#include "waveformsignalcolors.h"

#include <QDomNode>

#include "widget/wskincolor.h"
#include "widget/wwidget.h"

WaveformSignalColors::WaveformSignalColors() {
}

bool WaveformSignalColors::setup(const QDomNode &node, const SkinContext& context) {
    // NOTE(rryan): It is critical that every color is converted to RGB with
    // toRgb(). Otherwise Mixxx will waste 3% of its CPU time while rendering
    // the filtered waveform doing RGB color space conversions!

    m_signalColor.setNamedColor(context.selectString(node, "SignalColor"));
    m_signalColor = WSkinColor::getCorrectColor(m_signalColor).toRgb();

    m_lowColor.setNamedColor(context.selectString(node, "SignalLowColor"));
    m_lowColor = WSkinColor::getCorrectColor(m_lowColor).toRgb();

    m_midColor.setNamedColor(context.selectString(node, "SignalMidColor"));
    m_midColor = WSkinColor::getCorrectColor(m_midColor).toRgb();

    m_highColor.setNamedColor(context.selectString(node, "SignalHighColor"));
    m_highColor = WSkinColor::getCorrectColor(m_highColor).toRgb();

    m_rgbLowColor.setNamedColor(context.selectString(node, "SignalRGBLowColor"));
    if (!m_rgbLowColor.isValid()) {
        m_rgbLowColor = Qt::red;
    }
    m_rgbLowColor = WSkinColor::getCorrectColor(m_rgbLowColor).toRgb();

    m_rgbMidColor.setNamedColor(context.selectString(node, "SignalRGBMidColor"));
    if (!m_rgbMidColor.isValid()) {
        m_rgbMidColor = Qt::green;
    }
    m_rgbMidColor = WSkinColor::getCorrectColor(m_rgbMidColor).toRgb();

    m_rgbHighColor.setNamedColor(context.selectString(node, "SignalRGBHighColor"));
    if (!m_rgbHighColor.isValid()) {
        m_rgbHighColor = Qt::blue;
    }
    m_rgbHighColor = WSkinColor::getCorrectColor(m_rgbHighColor).toRgb();

    m_axesColor.setNamedColor(context.selectString(node, "AxesColor"));
    if (!m_axesColor.isValid()) {
        m_axesColor = QColor(245,245,245);
    }
    m_axesColor = WSkinColor::getCorrectColor(m_axesColor).toRgb();

    m_playPosColor.setNamedColor(context.selectString(node, "PlayPosColor"));
    m_playPosColor = WSkinColor::getCorrectColor(m_playPosColor).toRgb();
    if (!m_playPosColor.isValid()) {
        m_playPosColor = m_axesColor;
    }

    m_bgColor.setNamedColor(context.selectString(node, "BgColor"));
    if (!m_bgColor.isValid()) {
        m_bgColor = QColor(0, 0, 0);
    }
    m_bgColor = WSkinColor::getCorrectColor(m_bgColor).toRgb();

    bool filteredColorValid = m_lowColor.isValid() && m_midColor.isValid() && m_highColor.isValid();

    if (m_signalColor.isValid() && filteredColorValid) {
        return true; //default
    }

    if (m_signalColor.isValid() && !filteredColorValid) {
        fallBackFromSignalColor(); //pre waveform-2.0 skins
        return false;
    }

    fallBackDefaultColor();
    return false;
}

void WaveformSignalColors::fallBackFromSignalColor() {
    // qWarning() << "WaveformSignalColors::fallBackFromSignalColor - "
    //           << "skin do not provide low/mid/high signal colors";

    // NOTE(rryan): On ARM, qreal is float so it's important we use qreal here
    // and not double or float or else we will get build failures on ARM.
    qreal h, s, l, a;
    m_signalColor.getHslF(&h,&s,&l,&a);

    const double analogousAngle = 1.0/12.0;

    if (s < 0.1) { // gray
        const qreal sMax = 1.0 - h;
        m_lowColor.setHslF(h,s,l);
        m_midColor.setHslF(h,s+sMax*0.2,l);
        m_highColor.setHslF(h,s+sMax*0.4,l);
    } else {
        if (l < 0.1) { // ~white
            const qreal lMax = 1.0 - l;
            m_lowColor.setHslF(h,s,l);
            m_midColor.setHslF(h,s,l+lMax*0.2);
            m_highColor.setHslF(h,s,l+lMax*0.4);
        } else if (l < 0.5) {
            const qreal lMax = 1.0 - l;
            m_lowColor.setHslF(h,s,l);
            m_midColor.setHslF(stableHue(h-analogousAngle*0.3),s,l+lMax*0.1);
            m_highColor.setHslF(stableHue(h+analogousAngle*0.3),s,l+lMax*0.4);
        } else if (l < 0.9) {
            const qreal lMin = l;
            m_lowColor.setHslF(h,s,l);
            m_midColor.setHslF(stableHue(h-analogousAngle*0.3),s,l-lMin*0.1);
            m_highColor.setHslF(stableHue(h+analogousAngle*0.3),s,l-lMin*0.4);
        } else { // ~black
            const qreal lMin = l;
            m_lowColor.setHslF(h,s,l);
            m_midColor.setHslF(h,s,l-lMin*0.2);
            m_highColor.setHslF(h,s,l-lMin*0.4);
        }
    }


    // NOTE(rryan): It is critical that every color is converted to RGB with
    // toRgb(). Otherwise Mixxx will waste 3% of its CPU time while rendering
    // the filtered waveform doing RGB color space conversions!
    m_lowColor = m_lowColor.toRgb();
    m_midColor = m_midColor.toRgb();
    m_highColor = m_highColor.toRgb();
}

void WaveformSignalColors::fallBackDefaultColor() {
    qWarning() << "WaveformSignalColors::fallBackDefaultColor - " \
                  "skin do not provide valid signal colors ! Default colors is use ...";

    m_signalColor = Qt::green;
    m_signalColor = m_signalColor.toRgb();
    fallBackFromSignalColor();
}

//NOTE(vRince) this sabilise hue between -1.0 and 2.0 but not more !
float WaveformSignalColors::stableHue(float hue) const {
    return hue < 0.0 ? hue + 1.0 : hue > 1.0 ? hue - 1.0 : hue;
}
