#include "Frame.h"

#include <osgText/Text>

Frame::Frame()
:	osg::Geode(), 
	bgcolor_(0.5f, 0.5f, 0.5f, 1.0f),
	rect_(0, 0, 100, 100),
	caption_("Frame")
{
}

Frame::Frame(const Frame &copy, const osg::CopyOp &copyop)
:	osg::Geode(copy, copyop),
	bgcolor_(copy.bgcolor_),
	rect_(copy.rect_),
	caption_(copy.caption_)
{
}

void Frame::rebuild()
{
	removeDrawable(0, getNumDrawables());
	addDrawable(build_quad(rect_, bgcolor_));
	addDrawable(build_quad(Rect(rect_.x0 + 4, rect_.y1 - 24, rect_.x1 - 4, rect_.y1 - 4), osg::Vec4(0, 0, 0, bgcolor_.w()), false, 0.1f));

	osg::ref_ptr<osgText::Text> caption_text = new osgText::Text;
	caption_text->setText(caption_);
	caption_text->setColor(osg::Vec4(1, 1, 1, 1));
	caption_text->setAlignment(osgText::Text::CENTER_CENTER);
	caption_text->setFont("fonts/arial.ttf");
	caption_text->setCharacterSize(16);
	caption_text->setFontResolution(16, 16);
	caption_text->setPosition(osg::Vec3((rect_.x0 + rect_.x1) / 2, rect_.y1 - 15, 0.2f));
	addDrawable(caption_text.get());

	rebuild_client_area(Rect(rect_.x0 + 4, rect_.y0 + 4, rect_.x1 - 4, rect_.y1 - 28));
}

osg::Geometry *Frame::build_quad(const Rect &rect, const osg::Vec4 &color, bool shadow, float z)
{
	const float shadow_space = 8;
	const float shadow_size = 10;

	osg::ref_ptr<osg::Geometry> geo = new osg::Geometry;
	osg::ref_ptr<osg::Vec3Array> vx = new osg::Vec3Array;

	vx->push_back(osg::Vec3(rect.x0, rect.y0, z));
	vx->push_back(osg::Vec3(rect.x1, rect.y0, z));
	vx->push_back(osg::Vec3(rect.x1, rect.y1, z));
	vx->push_back(osg::Vec3(rect.x0, rect.y1, z));

	if (shadow) {
		vx->push_back(osg::Vec3(rect.x0+shadow_space, rect.y0-shadow_size, z));
		vx->push_back(osg::Vec3(rect.x1+shadow_size, rect.y0-shadow_size, z));
		vx->push_back(osg::Vec3(rect.x1, rect.y0, z));
		vx->push_back(osg::Vec3(rect.x0+shadow_space, rect.y0, z));

		vx->push_back(osg::Vec3(rect.x1, rect.y1-shadow_space, z));
		vx->push_back(osg::Vec3(rect.x1, rect.y0, z));
		vx->push_back(osg::Vec3(rect.x1+shadow_size, rect.y0-shadow_size, z));
		vx->push_back(osg::Vec3(rect.x1+shadow_size, rect.y1-shadow_space, z));
	}

	geo->setVertexArray(vx.get());

	osg::ref_ptr<osg::Vec4Array> clr = new osg::Vec4Array;
	clr->push_back(color);
	clr->push_back(color);
	clr->push_back(color);
	clr->push_back(color);

	if (shadow) {

		float alpha = color.w() * 0.5f;
		const osg::Vec3 black(0, 0, 0);

		clr->push_back(osg::Vec4(black, 0));
		clr->push_back(osg::Vec4(black, 0));
		clr->push_back(osg::Vec4(black, alpha));
		clr->push_back(osg::Vec4(black, alpha));

		clr->push_back(osg::Vec4(black, alpha));
		clr->push_back(osg::Vec4(black, alpha));
		clr->push_back(osg::Vec4(black, 0));
		clr->push_back(osg::Vec4(black, 0));
	}

	geo->setColorArray(clr.get());
	geo->setColorBinding(osg::Geometry::BIND_PER_VERTEX);

	geo->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, shadow? 12: 4));

	return geo.take();
}
