/***

  Olive - Non-Linear Video Editor
  Copyright (C) 2022 Olive Team
  Modifications Copyright (C) 2025 mikesolar

  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 3 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, see <http://www.gnu.org/licenses/>.

***/

#include "rippledistortnode.h"

namespace olive
{

const QString RippleDistortNode::kTextureInput = QStringLiteral("tex_in");
const QString RippleDistortNode::kEvolutionInput =
	QStringLiteral("evolution_in");
const QString RippleDistortNode::kIntensityInput =
	QStringLiteral("intensity_in");
const QString RippleDistortNode::kFrequencyInput =
	QStringLiteral("frequency_in");
const QString RippleDistortNode::kPositionInput = QStringLiteral("position_in");
const QString RippleDistortNode::kStretchInput = QStringLiteral("stretch_in");

#define super Node

RippleDistortNode::RippleDistortNode()
{
	AddInput(kTextureInput, NodeValue::kTexture,
			 InputFlags(kInputFlagNotKeyframable));

	AddInput(kEvolutionInput, NodeValue::kFloat, 0);
	AddInput(kIntensityInput, NodeValue::kFloat, 100);

	AddInput(kFrequencyInput, NodeValue::kFloat, 1);
	SetInputProperty(kFrequencyInput, QStringLiteral("base"), 0.01);

	AddInput(kPositionInput, NodeValue::kVec2, QVector2D(0, 0));
	AddInput(kStretchInput, NodeValue::kBoolean, false);

	SetFlag(kVideoEffect);
	SetEffectInput(kTextureInput);

	gizmo_ = AddDraggableGizmo<PointGizmo>({
		NodeKeyframeTrackReference(NodeInput(this, kPositionInput), 0),
		NodeKeyframeTrackReference(NodeInput(this, kPositionInput), 1),
	});
	gizmo_->SetShape(PointGizmo::kAnchorPoint);
}

QString RippleDistortNode::Name() const
{
	return tr("Ripple");
}

QString RippleDistortNode::id() const
{
	return QStringLiteral("org.oliveeditor.Olive.ripple");
}

QVector<Node::CategoryID> RippleDistortNode::Category() const
{
	return { kCategoryDistort };
}

QString RippleDistortNode::Description() const
{
	return tr("Distorts an image with a ripple effect.");
}

void RippleDistortNode::Retranslate()
{
	super::Retranslate();

	SetInputName(kTextureInput, tr("Input"));
	SetInputName(kFrequencyInput, tr("Frequency"));
	SetInputName(kIntensityInput, tr("Intensity"));
	SetInputName(kEvolutionInput, tr("Evolution"));
	SetInputName(kPositionInput, tr("Position"));
	SetInputName(kStretchInput, tr("Stretch"));
}

ShaderCode RippleDistortNode::GetShaderCode(const ShaderRequest &request) const
{
	Q_UNUSED(request)
	return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/ripple.frag"));
}

void RippleDistortNode::Value(const NodeValueRow &value,
							  const NodeGlobals &globals,
							  NodeValueTable *table) const
{
	// If there's no texture, no need to run an operation
	if (TexturePtr tex = value[kTextureInput].toTexture()) {
		// Only run shader if at least one of flip or flop are selected
		if (!qIsNull(value[kIntensityInput].toDouble())) {
			ShaderJob job(value);
			job.Insert(QStringLiteral("resolution_in"),
					   NodeValue(NodeValue::kVec2, tex->virtual_resolution(),
								 this));
			table->Push(NodeValue::kTexture, tex->toJob(job), this);
		} else {
			// If we're not flipping or flopping just push the texture
			table->Push(value[kTextureInput]);
		}
	}
}

void RippleDistortNode::UpdateGizmoPositions(const NodeValueRow &row,
											 const NodeGlobals &globals)
{
	if (TexturePtr tex = row[kTextureInput].toTexture()) {
		QPointF half_res(tex->virtual_resolution().x() / 2,
						 tex->virtual_resolution().y() / 2);
		gizmo_->SetPoint(half_res + row[kPositionInput].toVec2().toPointF());
	}
}

void RippleDistortNode::GizmoDragMove(double x, double y,
									  const Qt::KeyboardModifiers &modifiers)
{
	NodeInputDragger &x_drag = gizmo_->GetDraggers()[0];
	NodeInputDragger &y_drag = gizmo_->GetDraggers()[1];

	x_drag.Drag(x_drag.GetStartValue().toDouble() + x);
	y_drag.Drag(y_drag.GetStartValue().toDouble() + y);
}

}
