/*
 * NPlot - A charting library for .NET
 * 
 * ImagePlot.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.Drawing;
using System.Drawing.Drawing2D;

namespace NPlot
{

    /// <summary>
    /// Encapsulates functionality for plotting data as a 2D image chart.
    /// </summary>
    public class ImagePlot : IPlot
    {
        private double[,] data_;
        private double xStart_ = 0.0;
        private double xStep_ = 1.0;
        private double yStart_ = 0.0;
        private double yStep_ = 1.0;
        

        /// <summary>
        /// At or below which value a minimum gradient color should be used.
        /// </summary>
        public double DataMin      
        {
            get          
            {
                return dataMin_;
            }
            set            
            {
                dataMin_ = value;
            }
        }
        private double dataMin_;


        /// <summary>
        /// At or above which value a maximum gradient color should be used.
        /// </summary>
        public double DataMax
        {
            get
            {
                return dataMax_;
            }
            set
            {
                dataMax_ = value;
            }
        }
        private double dataMax_;


        /// <summary>
        /// Calculates the minimum and maximum values of the data array.
        /// </summary>
        private void calculateMinMax()
        {
            dataMin_ = data_[0,0];
            dataMax_ = data_[0,0];
            for (int i=0; i<data_.GetLength(0); ++i)
            {
                for (int j=0; j<data_.GetLength(1); ++j)
                {
                    if (data_[i,j]<dataMin_) 
                    {
                        dataMin_ = data_[i,j];
                    }
                    if (data_[i,j]>dataMax_) 
                    {
                        dataMax_ = data_[i,j];
                    }
                }
            }
        }


        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="data">the 2D array to plot</param>
        /// <param name="xStart">the world value corresponding to the 1st position in the x-direction</param>
        /// <param name="xStep">the world step size between pixels in the x-direction.</param>
        /// <param name="yStart">the world value corresponding to the 1st position in the y-direction</param>
        /// <param name="yStep">the world step size between pixels in the y-direction.</param>
        /// <remarks>no adapters for this yet - when we get some more 2d
        /// plotting functionality, then perhaps create some.</remarks>
        public ImagePlot( double[,] data, double xStart, double xStep, double yStart, double yStep )
        {

#if CHECK_ERRORS
            if (data == null || data.GetLength(0) == 0 || data.GetLength(1) == 0)
            {
                throw new NPlotException( "ERROR: ImagePlot.ImagePlot: Data null, or zero length" );
            }
#endif

            this.data_ = data;
            this.xStart_ = xStart;
            this.xStep_ = xStep;
            this.yStart_ = yStart;
            this.yStep_ = yStep;
            this.calculateMinMax();
        }


        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="data">The 2D array to plot.</param>
        public ImagePlot( double[,] data )
        {
            this.data_ = data;
            this.calculateMinMax();
        }


        /// <summary>
        /// Draw on to the supplied graphics surface against the supplied axes.
        /// </summary>
        /// <param name="g">The graphics surface on which to draw.</param>
        /// <param name="xAxis">The X-Axis to draw against.</param>
        /// <param name="yAxis">The Y-Axis to draw against.</param>
        /// <remarks>TODO: block positions may be off by a pixel or so. maybe. Re-think calculations</remarks>
        public void Draw( Graphics g, PhysicalAxis xAxis, PhysicalAxis yAxis )
        {
            if ( data_==null || data_.GetLength(0) == 0 || data_.GetLength(1) == 0 )
            {
                return;
            }

            double worldWidth = xAxis.Axis.WorldMax - xAxis.Axis.WorldMin;
            double numBlocksHorizontal = worldWidth / this.xStep_;
            double worldHeight = yAxis.Axis.WorldMax - yAxis.Axis.WorldMin;
            double numBlocksVertical = worldHeight / this.yStep_;

            double physicalWidth = xAxis.PhysicalMax.X - xAxis.PhysicalMin.X;
            double blockWidth = physicalWidth / numBlocksHorizontal;
            bool wPositive = true;
            if (blockWidth < 0.0)
            {
                wPositive = false;
            }
            blockWidth = Math.Abs(blockWidth)+1;

            double physicalHeight = yAxis.PhysicalMax.Y - yAxis.PhysicalMin.Y;
            double blockHeight = physicalHeight / numBlocksVertical;
            bool hPositive = true;
            if (blockHeight < 0.0)
            {
                hPositive = false;
            }
            blockHeight = Math.Abs(blockHeight)+1;

            for (int i=0; i<data_.GetLength(0); ++i)
            {
                for (int j=0; j<data_.GetLength(1); ++j)
                {
                    double wX = (double)j*this.xStep_ + xStart_;
                    double wY = (double)i*this.yStep_ + yStart_;
                    if ( !hPositive )
                    {
                        wY += yStep_;
                    }
                    if (!wPositive )
                    {
                        wX += xStep_;
                    }

                    if (this.center_)
                    {
                        wX -= this.xStep_/2.0;
                        wY -= this.yStep_/2.0;
                    }
                    Pen p = new Pen( this.Gradient.GetColor( (data_[i,j]-this.dataMin_)/(this.dataMax_-this.dataMin_) ) );
                    int x = (int)xAxis.WorldToPhysical(wX,false).X;
                    int y = (int)yAxis.WorldToPhysical(wY,false).Y;
                    g.FillRectangle( p.Brush,
                        x,
                        y, 
                        (int)blockWidth,
                        (int)blockHeight);
                    //g.DrawRectangle(Pens.White,x,y,(int)blockWidth,(int)blockHeight);
                }
            }
        }


        /// <summary>
        /// The gradient that specifies the mapping between value and color.
        /// </summary>
        /// <remarks>memory allocation in get may be inefficient.</remarks>
        public IGradient Gradient
        {
            get
            {
                if (gradient_ == null)
                {
                    // TODO: suboptimal.
                    gradient_ = new LinearGradient( Color.FromArgb(255,255,255), Color.FromArgb(0,0,0) );
                }
                return this.gradient_;
            }
            set
            {
                this.gradient_ = value;
            }
        }
        private IGradient gradient_;


        /// <summary>
        /// Draws a representation of this plot in the legend.
        /// </summary>
        /// <param name="g">The graphics surface on which to draw.</param>
        /// <param name="startEnd">A rectangle specifying the bounds of the area in the legend set aside for drawing.</param>
        public void DrawInLegend( Graphics g, Rectangle startEnd )
        {
            // not implemented yet.
        }


        /// <summary>
        /// A label to associate with the plot - used in the legend.
        /// </summary>
        public string Label
        {
            get
            {
                return label_;
            }
            set
            {
                this.label_ = value;
            }
        }
        private string label_ = "";


        /// <summary>
        /// Returns an x-axis that is suitable for drawing this plot.
        /// </summary>
        /// <returns>A suitable x-axis.</returns>
        public Axis SuggestXAxis()
        {
            if (this.center_)
            {
                return new LinearAxis( this.xStart_ - this.xStep_/2.0, this.xStart_ + this.xStep_ * data_.GetLength(1) - this.xStep_/2.0 );
            }
            
            return new LinearAxis( this.xStart_, this.xStart_ + this.xStep_ * data_.GetLength(1) );
        }


        /// <summary>
        /// Returns a y-axis that is suitable for drawing this plot.
        /// </summary>
        /// <returns>A suitable y-axis.</returns>
        public Axis SuggestYAxis()
        {
            if (this.center_)
            {
                return new LinearAxis( this.yStart_ - this.yStep_/2.0, this.yStart_ + this.yStep_ * data_.GetLength(0) - this.yStep_/2.0 );
            }
            
            return new LinearAxis( this.yStart_, this.yStart_ + this.yStep_ * data_.GetLength(0) );
        }


        /// <summary>
        /// If true, pixels are centered on their respective coordinates. If false, they are drawn
        /// between their coordinates and the coordinates of the the next point in each direction.
        /// </summary>
        public bool Center
        {
            set
            {
                center_ = value;
            }
            get
            {
                return center_;
            }
        }
        private bool center_ = true;


        /// <summary>
        /// Whether or not to include an entry for this plot in the legend if it exists.
        /// </summary>
        public bool ShowInLegend
        {
            get
            {
                return showInLegend_;
            }
            set
            {
                this.showInLegend_ = value;
            }
        }
        private bool showInLegend_ = true;


        /// <summary>
        /// Write data associated with the plot as text.
        /// </summary>
        /// <param name="sb">the string builder to write to.</param>
        /// <param name="region">Only write out data in this region if onlyInRegion is true.</param>
        /// <param name="onlyInRegion">If true, only data in region is written, else all data is written.</param>
        /// <remarks>TODO: not implemented.</remarks>
        public void WriteData( System.Text.StringBuilder sb, RectangleD region, bool onlyInRegion )
        {
        }


    }
}
