/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program 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 General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 */

/** \file
 * \ingroup DNA
 */

#ifndef __DNA_SCREEN_TYPES_H__
#define __DNA_SCREEN_TYPES_H__

#include "DNA_defs.h"
#include "DNA_listBase.h"
#include "DNA_vec_types.h"
#include "DNA_view2d_types.h"

#include "DNA_ID.h"

struct ARegion;
struct ARegionType;
struct PanelType;
struct Scene;
struct SpaceLink;
struct SpaceType;
struct uiLayout;
struct wmDrawBuffer;
struct wmTimer;
struct wmTooltipState;

/* TODO Doing this is quite ugly :)
 * Once the top-bar is merged bScreen should be refactored to use ScrAreaMap. */
#define AREAMAP_FROM_SCREEN(screen) ((ScrAreaMap *)&(screen)->vertbase)

typedef struct bScreen {
  ID id;

  /* TODO Should become ScrAreaMap now.
   * ** NOTE: KEEP ORDER IN SYNC WITH ScrAreaMap! (see AREAMAP_FROM_SCREEN macro above) ** */
  /** Screens have vertices/edges to define areas. */
  ListBase vertbase;
  ListBase edgebase;
  ListBase areabase;

  /** Screen level regions (menus), runtime only. */
  ListBase regionbase;

  struct Scene *scene DNA_DEPRECATED;

  /** General flags. */
  short flag;
  /** Winid from WM, starts with 1. */
  short winid;
  /** User-setting for which editors get redrawn during anim playback. */
  short redraws_flag;

  /** Temp screen in a temp window, don't save (like user prefs). */
  char temp;
  /** Temp screen for image render display or fileselect. */
  char state;
  /** Notifier for drawing edges. */
  char do_draw;
  /** Notifier for scale screen, changed screen, etc. */
  char do_refresh;
  /** Notifier for gesture draw. */
  char do_draw_gesture;
  /** Notifier for paint cursor draw. */
  char do_draw_paintcursor;
  /** Notifier for dragging draw. */
  char do_draw_drag;
  /** Set to delay screen handling after switching back from maximized area. */
  char skip_handling;
  /** Set when scrubbing to avoid some costly updates. */
  char scrubbing;
  char _pad[1];

  /** Active region that has mouse focus. */
  struct ARegion *active_region;

  /** If set, screen has timer handler added in window. */
  struct wmTimer *animtimer;
  /** Context callback. */
  void *context;

  /** Runtime. */
  struct wmTooltipState *tool_tip;

  PreviewImage *preview;
} bScreen;

typedef struct ScrVert {
  struct ScrVert *next, *prev, *newv;
  vec2s vec;
  /* first one used internally, second one for tools */
  short flag, editflag;
} ScrVert;

typedef struct ScrEdge {
  struct ScrEdge *next, *prev;
  ScrVert *v1, *v2;
  /** 1 when at edge of screen. */
  short border;
  short flag;
  char _pad[4];
} ScrEdge;

typedef struct ScrAreaMap {
  /* ** NOTE: KEEP ORDER IN SYNC WITH LISTBASES IN bScreen! ** */

  /** ScrVert - screens have vertices/edges to define areas. */
  ListBase vertbase;
  /** ScrEdge. */
  ListBase edgebase;
  /** ScrArea. */
  ListBase areabase;
} ScrAreaMap;

typedef struct Panel_Runtime {
  /* Applied to Panel.ofsx, but saved separately so we can track changes between redraws. */
  int region_ofsx;
  char _pad[4];
} Panel_Runtime;

/** The part from uiBlock that needs saved in file. */
typedef struct Panel {
  struct Panel *next, *prev;

  /** Runtime. */
  struct PanelType *type;
  /** Runtime for drawing. */
  struct uiLayout *layout;

  /** Defined as UI_MAX_NAME_STR. */
  char panelname[64];
  /** Panel name is identifier for restoring location. */
  char drawname[64];
  /** Offset within the region. */
  int ofsx, ofsy;
  /** Panel size including children. */
  int sizex, sizey;
  /** Panel size excluding children. */
  int blocksizex, blocksizey;
  short labelofs;
  char _pad[2];
  short flag, runtime_flag;
  short control;
  short snap;
  /** Panels are aligned according to increasing sort-order. */
  int sortorder;
  /** Runtime for panel manipulation. */
  void *activedata;
  /** Sub panels. */
  ListBase children;

  Panel_Runtime runtime;
} Panel;

/**
 * Notes on Panel Categories:
 *
 * - #ARegion.panels_category (#PanelCategoryDyn)
 *   is a runtime only list of categories collected during draw.
 *
 * - #ARegion.panels_category_active (#PanelCategoryStack)
 *   is basically a list of strings (category id's).
 *
 * Clicking on a tab moves it to the front of region->panels_category_active,
 * If the context changes so this tab is no longer displayed,
 * then the first-most tab in #ARegion.panels_category_active is used.
 *
 * This way you can change modes and always have the tab you last clicked on.
 */

/* region level tabs */
#
#
typedef struct PanelCategoryDyn {
  struct PanelCategoryDyn *next, *prev;
  char idname[64];
  rcti rect;
} PanelCategoryDyn;

/* region stack of active tabs */
typedef struct PanelCategoryStack {
  struct PanelCategoryStack *next, *prev;
  char idname[64];
} PanelCategoryStack;

/* uiList dynamic data... */
/* These two Lines with # tell makesdna this struct can be excluded. */
#
#
typedef struct uiListDyn {
  /** Number of rows needed to draw all elements. */
  int height;
  /** Actual visual height of the list (in rows). */
  int visual_height;
  /** Minimal visual height of the list (in rows). */
  int visual_height_min;

  /** Number of items in collection. */
  int items_len;
  /** Number of items actually visible after filtering. */
  int items_shown;

  /* Those are temp data used during drag-resize with GRIP button
   * (they are in pixels, the meaningful data is the
   * difference between resize_prev and resize)...
   */
  int resize;
  int resize_prev;

  /* Filtering data. */
  /** Items_len length. */
  int *items_filter_flags;
  /** Org_idx -> new_idx, items_len length. */
  int *items_filter_neworder;
} uiListDyn;

typedef struct uiList { /* some list UI data need to be saved in file */
  struct uiList *next, *prev;

  /** Runtime. */
  struct uiListType *type;

  /** Defined as UI_MAX_NAME_STR. */
  char list_id[64];

  /** How items are layedout in the list. */
  int layout_type;
  int flag;

  int list_scroll;
  int list_grip;
  int list_last_len;
  int list_last_activei;

  /* Filtering data. */
  /** Defined as UI_MAX_NAME_STR. */
  char filter_byname[64];
  int filter_flag;
  int filter_sort_flag;

  /* Custom sub-classes properties. */
  IDProperty *properties;

  /* Dynamic data (runtime). */
  uiListDyn *dyn_data;
} uiList;

typedef struct TransformOrientation {
  struct TransformOrientation *next, *prev;
  /** MAX_NAME. */
  char name[64];
  float mat[3][3];
  char _pad[4];
} TransformOrientation;

/** Some preview UI data need to be saved in file. */
typedef struct uiPreview {
  struct uiPreview *next, *prev;

  /** Defined as UI_MAX_NAME_STR. */
  char preview_id[64];
  short height;
  char _pad1[6];
} uiPreview;

/* These two lines with # tell makesdna this struct can be excluded.
 * Should be: #ifndef WITH_GLOBAL_AREA_WRITING */
#
#
typedef struct ScrGlobalAreaData {
  /* Global areas have a non-dynamic size. That means, changing the window
   * size doesn't affect their size at all. However, they can still be
   * 'collapsed', by changing this value. Ignores DPI (ED_area_global_size_y
   * and winx/winy don't) */
  short cur_fixed_height;
  /* For global areas, this is the min and max size they can use depending on
   * if they are 'collapsed' or not. */
  short size_min, size_max;
  /** GlobalAreaAlign. */
  short align;

  /** GlobalAreaFlag. */
  short flag;
  char _pad[2];
} ScrGlobalAreaData;

enum GlobalAreaFlag {
  GLOBAL_AREA_IS_HIDDEN = (1 << 0),
};

typedef enum GlobalAreaAlign {
  GLOBAL_AREA_ALIGN_TOP,
  GLOBAL_AREA_ALIGN_BOTTOM,
} GlobalAreaAlign;

typedef struct ScrArea_Runtime {
  struct bToolRef *tool;
  char is_tool_set;
  char _pad0[7];
} ScrArea_Runtime;

typedef struct ScrArea {
  struct ScrArea *next, *prev;

  /** Ordered (bl, tl, tr, br). */
  ScrVert *v1, *v2, *v3, *v4;
  /** If area==full, this is the parent. */
  bScreen *full;

  /** Rect bound by v1 v2 v3 v4. */
  rcti totrct;

  /**
   * eSpace_Type (SPACE_FOO).
   *
   * Temporarily used while switching area type, otherwise this should be SPACE_EMPTY.
   * Also, versioning uses it to nicely replace deprecated * editors.
   * It's been there for ages, name doesn't fit any more.
   */
  char spacetype;
  /** #eSpace_Type (SPACE_FOO). */
  char butspacetype;
  short butspacetype_subtype;

  /** Size. */
  short winx, winy;

  /** OLD! 0=no header, 1= down, 2= up. */
  char headertype DNA_DEPRECATED;
  /** Private, for spacetype refresh callback. */
  char do_refresh;
  short flag;
  /**
   * Index of last used region of 'RGN_TYPE_WINDOW'
   * runtime variable, updated by executing operators.
   */
  short region_active_win;
  char _pad[2];

  /** Callbacks for this space type. */
  struct SpaceType *type;

  /* Non-NULL if this area is global. */
  ScrGlobalAreaData *global;

  /* A list of space links (editors) that were open in this area before. When
   * changing the editor type, we try to reuse old editor data from this list.
   * The first item is the active/visible one.
   */
  /** #SpaceLink. */
  ListBase spacedata;
  /* NOTE: This region list is the one from the active/visible editor (first item in
   * spacedata list). Use SpaceLink.regionbase if it's inactive (but only then)!
   */
  /** #ARegion. */
  ListBase regionbase;
  /** #wmEventHandler. */
  ListBase handlers;

  /** #AZone. */
  ListBase actionzones;

  ScrArea_Runtime runtime;
} ScrArea;

typedef struct ARegion_Runtime {
  /* Panel category to use between 'layout' and 'draw'. */
  const char *category;

  /**
   * The visible part of the region, use with region overlap not to draw
   * on top of the overlapping regions.
   *
   * Lazy initialize, zero'd when unset, relative to #ARegion.winrct x/y min. */
  rcti visible_rect;

  /* The offset needed to not overlap with window scrollbars. Only used by HUD regions for now. */
  int offset_x, offset_y;
} ARegion_Runtime;

typedef struct ARegion {
  struct ARegion *next, *prev;

  /** 2D-View scrolling/zoom info (most regions are 2d anyways). */
  View2D v2d;
  /** Coordinates of region. */
  rcti winrct;
  /** Runtime for partial redraw, same or smaller than winrct. */
  rcti drawrct;
  /** Size. */
  short winx, winy;

  /** Region is currently visible on screen. */
  short visible;
  /** Window, header, etc. identifier for drawing. */
  short regiontype;
  /** How it should split. */
  short alignment;
  /** Hide, .... */
  short flag;

  /** Current split size in unscaled pixels (if zero it uses regiontype).
   * To convert to pixels use: `UI_DPI_FAC * region->sizex + 0.5f`.
   * However to get the current region size, you should usually use winx/winy from above, not this!
   */
  short sizex, sizey;

  /** Private, cached notifier events. */
  short do_draw;
  /** Private, cached notifier events. */
  short do_draw_overlay;
  /** Private, set for indicate drawing overlapped. */
  short overlap;
  /** Temporary copy of flag settings for clean fullscreen. */
  short flagfullscreen;

  /** Callbacks for this region type. */
  struct ARegionType *type;

  /** #uiBlock. */
  ListBase uiblocks;
  /** Panel. */
  ListBase panels;
  /** Stack of panel categories. */
  ListBase panels_category_active;
  /** #uiList. */
  ListBase ui_lists;
  /** #uiPreview. */
  ListBase ui_previews;
  /** #wmEventHandler. */
  ListBase handlers;
  /** Panel categories runtime. */
  ListBase panels_category;

  /** Gizmo-map of this region. */
  struct wmGizmoMap *gizmo_map;
  /** Blend in/out. */
  struct wmTimer *regiontimer;
  struct wmDrawBuffer *draw_buffer;

  /** Use this string to draw info. */
  char *headerstr;
  /** XXX 2.50, need spacedata equivalent?. */
  void *regiondata;

  ARegion_Runtime runtime;
} ARegion;

/** #ScrArea.flag */
enum {
  HEADER_NO_PULLDOWN = (1 << 0),
//  AREA_FLAG_UNUSED_1           = (1 << 1),
//  AREA_FLAG_UNUSED_2           = (1 << 2),
#ifdef DNA_DEPRECATED_ALLOW
  AREA_TEMP_INFO = (1 << 3), /* versioned to make slot reusable */
#endif
  /** Update size of regions within the area. */
  AREA_FLAG_REGION_SIZE_UPDATE = (1 << 3),
  AREA_FLAG_ACTIVE_TOOL_UPDATE = (1 << 4),
  // AREA_FLAG_UNUSED_5 = (1 << 5),

  AREA_FLAG_UNUSED_6 = (1 << 6), /* cleared */

  /**
   * For temporary full-screens (file browser, image editor render)
   * that are opened above user set full-screens.
   */
  AREA_FLAG_STACKED_FULLSCREEN = (1 << 7),
  /** Update action zones (even if the mouse is not intersecting them). */
  AREA_FLAG_ACTIONZONES_UPDATE = (1 << 8),
};

#define AREAGRID 4
#define AREAMINX 32
#define HEADER_PADDING_Y 6
#define HEADERY (20 + HEADER_PADDING_Y)

/** #bScreen.flag */
enum {
  SCREEN_DEPRECATED = 1,
  SCREEN_COLLAPSE_STATUSBAR = 2,
};

/** #bScreen.state */
enum {
  SCREENNORMAL = 0,
  SCREENMAXIMIZED = 1, /* one editor taking over the screen */
  SCREENFULL = 2,      /* one editor taking over the screen with no bare-minimum UI elements */
};

/** #bScreen.redraws_flag */
typedef enum eScreen_Redraws_Flag {
  TIME_REGION = (1 << 0),
  TIME_ALL_3D_WIN = (1 << 1),
  TIME_ALL_ANIM_WIN = (1 << 2),
  TIME_ALL_BUTS_WIN = (1 << 3),
  // TIME_WITH_SEQ_AUDIO    = (1 << 4), /* DEPRECATED */
  TIME_SEQ = (1 << 5),
  TIME_ALL_IMAGE_WIN = (1 << 6),
  // TIME_CONTINUE_PHYSICS  = (1 << 7), /* UNUSED */
  TIME_NODES = (1 << 8),
  TIME_CLIPS = (1 << 9),

  TIME_FOLLOW = (1 << 15),
} eScreen_Redraws_Flag;

/** #Panel.flag */
enum {
  PNL_SELECT = (1 << 0),
  PNL_CLOSEDX = (1 << 1),
  PNL_CLOSEDY = (1 << 2),
  PNL_CLOSED = (PNL_CLOSEDX | PNL_CLOSEDY),
  /*PNL_TABBED    = (1 << 3), */ /*UNUSED*/
  PNL_OVERLAP = (1 << 4),
  PNL_PIN = (1 << 5),
  PNL_POPOVER = (1 << 6),
};

/** #Panel.snap - for snapping to screen edges */
#define PNL_SNAP_NONE 0
/* #define PNL_SNAP_TOP     1 */
/* #define PNL_SNAP_RIGHT       2 */
#define PNL_SNAP_BOTTOM 4
/* #define PNL_SNAP_LEFT        8 */

/* #define PNL_SNAP_DIST        9.0 */

/* paneltype flag */
#define PNL_DEFAULT_CLOSED 1
#define PNL_NO_HEADER 2
#define PNL_LAYOUT_VERT_BAR 4

/* Fallback panel category (only for old scripts which need updating) */
#define PNL_CATEGORY_FALLBACK "Misc"

/** #uiList.layout_type */
enum {
  UILST_LAYOUT_DEFAULT = 0,
  UILST_LAYOUT_COMPACT = 1,
  UILST_LAYOUT_GRID = 2,
};

/** #uiList.flag */
enum {
  /* Scroll list to make active item visible. */
  UILST_SCROLL_TO_ACTIVE_ITEM = 1 << 0,
};

/* Value (in number of items) we have to go below minimum shown items to enable auto size. */
#define UI_LIST_AUTO_SIZE_THRESHOLD 1

/* uiList filter flags (dyn_data) */
/* WARNING! Those values are used by integer RNA too, which does not handle well values > INT_MAX.
 *          So please do not use 32nd bit here. */
enum {
  UILST_FLT_ITEM = 1 << 30, /* This item has passed the filter process successfully. */
};

/** #uiList.filter_flag */
enum {
  UILST_FLT_SHOW = 1 << 0,            /* Show filtering UI. */
  UILST_FLT_EXCLUDE = UILST_FLT_ITEM, /* Exclude filtered items, *must* use this same value. */
};

/** #uiList.filter_sort_flag */
enum {
  /* Plain values (only one is valid at a time, once masked with UILST_FLT_SORT_MASK. */
  /** Just for sake of consistency. */
  /* UILST_FLT_SORT_INDEX = 0, */ /* UNUSED */
  UILST_FLT_SORT_ALPHA = 1,

  /* Bitflags affecting behavior of any kind of sorting. */
  /** Special flag to indicate that order is locked (not user-changeable). */
  UILST_FLT_SORT_LOCK = 1u << 30,
  /** Special value, bitflag used to reverse order! */
  UILST_FLT_SORT_REVERSE = 1u << 31,
};

#define UILST_FLT_SORT_MASK (((unsigned int)(UILST_FLT_SORT_REVERSE | UILST_FLT_SORT_LOCK)) - 1)

/* regiontype, first two are the default set */
/* Do NOT change order, append on end. Types are hardcoded needed */
enum {
  RGN_TYPE_WINDOW = 0,
  RGN_TYPE_HEADER = 1,
  RGN_TYPE_CHANNELS = 2,
  RGN_TYPE_TEMPORARY = 3,
  RGN_TYPE_UI = 4,
  RGN_TYPE_TOOLS = 5,
  RGN_TYPE_TOOL_PROPS = 6,
  RGN_TYPE_PREVIEW = 7,
  RGN_TYPE_HUD = 8,
  /* Region to navigate the main region from (RGN_TYPE_WINDOW). */
  RGN_TYPE_NAV_BAR = 9,
  /* A place for buttons to trigger execution of something that was set up in other regions. */
  RGN_TYPE_EXECUTE = 10,
  RGN_TYPE_FOOTER = 11,
  RGN_TYPE_TOOL_HEADER = 12,
};
/* use for function args */
#define RGN_TYPE_ANY -1

/* Region supports panel tabs (categories). */
#define RGN_TYPE_HAS_CATEGORY_MASK (1 << RGN_TYPE_UI)

/** #ARegion.alignment */
enum {
  RGN_ALIGN_NONE = 0,
  RGN_ALIGN_TOP = 1,
  RGN_ALIGN_BOTTOM = 2,
  RGN_ALIGN_LEFT = 3,
  RGN_ALIGN_RIGHT = 4,
  RGN_ALIGN_HSPLIT = 5,
  RGN_ALIGN_VSPLIT = 6,
  RGN_ALIGN_FLOAT = 7,
  RGN_ALIGN_QSPLIT = 8,
  /* Maximum 15. */

  /* Flags start here. */
  RGN_SPLIT_PREV = 32,
};

/** Mask out flags so we can check the alignment. */
#define RGN_ALIGN_ENUM_FROM_MASK(align) ((align) & ((1 << 4) - 1))

/** #ARegion.flag */
enum {
  RGN_FLAG_HIDDEN = (1 << 0),
  RGN_FLAG_TOO_SMALL = (1 << 1),
  /**
   * Force delayed reinit of region size data, so that region size is calculated
   * just big enough to show all its content (if enough space is available).
   * Note that only ED_region_header supports this right now.
   */
  RGN_FLAG_DYNAMIC_SIZE = (1 << 2),
  /** Region data is NULL'd on read, never written. */
  RGN_FLAG_TEMP_REGIONDATA = (1 << 3),
  /** The region must either use its prefsizex/y or be hidden. */
  RGN_FLAG_PREFSIZE_OR_HIDDEN = (1 << 4),
  /** Size has been clamped (floating regions only). */
  RGN_FLAG_SIZE_CLAMP_X = (1 << 5),
  RGN_FLAG_SIZE_CLAMP_Y = (1 << 6),
  /** When the user sets the region is hidden,
   * needed for floating regions that may be hidden for other reasons. */
  RGN_FLAG_HIDDEN_BY_USER = (1 << 7),
};

/** #ARegion.do_draw */
enum {
  /* Region must be fully redrawn. */
  RGN_DRAW = 1,
  /* Redraw only part of region, for sculpting and painting to get smoother
   * stroke painting on heavy meshes. */
  RGN_DRAW_PARTIAL = 2,
  /* For outliner, to do faster redraw without rebuilding outliner tree.
   * For 3D viewport, to display a new progressive render sample without
   * while other buffers and overlays remain unchanged. */
  RGN_DRAW_NO_REBUILD = 4,

  /* Set while region is being drawn. */
  RGN_DRAWING = 8,
  /* For popups, to refresh UI layout along with drawing. */
  RGN_REFRESH_UI = 16,

  /* Only editor overlays (currently gizmos only!) should be redrawn. */
  RGN_DRAW_EDITOR_OVERLAYS = 32,
};

#endif /* __DNA_SCREEN_TYPES_H__ */
