
			// ensure that this isn't being called on a derived type. If it is, then oh no!
			if (this.GetType() != a.GetType())
			{
				throw new NPlotException( "Error. Clone method is not defined in derived type." );
			}
			DoClone( this, a );
			return a;
		}

		/// <summary>
		/// Helper method for Clone.
		/// </summary>
		/// <param name="a">The original object to clone.</param>
		/// <param name="b">The cloned object.</param>
		protected static void DoClone( LabelAxis b, LabelAxis a )
		{
			Axis.DoClone( b, a );

			a.labels_ = (ArrayList)b.labels_.Clone();
			a.numbers_ = (ArrayList)b.numbers_.Clone();

			a.ticksBetweenText_ = b.ticksBetweenText_;
			a.sortDataIfNecessary_ = b.sortDataIfNecessary_;
		}


		/// <summary>
		/// Initialise LabelAxis to default state.
		/// </summary>
		private void Init()
		{
			labels_ = new ArrayList();
			numbers_ = new ArrayList();
		}


		/// <summary>
		/// Copy constructor
		/// </summary>
		/// <param name="a">The Axis to clone.</param>
		/// <remarks>TODO: [review notes] I don't think this will work as desired.</remarks>
		public LabelAxis( Axis a )
			: base( a )
		{
			Init();
		}

		/// <summary>
		/// Default constructor
		/// </summary>
		public LabelAxis()
			: base()
		{
			Init();
		}

		/// <summary>
		/// Constructor
		/// </summary>
		/// <param name="worldMin">Minimum world value</param>
		/// <param name="worldMax">Maximum world value</param>
		public LabelAxis( double worldMin, double worldMax )
			: base( worldMin, worldMax )
		{
			Init();
		}


		/// <summary>
		/// Adds a label to the axis
		/// </summary>
		/// <param name="name">The label</param>
		/// <param name="val">The world value at which to place the label</param>
		public void AddLabel( string name, double val )
		{
			labels_.Add( name );
			numbers_.Add( val );
		}
		

		/// <summary>
		/// Given Graphics surface, and physical extents of axis, draw ticks and
		/// associated labels.
		/// </summary>
		/// <param name="g">The GDI+ Graphics surface on which to draw.</param>
		/// <param name="physicalMin">The physical location of the world min point</param>
		/// <param name="physicalMax">The physical location of the world max point</param>
		/// <param name="boundingBox">out: smallest box that completely encompasses all of the ticks and tick labels.</param>
		/// <param name="labelOffset">out: a suitable offset from the axis to draw the axis label.</param>
		protected override void DrawTicks( 
			Graphics g, 
			Point physicalMin, 
			Point physicalMax, 
			out object labelOffset,
			out object boundingBox )
		{

			Point tLabelOffset;
			Rectangle tBoundingBox;

			labelOffset = this.getDefaultLabelOffset( physicalMin, physicalMax );
			boundingBox = null;

			// draw the tick labels (but not the ticks).
			PointF lastPos = WorldToPhysical( (double)numbers_[0], physicalMin, physicalMax, true );
			for (int i=0; i<labels_.Count; ++i)
			{
				
				if ((double)numbers_[i] > WorldMin && (double)numbers_[i] < WorldMax)
				{
					
					// check to make sure labels are far enough appart.
					PointF thisPos = WorldToPhysical( (double)numbers_[i], physicalMin, physicalMax, true );
					float dist = Utils.Distance( thisPos, lastPos );

					if ( i==0 || (dist > this.PhysicalSpacingMin) )
					{
						lastPos = thisPos;
						
						this.DrawTick( g, (double)numbers_[i], 0, 
							(string)labels_[i],
							new Point(0,0), 
							physicalMin, physicalMax,
							out tLabelOffset, out tBoundingBox );
					
						Axis.UpdateOffsetAndBounds( 
							ref labelOffset, ref boundingBox, 
							tLabelOffset, tBoundingBox );
					}
				}
			}

			// now draw the ticks (which might not be aligned with the tick text).
			ArrayList largeTickPositions;
			ArrayList smallTickPositions;
			WorldTickPositions_FirstPass( physicalMin, physicalMax, out largeTickPositions, out smallTickPositions );
			lastPos = WorldToPhysical( (double)largeTickPositions[0], physicalMin, physicalMax, true );
			for (int i=0; i<largeTickPositions.Count; ++i)
			{
				double tickPos = (double)largeTickPositions[i];

				// check to see that labels are far enough appart. 
				PointF thisPos = WorldToPhysical( tickPos, physicalMin, physicalMax, true );
				float dist = Utils.Distance( thisPos, lastPos );
				if ( (i==0) || (dist> this.PhysicalSpacingMin) )
				{
					lastPos = thisPos;

					this.DrawTick( g, tickPos, LargeTickSize, 
						"",
						new Point(0,0), 
						physicalMin, physicalMax,
						out tLabelOffset, out tBoundingBox );
					
					Axis.UpdateOffsetAndBounds( 
						ref labelOffset, ref boundingBox, 
						tLabelOffset, tBoundingBox );
				}
			}

		}


		/// <summary>
		/// Determines the positions, in world coordinates, of the large ticks. 
		/// 
		/// Label axes do not have small ticks.
		/// </summary>
		/// <param name="physicalMin">The physical position corresponding to the world minimum of the axis.</param>
		/// <param name="physicalMax">The physical position corresponding to the world maximum of the axis.</param>
		/// <param name="largeTickPositions">ArrayList containing the positions of the large ticks.</param>
		/// <param name="smallTickPositions">null</param>
		internal override void WorldTickPositions_FirstPass(
			Point physicalMin, 
			Point physicalMax,
			out ArrayList largeTickPositions,
			out ArrayList smallTickPositions
			)
		{
			smallTickPositions = null;
			largeTickPositions = new ArrayList();

			// if ticks correspond to position of text
			if (!ticksBetweenText_)
			{
				for (int i=0; i<labels_.Count; ++i)
				{
					if ((double)numbers_[i] > WorldMin && (double)numbers_[i] < WorldMax)
					{
						largeTickPositions.Add( numbers_[i] );
					}
				}
			}

			// if ticks correspond to gaps between text
			else
			{
				ArrayList numbers_copy;
				if (sortDataIfNecessary_)
				{
					numbers_copy = (ArrayList)numbers_.Clone(); // shallow copy.
					numbers_copy.Sort();
				}
				else
				{
					numbers_copy = numbers_;
				}

				for (int i=1; i<labels_.Count; ++i)
				{
					double worldPosition = ((double)numbers_copy[i] + (double)numbers_copy[i-1])/2.0;
					if (worldPosition > WorldMin && worldPosition < WorldMax)
					{
						largeTickPositions.Add( worldPosition );
					}
				}
			}

		}


		/// <summary>
		/// If true, large ticks are drawn between the labels, rather
		/// than at the position of the labels.
		/// </summary>
		public bool TicksBetweenText
		{
			get
			{
				return ticksBetweenText_;
			}
			set
			{
				ticksBetweenText_ = value;
			}
		}
		private bool ticksBetweenText_ = false;


		/// <summary>
		/// If your data may be be specified out of order (that is 
		/// abscissa values with a higher index may be less than
		/// abscissa values of a lower index), then data sorting 
		/// may be necessary to implement some of the functionality
		/// of this object. If you know your data is already 
		/// ordered with abscissa values lowest -> highest, then
		/// you may set this to false. It's default is true.
		/// </summary>
		public bool SortDataIfNecessary
		{
			get
			{
				return sortDataIfNecessary_;
			}
			set
			{
				sortDataIfNecessary_ = value;
			}
		}
		private bool sortDataIfNecessary_ = true;


		/// <summary>
		/// If consecutive labels are less than this number of pixels appart, 
		/// some of the labels will not be drawn.
		/// </summary>
		public int PhysicalSpacingMin
		{
			get
			{
				return physicalSpacingMin_;
			}
			set
			{
				physicalSpacingMin_ = value;
			}
		}
		private int physicalSpacingMin_ = 0;


		private ArrayList labels_;
		private ArrayList numbers_;
	}
}
