/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkAxisActor2D.cxx
  Language:  C++
  Date:      $Date$
  Version:   $Revision$
  Thanks:    Thanks to Kitware & RPI/SCOREC who supported the development
             of this class.

Copyright (c) 1993-1999 Ken Martin, Will Schroeder, Bill Lorensen.

This software is copyrighted by Ken Martin, Will Schroeder and Bill Lorensen.
The following terms apply to all files associated with the software unless
explicitly disclaimed in individual files. This copyright specifically does
not apply to the related textbook "The Visualization Toolkit" ISBN
013199837-4 published by Prentice Hall which is covered by its own copyright.

The authors hereby grant permission to use, copy, and distribute this
software and its documentation for any purpose, provided that existing
copyright notices are retained in all copies and that this notice is included
verbatim in any distributions. Additionally, the authors grant permission to
modify this software and its documentation for any purpose, provided that
such modifications are not distributed without the explicit consent of the
authors and that existing copyright notices are retained in all copies. Some
of the algorithms implemented by this software are patented, observe all
applicable patent law.

IN NO EVENT SHALL THE AUTHORS OR DISTRIBUTORS BE LIABLE TO ANY PARTY FOR
DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT
OF THE USE OF THIS SOFTWARE, ITS DOCUMENTATION, OR ANY DERIVATIVES THEREOF,
EVEN IF THE AUTHORS HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

THE AUTHORS AND DISTRIBUTORS SPECIFICALLY DISCLAIM ANY WARRANTIES, INCLUDING,
BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
PARTICULAR PURPOSE, AND NON-INFRINGEMENT.  THIS SOFTWARE IS PROVIDED ON AN
"AS IS" BASIS, AND THE AUTHORS AND DISTRIBUTORS HAVE NO OBLIGATION TO PROVIDE
MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS.


=========================================================================*/
#include "vtkAxisActor2D.h"

// Instantiate this object.
vtkAxisActor2D::vtkAxisActor2D()
{
  this->Point1Coordinate = vtkCoordinate::New();
  this->Point1Coordinate->SetCoordinateSystemToNormalizedViewport();
  this->Point1Coordinate->SetValue(0.0, 0.0);

  this->Point2Coordinate = vtkCoordinate::New();
  this->Point2Coordinate->SetCoordinateSystemToNormalizedViewport();
  this->Point2Coordinate->SetValue(0.75, 0.0);
  
  this->NumberOfLabels = 5;

  this->Title = NULL;
  this->AdjustLabels = 1;
  this->FontFactor = 1.0;
  this->LabelFactor = 0.75;
  this->TickLength = 5;
  this->TickOffset = 2;
  this->Range[0] = 0.0;
  this->Range[1] = 1.0;

  this->Bold = 1;
  this->Italic = 1;
  this->Shadow = 1;
  this->FontFamily = VTK_ARIAL;
  this->LabelFormat = new char[8]; 
  sprintf(this->LabelFormat,"%s","%-#6.3g");

  this->TitleMapper = vtkTextMapper::New();
  this->TitleActor = vtkActor2D::New();
  this->TitleActor->SetMapper(this->TitleMapper);
  
  // to avoid deleting/rebuilding create once up front
  this->NumberOfLabelsBuilt = 0;
  this->LabelMappers = new vtkTextMapper * [VTK_MAX_LABELS];
  this->LabelActors = new vtkActor2D * [VTK_MAX_LABELS];
  for ( int i=0; i < VTK_MAX_LABELS; i++)
    {
    this->LabelMappers[i] = vtkTextMapper::New();
    this->LabelActors[i] = vtkActor2D::New();
    this->LabelActors[i]->SetMapper(this->LabelMappers[i]);
    }

  this->Axis = vtkPolyData::New();
  this->AxisMapper = vtkPolyDataMapper2D::New();
  this->AxisMapper->SetInput(this->Axis);
  this->AxisActor = vtkActor2D::New();
  this->AxisActor->SetMapper(this->AxisMapper);
  
  this->AxisVisibility = 1;
  this->TickVisibility = 1;
  this->LabelVisibility = 1;
  this->TitleVisibility = 1;
  
  this->LastPoint1[0] = this->LastPoint1[1] = 0;
  this->LastPoint2[0] = this->LastPoint2[1] = 0;
  this->LastSize[0] = this->LastSize[1] = -1;
  this->LastTitleFontSize = 0;
  this->LastLabelFontSize = 0;
  
}

vtkAxisActor2D::~vtkAxisActor2D()
{
  this->Point1Coordinate->Delete();
  this->Point1Coordinate = NULL;
  
  this->Point2Coordinate->Delete();
  this->Point2Coordinate = NULL;
  
  if (this->LabelFormat) 
    {
    delete [] this->LabelFormat;
    this->LabelFormat = NULL;
    }

  this->TitleMapper->Delete();
  this->TitleActor->Delete();

  if (this->Title)
    {
    delete [] this->Title;
    this->Title = NULL;
    }

  if (this->LabelMappers != NULL )
    {
    for (int i=0; i < VTK_MAX_LABELS; i++)
      {
      this->LabelMappers[i]->Delete();
      this->LabelActors[i]->Delete();
      }
    delete [] this->LabelMappers;
    delete [] this->LabelActors;
    }

  this->Axis->Delete();
  this->AxisMapper->Delete();
  this->AxisActor->Delete();
}

// Build the axis, ticks, title, and labels and render.
//
int vtkAxisActor2D::RenderOpaqueGeometry(vtkViewport *viewport)
{
  int i, renderedSomething=0;

  this->BuildAxis(viewport);
  
  // Everything is built, just have to render
  if ( this->Title != NULL && this->Title[0] != 0 && this->TitleVisibility )
    {
    renderedSomething += this->TitleActor->RenderOpaqueGeometry(viewport);
    }

  if ( this->AxisVisibility || this->TickVisibility )
    {
    renderedSomething += this->AxisActor->RenderOpaqueGeometry(viewport);
    }
  
  if ( this->LabelVisibility )
    {
    for (i=0; i<this->NumberOfLabelsBuilt; i++)
      {
      renderedSomething += this->LabelActors[i]->RenderOpaqueGeometry(viewport);
      }
    }

  return renderedSomething;
}

// Render the axis, ticks, title, and labels.
//
int vtkAxisActor2D::RenderOverlay(vtkViewport *viewport)
{
  int i, renderedSomething=0;

  // Everything is built, just have to render
  if ( this->Title != NULL && this->Title[0] != 0 && this->TitleVisibility )
    {
    renderedSomething += this->TitleActor->RenderOverlay(viewport);
    }

  if ( this->AxisVisibility || this->TickVisibility )
    {
    renderedSomething += this->AxisActor->RenderOverlay(viewport);
    }
  
  if ( this->LabelVisibility )
    {
    for (i=0; i<this->NumberOfLabelsBuilt; i++)
      {
      renderedSomething += this->LabelActors[i]->RenderOverlay(viewport);
      }
    }

  return renderedSomething;
}

// Release any graphics resources that are being consumed by this actor.
// The parameter window could be used to determine which graphic
// resources to release.
void vtkAxisActor2D::ReleaseGraphicsResources(vtkWindow *win)
{
  this->TitleActor->ReleaseGraphicsResources(win);
  for (int i=0; i < VTK_MAX_LABELS; i++)
    {
    this->LabelActors[i]->ReleaseGraphicsResources(win);
    }
  this->AxisActor->ReleaseGraphicsResources(win);
}

void vtkAxisActor2D::PrintSelf(ostream& os, vtkIndent indent)
{
  vtkActor2D::PrintSelf(os,indent);

  os << indent << "Title: " << (this->Title ? this->Title : "(none)") << "\n";
  os << indent << "Number Of Labels: " << this->NumberOfLabels << "\n";
  os << indent << "Number Of Labels Built: " 
     << this->NumberOfLabelsBuilt << "\n";
  os << indent << "Range: (" << this->Range[0] 
     << ", " << this->Range[1] << ")\n";

  os << indent << "Font Family: ";
  if ( this->FontFamily == VTK_ARIAL )
    {
    os << "Arial\n";
    }
  else if ( this->FontFamily == VTK_COURIER )
    {
    os << "Courier\n";
    }
  else
    {
    os << "Times\n";
    }

  os << indent << "Bold: " << (this->Bold ? "On\n" : "Off\n");
  os << indent << "Italic: " << (this->Italic ? "On\n" : "Off\n");
  os << indent << "Shadow: " << (this->Shadow ? "On\n" : "Off\n");
  os << indent << "Label Format: " << this->LabelFormat << "\n";
  os << indent << "Font Factor: " << this->FontFactor << "\n";
  os << indent << "Label Factor: " << this->LabelFactor << "\n";
  os << indent << "Tick Length: " << this->TickLength << "\n";
  os << indent << "Tick Offset: " << this->TickOffset << "\n";
  
  os << indent << "Adjust Labels: " 
     << (this->AdjustLabels ? "On\n" : "Off\n");
  
  os << indent << "Axis Visibility: " 
     << (this->AxisVisibility ? "On\n" : "Off\n");
  
  os << indent << "Tick Visibility: " 
     << (this->TickVisibility ? "On\n" : "Off\n");
  
  os << indent << "Label Visibility: " 
     << (this->LabelVisibility ? "On\n" : "Off\n");
  
  os << indent << "Title Visibility: " 
     << (this->TitleVisibility ? "On\n" : "Off\n");
  
  os << indent << "Point1 Coordinate: " << this->Point1Coordinate << "\n";
  this->Point1Coordinate->PrintSelf(os, indent.GetNextIndent());
  
  os << indent << "Point2 Coordinate: " << this->Point2Coordinate << "\n";
  this->Point2Coordinate->PrintSelf(os, indent.GetNextIndent());
}

void vtkAxisActor2D::BuildAxis(vtkViewport *viewport)
{
  int i, *x, ptIds[2], needToBuildFont;
  float p1[3], p2[3], offset, maxWidth=0.0, maxHeight=0.0;
  int numLabels;
  float outRange[2], interval, deltaX, deltaY, xTick[3], *p;
  float theta, val;
  int *size, fontSize[2], stringWidth, stringHeight;
  char string[512];

  if ( this->GetMTime() < this->BuildTime &&
  viewport->GetMTime() < this->BuildTime )
    {
    return; //already built
    }

  // Check to see whether we have to rebuild everything
  if ( this->GetMTime() < this->BuildTime &&
  viewport->GetMTime() > this->BuildTime )
    { //viewport change may not require rebuild
    int *lastPoint1=this->Point1Coordinate->GetComputedViewportValue(viewport);
    int *lastPoint2=this->Point2Coordinate->GetComputedViewportValue(viewport);
    if ( lastPoint1[0] == this->LastPoint1[0] &&
    lastPoint1[1] == this->LastPoint1[1] &&
    lastPoint2[0] == this->LastPoint2[0] &&
    lastPoint2[1] == this->LastPoint2[1] )
      {
      return;
      }
    }

  vtkDebugMacro(<<"Rebuilding axis");

  // Initialize and get important info
  this->Axis->Initialize();
  this->AxisActor->SetProperty(this->GetProperty());
  this->TitleActor->SetProperty(this->GetProperty());
  
  // Compute the location of tick marks and labels
  if ( this->AdjustLabels )
    {
    this->ComputeRange(this->Range, outRange, this->NumberOfLabels, 
                       numLabels, interval);
    }
  else //compute our own ugly spacing
    {
    numLabels = this->NumberOfLabels;
    interval = (this->Range[1] - this->Range[0]) / (numLabels-1);
    outRange[0] = this->Range[0]; outRange[1] = this->Range[1];
    }
  this->NumberOfLabelsBuilt = numLabels;

  // Generate the axis and tick marks.
  // We'll do our computation in viewport coordinates. First determine the
  // location of the endpoints.
  x = this->Point1Coordinate->GetComputedViewportValue(viewport);
  p1[0] = (float)x[0]; p1[1] = (float)x[1]; p1[2] = 0.0;
  this->LastPoint1[0] = x[0]; this->LastPoint1[1] = x[1];
  x = this->Point2Coordinate->GetComputedViewportValue(viewport);
  p2[0] = (float)x[0]; p2[1] = (float)x[1]; p2[2] = 0.0;
  this->LastPoint2[0] = x[0]; this->LastPoint2[1] = x[1];
  size = viewport->GetSize();
  
  // See whether fonts have to be rebuilt
  if ( this->LastSize[0] != size[0] || this->LastSize[1] != size[1] )
    {
    needToBuildFont = 1;
    this->LastSize[0] = size[0];
    this->LastSize[1] = size[1];
    }
  else
    {
    needToBuildFont = 0;
    }

  vtkPoints *pts = vtkPoints::New();
  vtkCellArray *lines = vtkCellArray::New();
  this->Axis->SetPoints(pts);
  this->Axis->SetLines(lines);
  pts->Delete();
  lines->Delete();

  // generate point along axis (as well as tick points)
  deltaX = p2[0] - p1[0];
  deltaY = p2[1] - p1[1];
  theta = atan2 (deltaY, deltaX);
  
  ptIds[0] = pts->InsertNextPoint(p1); //first axis point
  xTick[0] = p1[0] + this->TickLength*sin(theta);
  xTick[1] = p1[1] - this->TickLength*cos(theta);
  xTick[2] = 0.0;
  pts->InsertNextPoint(xTick);
  for ( i=1; i < (numLabels-1); i++)
    {
    xTick[0] = p1[0] + i*(p2[0] - p1[0]) / (numLabels-1);
    xTick[1] = p1[1] + i*(p2[1] - p1[1]) / (numLabels-1);
    pts->InsertNextPoint(xTick);
    xTick[0] = xTick[0] + this->TickLength*sin(theta);
    xTick[1] = xTick[1] - this->TickLength*cos(theta);
    pts->InsertNextPoint(xTick);
    }
  ptIds[1] = pts->InsertNextPoint(p2); //last axis point
  xTick[0] = p2[0] + this->TickLength*sin(theta);
  xTick[1] = p2[1] - this->TickLength*cos(theta);
  pts->InsertNextPoint(xTick);

  if ( this->AxisVisibility )
    {
    lines->InsertNextCell(2, ptIds);
    }
  
  if ( this->TickVisibility ) //create points and lines
    {
    for (i=0; i < numLabels; i++)
      {
      ptIds[0] = 2*i;
      ptIds[1] = 2*i + 1;
      lines->InsertNextCell(2, ptIds);
      }
    }
  
  // Build the labels
  if ( this->LabelVisibility )
    {
    for ( i=0; i < numLabels; i++)
      {
      val = outRange[0] + i*interval;
      sprintf(string, this->LabelFormat, val);
      this->LabelMappers[i]->SetInput(string);
      this->LabelMappers[i]->SetBold(this->Bold);
      this->LabelMappers[i]->SetItalic(this->Italic);
      this->LabelMappers[i]->SetShadow(this->Shadow);
      this->LabelMappers[i]->SetFontFamily(this->FontFamily);
      if ( needToBuildFont )
        {
        this->LastLabelFontSize = this->SetFontSize(viewport, 
                                 this->LabelMappers[i], size,
                                 this->FontFactor*this->LabelFactor,
                                 stringWidth, stringHeight);
        }
      else
        {
        this->LabelMappers[i]->SetFontSize(this->LastLabelFontSize);
        }
      this->LabelMappers[i]->GetSize(viewport, fontSize);
      maxWidth = (fontSize[0] > maxWidth ? fontSize[0] : maxWidth);
      maxHeight = (fontSize[1] > maxHeight ? fontSize[1] : maxHeight);
      this->LabelActors[i]->SetProperty(this->GetProperty());
      pts->GetPoint(2*i+1, xTick);
      this->SetOffsetPosition(xTick, theta, maxWidth, maxHeight, 
                              this->TickOffset, this->LabelActors[i]);
      }
    }// if labels visible
  
  // Now build the title
  if ( this->Title != NULL && this->Title[0] != 0 && this->TitleVisibility )
    {
    this->TitleMapper->SetInput(this->Title);
    this->TitleMapper->SetBold(this->Bold);
    this->TitleMapper->SetItalic(this->Italic);
    this->TitleMapper->SetShadow(this->Shadow);
    this->TitleMapper->SetFontFamily(this->FontFamily);
    if ( needToBuildFont )
      {
      this->LastTitleFontSize = this->SetFontSize(viewport, this->TitleMapper, 
                                  size, this->FontFactor,
                                  stringWidth, stringHeight);
      }
    else
      {
      this->TitleMapper->SetFontSize(this->LastTitleFontSize);
      }
    this->TitleMapper->GetSize(viewport, fontSize);
    xTick[0] = p1[0] + (p2[0] - p1[0]) / 2.0;
    xTick[1] = p1[1] + (p2[1] - p1[1]) / 2.0;
    xTick[0] = xTick[0] + (this->TickLength+this->TickOffset)*sin(theta);
    xTick[1] = xTick[1] - (this->TickLength+this->TickOffset)*cos(theta);
    
    offset = 0.0;
    if ( this->LabelVisibility)
      {
      offset = this->ComputeStringOffset(maxWidth, maxHeight, theta);
      }

    this->SetOffsetPosition(xTick, theta, fontSize[0], fontSize[1], 
                            offset, this->TitleActor);
    } //if title visible

  this->BuildTime.Modified();
}

#define VTK_NUM_DIVS 11
void vtkAxisActor2D::ComputeRange(float inRange[2], float outRange[2],
                                  int inNumTicks, int &numTicks, 
                                  float &interval)
{
  static float divs[VTK_NUM_DIVS] = {10.0, 8.0, 5.0, 4.0, 2.0, 1.0,
                                      0.5, 0.25, 0.20, 0.125, 0.10};
  float range = fabs(inRange[1]-inRange[0]), sRange[2];
  float logFactor = (float)pow(10.0, floor(log10(range)));
  float lastInterval;
  int i, j;

  // Handle the range
  if ( inRange[0] <= inRange[1] )
    {
    sRange[0] = inRange[0];
    sRange[1] = inRange[1];
    }
  else
    {
    sRange[1] = inRange[0];
    sRange[0] = inRange[1];
    }

  // let's figure out the interval. We'll loop until we find something with the
  // right number of tick marks.
  lastInterval = logFactor * divs[0];
  for ( j=1; j < VTK_NUM_DIVS; j++ )
    {
    interval = logFactor * divs[j];
    if ( ((inNumTicks-1)*interval) < range )
      {
      break;
      }
    lastInterval = interval;
    }
  interval = lastInterval;
  numTicks = ceil(range/interval) + 1; //trim number of extra ticks
  
  // Get the start value of the range
  for ( j=0; j < VTK_NUM_DIVS; j++ )
    {
    outRange[0] = ((int)floor(sRange[0]/(logFactor*divs[j]))) * logFactor*divs[j];
    if ( (outRange[0] + (numTicks-1)*interval) > sRange[1] )
      {
      break;
      }
    }

  outRange[1] = outRange[0] + (numTicks-1)*interval;
  if ( inRange[0] > inRange[1] )
    {
    sRange[0] = outRange[1];
    outRange[1] = outRange[0];
    outRange[0] = sRange[0];
    interval = -interval;
    }
}
#undef VTK_NUM_DIVS

int vtkAxisActor2D::SetFontSize(vtkViewport *viewport, 
                              vtkTextMapper *textMapper, int *size,
                              float factor, int &stringWidth, int &stringHeight)
{
  int tempi[2], fontSize, target, length=(size[0]>size[1]?size[0]:size[1]);

  // find the best size for the font
  target = 0.015*factor*size[0] + 0.015*factor*size[1];

  fontSize = target;
  textMapper->SetFontSize(fontSize);
  textMapper->GetSize(viewport,tempi);
  if (tempi[0] <= 0 || tempi[1] <= 0 )
    {
    stringHeight = 0;
    stringWidth = 0;
    return 0;
    }
  
  while (tempi[1] < target && fontSize < 100)
    {
    fontSize++;
    textMapper->SetFontSize(fontSize);
    textMapper->GetSize(viewport,tempi);
    }
  while ((tempi[1] > target || tempi[0] > length) && fontSize > 0)
    {
    fontSize--;
    textMapper->SetFontSize(fontSize);
    textMapper->GetSize(viewport,tempi);
    }
  stringWidth = tempi[0];
  stringHeight = tempi[1];
  
  return fontSize;
}

// Posiion text with respect to a point (xTick) where the angle of the line
// from the point to the center of the text is given by theta. The offset
// is the spacing between ticks and labels.
void vtkAxisActor2D::SetOffsetPosition(float xTick[3], float theta, 
                                       int stringWidth, int stringHeight, 
                                       int offset, vtkActor2D *actor)
{
  float x, y, center[2];
  int pos[2];
   
  x = stringWidth/2.0 + offset;
  y = stringHeight/2.0 + offset;

  center[0] = xTick[0] + x*sin(theta);
  center[1] = xTick[1] - y*cos(theta);
    
  pos[0] = center[0] - stringWidth/2.0;
  pos[1] = center[1] - stringHeight/2.0;
  
  actor->SetPosition(pos[0], pos[1]);
}

float vtkAxisActor2D::ComputeStringOffset(float width, float height,
                                          float theta)
{
  float f1 = height*cos(theta);
  float f2 = width*sin(theta);
  return (1.2 * sqrt(f1*f1 + f2*f2));
}

      
