'use strict';

var Point = require('../../../../maths/point/Point.js');
var uid = require('../../../../utils/data/uid.js');
var warn = require('../../../../utils/logging/warn.js');
var SVGToGraphicsPath = require('../svg/SVGToGraphicsPath.js');
var ShapePath = require('./ShapePath.js');

"use strict";
class GraphicsPath {
  /**
   * Creates a `GraphicsPath` instance optionally from an SVG path string or an array of `PathInstruction`.
   * @param instructions - An SVG path string or an array of `PathInstruction` objects.
   */
  constructor(instructions) {
    this.instructions = [];
    /** unique id for this graphics path */
    this.uid = uid.uid("graphicsPath");
    this._dirty = true;
    if (typeof instructions === "string") {
      SVGToGraphicsPath.SVGToGraphicsPath(instructions, this);
    } else {
      this.instructions = instructions?.slice() ?? [];
    }
  }
  /**
   * Provides access to the internal shape path, ensuring it is up-to-date with the current instructions.
   * @returns The `ShapePath` instance associated with this `GraphicsPath`.
   */
  get shapePath() {
    if (!this._shapePath) {
      this._shapePath = new ShapePath.ShapePath(this);
    }
    if (this._dirty) {
      this._dirty = false;
      this._shapePath.buildPath();
    }
    return this._shapePath;
  }
  /**
   * Adds another `GraphicsPath` to this path, optionally applying a transformation.
   * @param path - The `GraphicsPath` to add.
   * @param transform - An optional transformation to apply to the added path.
   * @returns The instance of the current object for chaining.
   */
  addPath(path, transform) {
    path = path.clone();
    this.instructions.push({ action: "addPath", data: [path, transform] });
    this._dirty = true;
    return this;
  }
  arc(...args) {
    this.instructions.push({ action: "arc", data: args });
    this._dirty = true;
    return this;
  }
  arcTo(...args) {
    this.instructions.push({ action: "arcTo", data: args });
    this._dirty = true;
    return this;
  }
  arcToSvg(...args) {
    this.instructions.push({ action: "arcToSvg", data: args });
    this._dirty = true;
    return this;
  }
  bezierCurveTo(...args) {
    this.instructions.push({ action: "bezierCurveTo", data: args });
    this._dirty = true;
    return this;
  }
  /**
   * Adds a cubic Bezier curve to the path.
   * It requires two points: the second control point and the end point. The first control point is assumed to be
   * The starting point is the last point in the current path.
   * @param cp2x - The x-coordinate of the second control point.
   * @param cp2y - The y-coordinate of the second control point.
   * @param x - The x-coordinate of the end point.
   * @param y - The y-coordinate of the end point.
   * @param smoothness - Optional parameter to adjust the smoothness of the curve.
   * @returns The instance of the current object for chaining.
   */
  bezierCurveToShort(cp2x, cp2y, x, y, smoothness) {
    const last = this.instructions[this.instructions.length - 1];
    const lastPoint = this.getLastPoint(Point.Point.shared);
    let cp1x = 0;
    let cp1y = 0;
    if (!last || last.action !== "bezierCurveTo") {
      cp1x = lastPoint.x;
      cp1y = lastPoint.y;
    } else {
      cp1x = last.data[2];
      cp1y = last.data[3];
      const currentX = lastPoint.x;
      const currentY = lastPoint.y;
      cp1x = currentX + (currentX - cp1x);
      cp1y = currentY + (currentY - cp1y);
    }
    this.instructions.push({ action: "bezierCurveTo", data: [cp1x, cp1y, cp2x, cp2y, x, y, smoothness] });
    this._dirty = true;
    return this;
  }
  /**
   * Closes the current path by drawing a straight line back to the start.
   * If the shape is already closed or there are no points in the path, this method does nothing.
   * @returns The instance of the current object for chaining.
   */
  closePath() {
    this.instructions.push({ action: "closePath", data: [] });
    this._dirty = true;
    return this;
  }
  ellipse(...args) {
    this.instructions.push({ action: "ellipse", data: args });
    this._dirty = true;
    return this;
  }
  lineTo(...args) {
    this.instructions.push({ action: "lineTo", data: args });
    this._dirty = true;
    return this;
  }
  moveTo(...args) {
    this.instructions.push({ action: "moveTo", data: args });
    return this;
  }
  quadraticCurveTo(...args) {
    this.instructions.push({ action: "quadraticCurveTo", data: args });
    this._dirty = true;
    return this;
  }
  /**
   * Adds a quadratic curve to the path. It uses the previous point as the control point.
   * @param x - The x-coordinate of the end point.
   * @param y - The y-coordinate of the end point.
   * @param smoothness - Optional parameter to adjust the smoothness of the curve.
   * @returns The instance of the current object for chaining.
   */
  quadraticCurveToShort(x, y, smoothness) {
    const last = this.instructions[this.instructions.length - 1];
    const lastPoint = this.getLastPoint(Point.Point.shared);
    let cpx1 = 0;
    let cpy1 = 0;
    if (!last || last.action !== "quadraticCurveTo") {
      cpx1 = lastPoint.x;
      cpy1 = lastPoint.y;
    } else {
      cpx1 = last.data[0];
      cpy1 = last.data[1];
      const currentX = lastPoint.x;
      const currentY = lastPoint.y;
      cpx1 = currentX + (currentX - cpx1);
      cpy1 = currentY + (currentY - cpy1);
    }
    this.instructions.push({ action: "quadraticCurveTo", data: [cpx1, cpy1, x, y, smoothness] });
    this._dirty = true;
    return this;
  }
  /**
   * Draws a rectangle shape. This method adds a new rectangle path to the current drawing.
   * @param x - The x-coordinate of the top-left corner of the rectangle.
   * @param y - The y-coordinate of the top-left corner of the rectangle.
   * @param w - The width of the rectangle.
   * @param h - The height of the rectangle.
   * @param transform - An optional `Matrix` object to apply a transformation to the rectangle.
   * @returns The instance of the current object for chaining.
   */
  rect(x, y, w, h, transform) {
    this.instructions.push({ action: "rect", data: [x, y, w, h, transform] });
    this._dirty = true;
    return this;
  }
  /**
   * Draws a circle shape. This method adds a new circle path to the current drawing.
   * @param x - The x-coordinate of the center of the circle.
   * @param y - The y-coordinate of the center of the circle.
   * @param radius - The radius of the circle.
   * @param transform - An optional `Matrix` object to apply a transformation to the circle.
   * @returns The instance of the current object for chaining.
   */
  circle(x, y, radius, transform) {
    this.instructions.push({ action: "circle", data: [x, y, radius, transform] });
    this._dirty = true;
    return this;
  }
  roundRect(...args) {
    this.instructions.push({ action: "roundRect", data: args });
    this._dirty = true;
    return this;
  }
  poly(...args) {
    this.instructions.push({ action: "poly", data: args });
    this._dirty = true;
    return this;
  }
  regularPoly(...args) {
    this.instructions.push({ action: "regularPoly", data: args });
    this._dirty = true;
    return this;
  }
  roundPoly(...args) {
    this.instructions.push({ action: "roundPoly", data: args });
    this._dirty = true;
    return this;
  }
  roundShape(...args) {
    this.instructions.push({ action: "roundShape", data: args });
    this._dirty = true;
    return this;
  }
  filletRect(...args) {
    this.instructions.push({ action: "filletRect", data: args });
    this._dirty = true;
    return this;
  }
  chamferRect(...args) {
    this.instructions.push({ action: "chamferRect", data: args });
    this._dirty = true;
    return this;
  }
  /**
   * Draws a star shape centered at a specified location. This method allows for the creation
   *  of stars with a variable number of points, outer radius, optional inner radius, and rotation.
   * The star is drawn as a closed polygon with alternating outer and inner vertices to create the star's points.
   * An optional transformation can be applied to scale, rotate, or translate the star as needed.
   * @param x - The x-coordinate of the center of the star.
   * @param y - The y-coordinate of the center of the star.
   * @param points - The number of points of the star.
   * @param radius - The outer radius of the star (distance from the center to the outer points).
   * @param innerRadius - Optional. The inner radius of the star
   * (distance from the center to the inner points between the outer points).
   * If not provided, defaults to half of the `radius`.
   * @param rotation - Optional. The rotation of the star in radians, where 0 is aligned with the y-axis.
   * Defaults to 0, meaning one point is directly upward.
   * @param transform - An optional `Matrix` object to apply a transformation to the star.
   * This can include rotations, scaling, and translations.
   * @returns The instance of the current object for chaining further drawing commands.
   */
  // eslint-disable-next-line max-len
  star(x, y, points, radius, innerRadius, rotation, transform) {
    innerRadius = innerRadius || radius / 2;
    const startAngle = -1 * Math.PI / 2 + rotation;
    const len = points * 2;
    const delta = Math.PI * 2 / len;
    const polygon = [];
    for (let i = 0; i < len; i++) {
      const r = i % 2 ? innerRadius : radius;
      const angle = i * delta + startAngle;
      polygon.push(
        x + r * Math.cos(angle),
        y + r * Math.sin(angle)
      );
    }
    this.poly(polygon, true, transform);
    return this;
  }
  /**
   * Creates a copy of the current `GraphicsPath` instance. This method supports both shallow and deep cloning.
   * A shallow clone copies the reference of the instructions array, while a deep clone creates a new array and
   * copies each instruction individually, ensuring that modifications to the instructions of the cloned `GraphicsPath`
   * do not affect the original `GraphicsPath` and vice versa.
   * @param deep - A boolean flag indicating whether the clone should be deep.
   * @returns A new `GraphicsPath` instance that is a clone of the current instance.
   */
  clone(deep = false) {
    const newGraphicsPath2D = new GraphicsPath();
    if (!deep) {
      newGraphicsPath2D.instructions = this.instructions.slice();
    } else {
      for (let i = 0; i < this.instructions.length; i++) {
        const instruction = this.instructions[i];
        newGraphicsPath2D.instructions.push({ action: instruction.action, data: instruction.data.slice() });
      }
    }
    return newGraphicsPath2D;
  }
  clear() {
    this.instructions.length = 0;
    this._dirty = true;
    return this;
  }
  /**
   * Applies a transformation matrix to all drawing instructions within the `GraphicsPath`.
   * This method enables the modification of the path's geometry according to the provided
   * transformation matrix, which can include translations, rotations, scaling, and skewing.
   *
   * Each drawing instruction in the path is updated to reflect the transformation,
   * ensuring the visual representation of the path is consistent with the applied matrix.
   *
   * Note: The transformation is applied directly to the coordinates and control points of the drawing instructions,
   * not to the path as a whole. This means the transformation's effects are baked into the individual instructions,
   * allowing for fine-grained control over the path's appearance.
   * @param matrix - A `Matrix` object representing the transformation to apply.
   * @returns The instance of the current object for chaining further operations.
   */
  transform(matrix) {
    if (matrix.isIdentity())
      return this;
    const a = matrix.a;
    const b = matrix.b;
    const c = matrix.c;
    const d = matrix.d;
    const tx = matrix.tx;
    const ty = matrix.ty;
    let x = 0;
    let y = 0;
    let cpx1 = 0;
    let cpy1 = 0;
    let cpx2 = 0;
    let cpy2 = 0;
    let rx = 0;
    let ry = 0;
    for (let i = 0; i < this.instructions.length; i++) {
      const instruction = this.instructions[i];
      const data = instruction.data;
      switch (instruction.action) {
        case "moveTo":
        case "lineTo":
          x = data[0];
          y = data[1];
          data[0] = a * x + c * y + tx;
          data[1] = b * x + d * y + ty;
          break;
        case "bezierCurveTo":
          cpx1 = data[0];
          cpy1 = data[1];
          cpx2 = data[2];
          cpy2 = data[3];
          x = data[4];
          y = data[5];
          data[0] = a * cpx1 + c * cpy1 + tx;
          data[1] = b * cpx1 + d * cpy1 + ty;
          data[2] = a * cpx2 + c * cpy2 + tx;
          data[3] = b * cpx2 + d * cpy2 + ty;
          data[4] = a * x + c * y + tx;
          data[5] = b * x + d * y + ty;
          break;
        case "quadraticCurveTo":
          cpx1 = data[0];
          cpy1 = data[1];
          x = data[2];
          y = data[3];
          data[0] = a * cpx1 + c * cpy1 + tx;
          data[1] = b * cpx1 + d * cpy1 + ty;
          data[2] = a * x + c * y + tx;
          data[3] = b * x + d * y + ty;
          break;
        case "arcToSvg":
          x = data[5];
          y = data[6];
          rx = data[0];
          ry = data[1];
          data[0] = a * rx + c * ry;
          data[1] = b * rx + d * ry;
          data[5] = a * x + c * y + tx;
          data[6] = b * x + d * y + ty;
          break;
        case "circle":
          data[4] = adjustTransform(data[3], matrix);
          break;
        case "rect":
          data[4] = adjustTransform(data[4], matrix);
          break;
        case "ellipse":
          data[8] = adjustTransform(data[8], matrix);
          break;
        case "roundRect":
          data[5] = adjustTransform(data[5], matrix);
          break;
        case "addPath":
          data[0].transform(matrix);
          break;
        case "poly":
          data[2] = adjustTransform(data[2], matrix);
          break;
        default:
          warn.warn("unknown transform action", instruction.action);
          break;
      }
    }
    this._dirty = true;
    return this;
  }
  get bounds() {
    return this.shapePath.bounds;
  }
  /**
   * Retrieves the last point from the current drawing instructions in the `GraphicsPath`.
   * This method is useful for operations that depend on the path's current endpoint,
   * such as connecting subsequent shapes or paths. It supports various drawing instructions,
   * ensuring the last point's position is accurately determined regardless of the path's complexity.
   *
   * If the last instruction is a `closePath`, the method iterates backward through the instructions
   *  until it finds an actionable instruction that defines a point (e.g., `moveTo`, `lineTo`,
   * `quadraticCurveTo`, etc.). For compound paths added via `addPath`, it recursively retrieves
   * the last point from the nested path.
   * @param out - A `Point` object where the last point's coordinates will be stored.
   * This object is modified directly to contain the result.
   * @returns The `Point` object containing the last point's coordinates.
   */
  getLastPoint(out) {
    let index = this.instructions.length - 1;
    let lastInstruction = this.instructions[index];
    if (!lastInstruction) {
      out.x = 0;
      out.y = 0;
      return out;
    }
    while (lastInstruction.action === "closePath") {
      index--;
      if (index < 0) {
        out.x = 0;
        out.y = 0;
        return out;
      }
      lastInstruction = this.instructions[index];
    }
    switch (lastInstruction.action) {
      case "moveTo":
      case "lineTo":
        out.x = lastInstruction.data[0];
        out.y = lastInstruction.data[1];
        break;
      case "quadraticCurveTo":
        out.x = lastInstruction.data[2];
        out.y = lastInstruction.data[3];
        break;
      case "bezierCurveTo":
        out.x = lastInstruction.data[4];
        out.y = lastInstruction.data[5];
        break;
      case "arc":
      case "arcToSvg":
        out.x = lastInstruction.data[5];
        out.y = lastInstruction.data[6];
        break;
      case "addPath":
        lastInstruction.data[0].getLastPoint(out);
        break;
    }
    return out;
  }
}
function adjustTransform(currentMatrix, transform) {
  if (currentMatrix) {
    return currentMatrix.prepend(transform);
  }
  return transform.clone();
}

exports.GraphicsPath = GraphicsPath;
//# sourceMappingURL=GraphicsPath.js.map
