/*
 * 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_;
    }
}
