/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/.
 *
 * This file incorporates work covered by the following license notice:
 *
 *   Licensed to the Apache Software Foundation (ASF) under one or more
 *   contributor license agreements. See the NOTICE file distributed
 *   with this work for additional information regarding copyright
 *   ownership. The ASF licenses this file to you under the Apache
 *   License, Version 2.0 (the "License"); you may not use this file
 *   except in compliance with the License. You may obtain a copy of
 *   the License at http://www.apache.org/licenses/LICENSE-2.0 .
 */

#include <drawinglayer/primitive2d/discretebitmapprimitive2d.hxx>
#include <drawinglayer/primitive2d/bitmapprimitive2d.hxx>
#include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>


namespace drawinglayer::primitive2d
{
        Primitive2DReference DiscreteBitmapPrimitive2D::create2DDecomposition(const geometry::ViewInformation2D& /*rViewInformation*/) const
        {
            // use getViewTransformation() and getObjectTransformation() from
            // ObjectAndViewTransformationDependentPrimitive2D to create a BitmapPrimitive2D
            // with the correct mapping

            if(getBitmap().IsEmpty())
                return nullptr;

            // get discrete size
            const Size aSizePixel = getBitmap().GetSizePixel();
            const basegfx::B2DVector aDiscreteSize(aSizePixel.Width(), aSizePixel.Height());

            // get inverse ViewTransformation
            basegfx::B2DHomMatrix aInverseViewTransformation(getViewTransformation());
            aInverseViewTransformation.invert();

            // get size and position in world coordinates
            const basegfx::B2DVector aWorldSize(aInverseViewTransformation * aDiscreteSize);
            const basegfx::B2DPoint  aWorldTopLeft(getObjectTransformation() * getTopLeft());

            // build object matrix in world coordinates so that the top-left
            // position remains, but possible transformations (e.g. rotations)
            // in the ObjectToView stack remain and get correctly applied
            basegfx::B2DHomMatrix aObjectTransform;

            aObjectTransform.set(0, 0, aWorldSize.getX());
            aObjectTransform.set(1, 1, aWorldSize.getY());
            aObjectTransform.set(0, 2, aWorldTopLeft.getX());
            aObjectTransform.set(1, 2, aWorldTopLeft.getY());

            // get inverse ObjectTransformation
            basegfx::B2DHomMatrix aInverseObjectTransformation(getObjectTransformation());
            aInverseObjectTransformation.invert();

            // transform to object coordinate system
            aObjectTransform = aInverseObjectTransformation * aObjectTransform;

            // create BitmapPrimitive2D with now object-local coordinate data
            return
                new BitmapPrimitive2D(
                    getBitmap(),
                    aObjectTransform);
        }

        DiscreteBitmapPrimitive2D::DiscreteBitmapPrimitive2D(
            const Bitmap& rBitmap,
            const basegfx::B2DPoint& rTopLeft)
        :   maBitmap(rBitmap),
            maTopLeft(rTopLeft)
        {
        }

        bool DiscreteBitmapPrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
        {
            if(ObjectAndViewTransformationDependentPrimitive2D::operator==(rPrimitive))
            {
                const DiscreteBitmapPrimitive2D& rCompare = static_cast<const DiscreteBitmapPrimitive2D&>(rPrimitive);

                return (getBitmap() == rCompare.getBitmap()
                    && getTopLeft() == rCompare.getTopLeft());
            }

            return false;
        }

        // provide unique ID
        sal_uInt32 DiscreteBitmapPrimitive2D::getPrimitive2DID() const
        {
            return PRIMITIVE2D_ID_DISCRETEBITMAPPRIMITIVE2D;
        }

} // end of namespace

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