#define CLUTTER_DISABLE_DEPRECATION_WARNINGS
#include <clutter/clutter.h>

#include "tests/clutter-test-utils.h"

typedef struct _FooActor      FooActor;
typedef struct _FooActorClass FooActorClass;

struct _FooActorClass
{
  ClutterActorClass parent_class;
};

struct _FooActor
{
  ClutterActor parent;

  guint8 last_paint_opacity;
  int paint_count;
};

typedef struct
{
  ClutterActor *stage;
  FooActor *foo_actor;
  ClutterActor *parent_container;
  ClutterActor *container;
  ClutterActor *child;
  ClutterActor *unrelated_actor;
  gboolean was_painted;
} Data;

GType foo_actor_get_type (void) G_GNUC_CONST;

G_DEFINE_TYPE (FooActor, foo_actor, CLUTTER_TYPE_ACTOR);

static gboolean group_has_overlaps;

static void
foo_actor_paint (ClutterActor        *actor,
                 ClutterPaintContext *paint_context)
{
  CoglContext *ctx =
    clutter_backend_get_cogl_context (clutter_get_default_backend ());
  FooActor *foo_actor = (FooActor *) actor;
  ClutterActorBox allocation;
  CoglPipeline *pipeline;
  CoglFramebuffer *framebuffer;

  foo_actor->last_paint_opacity = clutter_actor_get_paint_opacity (actor);
  foo_actor->paint_count++;

  clutter_actor_get_allocation_box (actor, &allocation);

  /* Paint a red rectangle with the right opacity */
  pipeline = cogl_pipeline_new (ctx);
  cogl_pipeline_set_color4ub (pipeline,
                              255, 0, 0,
                              foo_actor->last_paint_opacity);

  framebuffer = clutter_paint_context_get_framebuffer (paint_context);
  cogl_framebuffer_draw_rectangle (framebuffer,
                                   pipeline,
                                   allocation.x1,
                                   allocation.y1,
                                   allocation.x2,
                                   allocation.y2);
  cogl_object_unref (pipeline);
}

static gboolean
foo_actor_get_paint_volume (ClutterActor *actor,
                            ClutterPaintVolume *volume)
{
  return clutter_paint_volume_set_from_allocation (volume, actor);
}

static gboolean
foo_actor_has_overlaps (ClutterActor *actor)
{
  return FALSE;
}

static void
foo_actor_class_init (FooActorClass *klass)
{
  ClutterActorClass *actor_class = (ClutterActorClass *) klass;

  actor_class->paint = foo_actor_paint;
  actor_class->get_paint_volume = foo_actor_get_paint_volume;
  actor_class->has_overlaps = foo_actor_has_overlaps;
}

static void
foo_actor_init (FooActor *self)
{
}

typedef struct _FooGroup      FooGroup;
typedef struct _FooGroupClass FooGroupClass;

struct _FooGroupClass
{
  ClutterActorClass parent_class;
};

struct _FooGroup
{
  ClutterActor parent;
};

GType foo_group_get_type (void);

G_DEFINE_TYPE (FooGroup, foo_group, CLUTTER_TYPE_ACTOR)

static gboolean
foo_group_has_overlaps (ClutterActor *actor)
{
  return group_has_overlaps;
}

static void
foo_group_class_init (FooGroupClass *klass)
{
  ClutterActorClass *actor_class = (ClutterActorClass *) klass;

  actor_class->has_overlaps = foo_group_has_overlaps;
}

static void
foo_group_init (FooGroup *self)
{
}

static void
verify_results (Data *data,
                guint8 expected_color_red,
                guint8 expected_color_green,
                guint8 expected_color_blue,
                int expected_paint_count,
                int expected_paint_opacity)
{
  guchar *pixel;

  data->foo_actor->paint_count = 0;

  /* Read a pixel at the center of the to determine what color it
     painted. This should cause a redraw */
  pixel = clutter_stage_read_pixels (CLUTTER_STAGE (data->stage),
                                     50, 50, /* x/y */
                                     1, 1 /* width/height */);

  g_assert_cmpint (expected_paint_count, ==, data->foo_actor->paint_count);
  g_assert_cmpint (expected_paint_opacity,
                   ==,
                   data->foo_actor->last_paint_opacity);

  g_assert_cmpint (ABS ((int) expected_color_red - (int) pixel[0]), <=, 2);
  g_assert_cmpint (ABS ((int) expected_color_green - (int) pixel[1]), <=, 2);
  g_assert_cmpint (ABS ((int) expected_color_blue - (int) pixel[2]), <=, 2);

  g_free (pixel);
}

static void
verify_redraw (Data *data, int expected_paint_count)
{
  GMainLoop *main_loop = g_main_loop_new (NULL, TRUE);
  gulong paint_handler;

  paint_handler = g_signal_connect_data (data->stage,
                                         "paint",
                                         G_CALLBACK (g_main_loop_quit),
                                         main_loop,
                                         NULL,
                                         G_CONNECT_SWAPPED | G_CONNECT_AFTER);

  /* Queue a redraw on the stage */
  clutter_actor_queue_redraw (data->stage);

  data->foo_actor->paint_count = 0;

  /* Wait for it to paint */
  g_main_loop_run (main_loop);

  g_clear_signal_handler (&paint_handler, data->stage);

  g_assert_cmpint (data->foo_actor->paint_count, ==, expected_paint_count);
}

static gboolean
verify_redraws (gpointer user_data)
{
  Data *data = user_data;

  clutter_actor_set_offscreen_redirect (data->container,
                                        CLUTTER_OFFSCREEN_REDIRECT_ALWAYS);

  /* Queueing a redraw on the actor should cause a redraw */
  clutter_actor_queue_redraw (data->container);
  verify_redraw (data, 1);

  /* Queueing a redraw on a child should cause a redraw */
  clutter_actor_queue_redraw (data->child);
  verify_redraw (data, 1);

  /* Modifying the transformation on the parent should not cause a redraw,
     since the FBO stores pre-transformed rendering that can be reused with
     any transformation. */
  clutter_actor_set_anchor_point (data->parent_container, 0, 1);
  verify_redraw (data, 0);

  /* Redrawing an unrelated actor shouldn't cause a redraw */
  clutter_actor_set_position (data->unrelated_actor, 0, 1);
  verify_redraw (data, 0);

  data->was_painted = TRUE;

  return G_SOURCE_REMOVE;
}

static gboolean
run_verify (gpointer user_data)
{
  Data *data = user_data;
  int i;

  group_has_overlaps = FALSE;

  /* By default the actor shouldn't be redirected so the redraw should
     cause the actor to be painted */
  verify_results (data,
                  255, 0, 0,
                  1,
                  255);

  /* Make the actor semi-transparent and verify the paint opacity */
  clutter_actor_set_opacity (data->container, 127);
  verify_results (data,
                  255, 127, 127,
                  1,
                  127);

  /* With automatic redirect for opacity it shouldn't redirect if
   * has_overlaps returns FALSE; */
  clutter_actor_set_offscreen_redirect
    (data->container, CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY);
  verify_results (data,
                  255, 127, 127,
                  1,
                  127);

  /* We do a double check here to verify that the actor wasn't cached
   * during the last check. If it was cached then this check wouldn't
   * result in any foo-actor re-paint. */
  verify_results (data,
                  255, 127, 127,
                  1,
                  127);

  /* With automatic redirect for opacity it should redirect if
   * has_overlaps returns TRUE.
   * The first paint will still cause the actor to draw because
   * it needs to fill the cache first. It should be painted with full
   * opacity */
  group_has_overlaps = TRUE;

  verify_results (data,
                  255, 127, 127,
                  1,
                  255);

  /* The second time the actor is painted it should be cached */
  verify_results (data,
                  255, 127, 127,
                  0,
                  255);

  /* We should be able to change the opacity without causing the actor
     to redraw */
  clutter_actor_set_opacity (data->container, 64);
  verify_results (data,
                  255, 191, 191,
                  0,
                  255);

  /* Changing it back to fully opaque should cause it not to go
     through the FBO so it will draw */
  clutter_actor_set_opacity (data->container, 255);
  verify_results (data,
                  255, 0, 0,
                  1,
                  255);

  /* Tell it to always redirect through the FBO. This should cause a
     paint of the actor because the last draw didn't go through the
     FBO */
  clutter_actor_set_offscreen_redirect (data->container,
                                        CLUTTER_OFFSCREEN_REDIRECT_ALWAYS);
  verify_results (data,
                  255, 0, 0,
                  1,
                  255);

  /* We should be able to change the opacity without causing the actor
     to redraw */
  clutter_actor_set_opacity (data->container, 64);
  verify_results (data,
                  255, 191, 191,
                  0,
                  255);

  /* Even changing it back to fully opaque shouldn't cause a redraw */
  clutter_actor_set_opacity (data->container, 255);
  verify_results (data,
                  255, 0, 0,
                  0,
                  255);

  /* ON_IDLE: Defer redirection through the FBO until it is deemed to be the
   * best performing option, which means when the actor's contents have
   * stopped changing.
   */
  clutter_actor_set_offscreen_redirect (data->container,
                                        CLUTTER_OFFSCREEN_REDIRECT_ON_IDLE);

  /* Changing modes should not incur a redraw */
  verify_results (data,
                  255, 0, 0,
                  0,
                  255);

  /* These will incur a redraw because the actor is dirty: */
  for (i = 0; i < 10; i++)
    {
      clutter_actor_queue_redraw (data->container);
      verify_results (data,
                      255, 0, 0,
                      1,
                      255);
    }

  /* The actor is not dirty, but also not yet cached so a redraw is expected */
  verify_results (data,
                  255, 0, 0,
                  1,
                  255);

  /* These will NOT incur a redraw because the actor is unchanged: */
  for (i = 0; i < 10; i++)
    {
      verify_results (data,
                      255, 0, 0,
                      0,
                      255);
    }

  /* The first opacity change should require no redaw */
  clutter_actor_set_opacity (data->container, 64);
  verify_results (data,
                  255, 191, 191,
                  0,
                  255);

  /* The second opacity change should require no redaw */
  clutter_actor_set_opacity (data->container, 127);
  verify_results (data,
                  255, 127, 127,
                  0,
                  255);

  /* The third opacity change should require no redaw */
  clutter_actor_set_opacity (data->container, 255);
  verify_results (data,
                  255, 0, 0,
                  0,
                  255);

  /* Now several frames without the actor changing AND the FBO is populated.
   * Expect no internal repaints.
   */
  for (i = 0; i < 10; i++)
    {
      verify_results (data,
                      255, 0, 0,
                      0,
                      255);
    }

  /* Another opacity change, no redraw expected */
  clutter_actor_set_opacity (data->container, 127);
  verify_results (data,
                  255, 127, 127,
                  0,
                  255);

  /* Finally the actor's content changes so a redraw is expected */
  clutter_actor_queue_redraw (data->container);
  verify_results (data,
                  255, 127, 127,
                  1,
                  127);

  /* Check redraws */
  g_idle_add (verify_redraws, data);

  return G_SOURCE_REMOVE;
}

static void
actor_offscreen_redirect (void)
{
  Data data = { 0 };

  data.stage = clutter_test_get_stage ();
  data.parent_container = clutter_actor_new ();
  clutter_actor_set_background_color (data.parent_container,
                                      &(ClutterColor) { 255, 255, 255, 255 });

  data.container = g_object_new (foo_group_get_type (), NULL);
  data.foo_actor = g_object_new (foo_actor_get_type (), NULL);
  clutter_actor_set_size (CLUTTER_ACTOR (data.foo_actor), 100, 100);

  clutter_actor_add_child (data.container, CLUTTER_ACTOR (data.foo_actor));
  clutter_actor_add_child (data.parent_container, data.container);
  clutter_actor_add_child (data.stage, data.parent_container);

  data.child = clutter_actor_new ();
  clutter_actor_set_size (data.child, 1, 1);
  clutter_actor_add_child (data.container, data.child);

  data.unrelated_actor = clutter_actor_new ();
  clutter_actor_set_size (data.child, 1, 1);
  clutter_actor_add_child (data.stage, data.unrelated_actor);

  clutter_actor_show (data.stage);

  clutter_threads_add_repaint_func_full (CLUTTER_REPAINT_FLAGS_POST_PAINT,
                                         run_verify,
                                         &data,
                                         NULL);

  while (!data.was_painted)
    g_main_context_iteration (NULL, FALSE);
}

CLUTTER_TEST_SUITE (
  CLUTTER_TEST_UNIT ("/actor/offscreen/redirect", actor_offscreen_redirect)
)
