/*
 * Copyright (C) 2007 Eric Seidel <eric@webkit.org>
 * Copyright (C) 2007 Rob Buis <buis@kde.org>
 * Copyright (C) 2008 Apple Inc. All rights reserved.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public License
 * along with this library; see the file COPYING.LIB.  If not, write to
 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 */

#include "config.h"
#include "core/svg/SVGAnimateMotionElement.h"

#include "core/SVGNames.h"
#include "core/dom/ElementTraversal.h"
#include "core/layout/LayoutObject.h"
#include "core/layout/svg/SVGPathData.h"
#include "core/svg/SVGMPathElement.h"
#include "core/svg/SVGParserUtilities.h"
#include "core/svg/SVGPathElement.h"
#include "core/svg/SVGPathUtilities.h"
#include "platform/transforms/AffineTransform.h"
#include "wtf/MathExtras.h"
#include "wtf/StdLibExtras.h"

namespace blink {

using namespace SVGNames;

inline SVGAnimateMotionElement::SVGAnimateMotionElement(Document& document)
    : SVGAnimationElement(animateMotionTag, document)
    , m_hasToPointAtEndOfDuration(false)
{
    setCalcMode(CalcModePaced);
}

DEFINE_NODE_FACTORY(SVGAnimateMotionElement)

SVGAnimateMotionElement::~SVGAnimateMotionElement()
{
}

bool SVGAnimateMotionElement::hasValidAttributeType()
{
    SVGElement* targetElement = this->targetElement();
    if (!targetElement)
        return false;

    // We don't have a special attribute name to verify the animation type. Check the element name instead.
    if (!targetElement->isSVGGraphicsElement())
        return false;
    // Spec: SVG 1.1 section 19.2.15
    // FIXME: svgTag is missing. Needs to be checked, if transforming <svg> could cause problems.
    return (isSVGGElement(*targetElement)
        || isSVGDefsElement(*targetElement)
        || isSVGUseElement(*targetElement)
        || isSVGImageElement(*targetElement)
        || isSVGSwitchElement(*targetElement)
        || isSVGPathElement(*targetElement)
        || isSVGRectElement(*targetElement)
        || isSVGCircleElement(*targetElement)
        || isSVGEllipseElement(*targetElement)
        || isSVGLineElement(*targetElement)
        || isSVGPolylineElement(*targetElement)
        || isSVGPolygonElement(*targetElement)
        || isSVGTextElement(*targetElement)
        || isSVGClipPathElement(*targetElement)
        || isSVGMaskElement(*targetElement)
        || isSVGAElement(*targetElement)
        || isSVGForeignObjectElement(*targetElement)
        );
}

bool SVGAnimateMotionElement::hasValidAttributeName()
{
    // AnimateMotion does not use attributeName so it is always valid.
    return true;
}

void SVGAnimateMotionElement::parseAttribute(const QualifiedName& name, const AtomicString& value)
{
    if (name == SVGNames::pathAttr) {
        m_path = Path();
        buildPathFromString(value, m_path);
        updateAnimationPath();
        return;
    }

    SVGAnimationElement::parseAttribute(name, value);
}

SVGAnimateMotionElement::RotateMode SVGAnimateMotionElement::rotateMode() const
{
    DEFINE_STATIC_LOCAL(const AtomicString, autoVal, ("auto", AtomicString::ConstructFromLiteral));
    DEFINE_STATIC_LOCAL(const AtomicString, autoReverse, ("auto-reverse", AtomicString::ConstructFromLiteral));
    const AtomicString& rotate = getAttribute(SVGNames::rotateAttr);
    if (rotate == autoVal)
        return RotateAuto;
    if (rotate == autoReverse)
        return RotateAutoReverse;
    return RotateAngle;
}

void SVGAnimateMotionElement::updateAnimationPath()
{
    m_animationPath = Path();
    bool foundMPath = false;

    for (SVGMPathElement* mpath = Traversal<SVGMPathElement>::firstChild(*this); mpath; mpath = Traversal<SVGMPathElement>::nextSibling(*mpath)) {
        if (SVGPathElement* pathElement = mpath->pathElement()) {
            updatePathFromGraphicsElement(pathElement, m_animationPath);
            foundMPath = true;
            break;
        }
    }

    if (!foundMPath && fastHasAttribute(SVGNames::pathAttr))
        m_animationPath = m_path;

    updateAnimationMode();
}

template<typename CharType>
static bool parsePointInternal(const String& string, FloatPoint& point)
{
    const CharType* ptr = string.getCharacters<CharType>();
    const CharType* end = ptr + string.length();

    if (!skipOptionalSVGSpaces(ptr, end))
        return false;

    float x = 0;
    if (!parseNumber(ptr, end, x))
        return false;

    float y = 0;
    if (!parseNumber(ptr, end, y))
        return false;

    point = FloatPoint(x, y);

    // disallow anything except spaces at the end
    return !skipOptionalSVGSpaces(ptr, end);
}

static bool parsePoint(const String& string, FloatPoint& point)
{
    if (string.isEmpty())
        return false;
    if (string.is8Bit())
        return parsePointInternal<LChar>(string, point);
    return parsePointInternal<UChar>(string, point);
}

void SVGAnimateMotionElement::resetAnimatedType()
{
    if (!hasValidAttributeType())
        return;
    SVGElement* targetElement = this->targetElement();
    if (!targetElement)
        return;
    if (AffineTransform* transform = targetElement->animateMotionTransform())
        transform->makeIdentity();
}

void SVGAnimateMotionElement::clearAnimatedType()
{
    SVGElement* targetElement = this->targetElement();
    if (!targetElement)
        return;

    AffineTransform* transform = targetElement->animateMotionTransform();
    if (!transform)
        return;

    transform->makeIdentity();

    if (LayoutObject* targetLayoutObject = targetElement->layoutObject()) {
        targetLayoutObject->setNeedsTransformUpdate();
        markForLayoutAndParentResourceInvalidation(targetLayoutObject);
    }
}

bool SVGAnimateMotionElement::calculateToAtEndOfDurationValue(const String& toAtEndOfDurationString)
{
    parsePoint(toAtEndOfDurationString, m_toPointAtEndOfDuration);
    m_hasToPointAtEndOfDuration = true;
    return true;
}

bool SVGAnimateMotionElement::calculateFromAndToValues(const String& fromString, const String& toString)
{
    m_hasToPointAtEndOfDuration = false;
    parsePoint(fromString, m_fromPoint);
    parsePoint(toString, m_toPoint);
    return true;
}

bool SVGAnimateMotionElement::calculateFromAndByValues(const String& fromString, const String& byString)
{
    m_hasToPointAtEndOfDuration = false;
    if (animationMode() == ByAnimation && !isAdditive())
        return false;
    parsePoint(fromString, m_fromPoint);
    FloatPoint byPoint;
    parsePoint(byString, byPoint);
    m_toPoint = FloatPoint(m_fromPoint.x() + byPoint.x(), m_fromPoint.y() + byPoint.y());
    return true;
}

void SVGAnimateMotionElement::calculateAnimatedValue(float percentage, unsigned repeatCount, SVGSMILElement*)
{
    SVGElement* targetElement = this->targetElement();
    if (!targetElement)
        return;
    AffineTransform* transform = targetElement->animateMotionTransform();
    if (!transform)
        return;

    if (LayoutObject* targetLayoutObject = targetElement->layoutObject())
        targetLayoutObject->setNeedsTransformUpdate();

    if (!isAdditive())
        transform->makeIdentity();

    if (animationMode() != PathAnimation) {
        FloatPoint toPointAtEndOfDuration = m_toPoint;
        if (isAccumulated() && repeatCount && m_hasToPointAtEndOfDuration)
            toPointAtEndOfDuration = m_toPointAtEndOfDuration;

        float animatedX = 0;
        animateAdditiveNumber(percentage, repeatCount, m_fromPoint.x(), m_toPoint.x(), toPointAtEndOfDuration.x(), animatedX);

        float animatedY = 0;
        animateAdditiveNumber(percentage, repeatCount, m_fromPoint.y(), m_toPoint.y(), toPointAtEndOfDuration.y(), animatedY);

        transform->translate(animatedX, animatedY);
        return;
    }

    ASSERT(!m_animationPath.isEmpty());

    float positionOnPath = m_animationPath.length() * percentage;
    FloatPoint position;
    float angle;
    bool ok = m_animationPath.pointAndNormalAtLength(positionOnPath, position, angle);
    if (!ok)
        return;

    // Handle accumulate="sum".
    if (isAccumulated() && repeatCount) {
        FloatPoint positionAtEndOfDuration = m_animationPath.pointAtLength(m_animationPath.length(), ok);
        if (ok)
            position.move(positionAtEndOfDuration.x() * repeatCount, positionAtEndOfDuration.y() * repeatCount);
    }

    transform->translate(position.x(), position.y());
    RotateMode rotateMode = this->rotateMode();
    if (rotateMode != RotateAuto && rotateMode != RotateAutoReverse)
        return;
    if (rotateMode == RotateAutoReverse)
        angle += 180;
    transform->rotate(angle);
}

void SVGAnimateMotionElement::applyResultsToTarget()
{
    // We accumulate to the target element transform list so there is not much to do here.
    SVGElement* targetElement = this->targetElement();
    if (!targetElement)
        return;

    if (LayoutObject* layoutObject = targetElement->layoutObject())
        markForLayoutAndParentResourceInvalidation(layoutObject);

    AffineTransform* t = targetElement->animateMotionTransform();
    if (!t)
        return;

    // ...except in case where we have additional instances in <use> trees.
    const WillBeHeapHashSet<RawPtrWillBeWeakMember<SVGElement>>& instances = targetElement->instancesForElement();
    for (SVGElement* shadowTreeElement : instances) {
        ASSERT(shadowTreeElement);
        AffineTransform* transform = shadowTreeElement->animateMotionTransform();
        if (!transform)
            continue;
        transform->setMatrix(t->a(), t->b(), t->c(), t->d(), t->e(), t->f());
        if (LayoutObject* layoutObject = shadowTreeElement->layoutObject()) {
            layoutObject->setNeedsTransformUpdate();
            markForLayoutAndParentResourceInvalidation(layoutObject);
        }
    }
}

float SVGAnimateMotionElement::calculateDistance(const String& fromString, const String& toString)
{
    FloatPoint from;
    FloatPoint to;
    if (!parsePoint(fromString, from))
        return -1;
    if (!parsePoint(toString, to))
        return -1;
    FloatSize diff = to - from;
    return sqrtf(diff.width() * diff.width() + diff.height() * diff.height());
}

void SVGAnimateMotionElement::updateAnimationMode()
{
    if (!m_animationPath.isEmpty())
        setAnimationMode(PathAnimation);
    else
        SVGAnimationElement::updateAnimationMode();
}

}
