/*  RetroArch - A frontend for libretro.
 *  Copyright (C) 2010-2012 - Hans-Kristian Arntzen
 *  Copyright (C) 2011-2012 - Daniel De Matteis
 * 
 *  RetroArch 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 Found-
 *  ation, either version 3 of the License, or (at your option) any later version.
 *
 *  RetroArch 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 RetroArch.
 *  If not, see <http://www.gnu.org/licenses/>.
 */

#define NONET
#include <xtl.h>
#include "xdk360_fonts.h"
#include "../../general.h"

video_console_t video_console;
xdk360_video_font_t m_Font;

static PackedResource m_xprResource;

#define CALCFONTFILEHEADERSIZE(x) ( sizeof(unsigned long) + (sizeof(float)* 4) + sizeof(unsigned short) + (sizeof(wchar_t)*(x)) )
#define FONTFILEVERSION 5

typedef struct {
   unsigned long m_dwFileVersion;   // Version of the font file (Must match FONTFILEVERSION)
   float m_fFontHeight;            // Height of the font strike in pixels
   float m_fFontTopPadding;        // Padding above the strike zone
   float m_fFontBottomPadding;     // Padding below the strike zone
   float m_fFontYAdvance;          // Number of pixels to move the cursor for a line feed
   unsigned short m_cMaxGlyph;     // Number of font characters (Should be an odd number to maintain DWORD Alignment)
   wchar_t m_TranslatorTable[1];   // ASCII to Glyph lookup table, NOTE: It's m_cMaxGlyph+1 in size.
} FontFileHeaderImage_t;

typedef struct {
   unsigned long m_dwNumGlyphs;    // Size of font strike array (First entry is the unknown glyph)
   GLYPH_ATTR m_Glyphs[1];         // Array of font strike uv's etc... NOTE: It's m_dwNumGlyphs in size
} FontFileStrikesImage_t; 

static const char g_strFontShader[] =
   "struct VS_IN\n"
   "{\n"
      "float2 Pos : POSITION;\n"
      "float2 Tex : TEXCOORD0;\n"
   "};\n"
   "struct VS_OUT\n"
   "{\n"
      "float4 Position : POSITION;\n"
      "float2 TexCoord0 : TEXCOORD0;\n"
   "};\n"
   "uniform float4 Color : register(c1);\n"
   "uniform float2 TexScale : register(c2);\n"
   "sampler FontTexture : register(s0);\n"
   "VS_OUT main_vertex( VS_IN In )\n"
   "{\n"
     "VS_OUT Out;\n"
     "Out.Position.x  = (In.Pos.x-0.5);\n"
     "Out.Position.y  = (In.Pos.y-0.5);\n"
     "Out.Position.z  = ( 0.0 );\n"
     "Out.Position.w  = ( 1.0 );\n"
     "Out.TexCoord0.x = In.Tex.x * TexScale.x;\n"
     "Out.TexCoord0.y = In.Tex.y * TexScale.y;\n"
     "return Out;\n"
   "}\n"
   "float4 main_fragment( VS_OUT In ) : COLOR0\n"
   "{\n"
     "float4 FontTexel = tex2D( FontTexture, In.TexCoord0 );\n"
     "return FontTexel;\n"
   "}\n";

typedef struct {
   D3DVertexDeclaration* m_pFontVertexDecl;
   D3DVertexShader* m_pFontVertexShader;
   D3DPixelShader* m_pFontPixelShader;
} Font_Locals_t;

static Font_Locals_t s_FontLocals;

static void xdk360_video_font_get_text_width(xdk360_video_font_t * font, const wchar_t * strText, float * pWidth, float * pHeight)
{
    int iWidth = 0;
    float fHeight = 0.0f;

    if( strText )
    {
        // Initialize counters that keep track of text extent
        int ix = 0;
        float fy = font->m_fFontHeight;       // One character high to start
        if( fy > fHeight )
            fHeight = fy;

        // Loop through each character and update text extent
        unsigned long letter;
        while( (letter = *strText) != 0 )
        {
            ++strText;

            // Handle newline character
            if (letter == L'\n')
               break;

            // Translate unprintable characters
            const GLYPH_ATTR* pGlyph;
            
            if( letter > font->m_cMaxGlyph )
                letter = 0;     // Out of bounds?
            else
                letter = font->m_TranslatorTable[letter];     // Remap ASCII to glyph

            pGlyph = &font->m_Glyphs[letter];                 // Get the requested glyph

            // Get text extent for this character's glyph
            ix += pGlyph->wOffset;
            ix += pGlyph->wAdvance;

            // Since the x widened, test against the x extent

            if( ix > iWidth )
                iWidth = ix;
        }
    }

    float fWidth = (float)iWidth;
    fHeight *= font->m_fYScaleFactor;     // Apply the scale factor to the result
    *pHeight = fHeight;                   // Store the final results

    fWidth *= font->m_fXScaleFactor;
    *pWidth = fWidth;
}

static HRESULT xdk360_video_font_create_shaders (xdk360_video_font_t * font)
{
    HRESULT hr;

    if (!s_FontLocals.m_pFontVertexDecl)
    {
        do
        {
            static const D3DVERTEXELEMENT9 decl[] =
            {
                { 0,  0, D3DDECLTYPE_FLOAT2,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
                { 0,  8, D3DDECLTYPE_USHORT2,  D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
                { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
                D3DDECL_END()
            };
            
            xdk_d3d_video_t *vid = (xdk_d3d_video_t*)driver.video_data;
            D3DDevice *pd3dDevice = vid->d3d_render_device;

            hr = pd3dDevice->CreateVertexDeclaration( decl, &s_FontLocals.m_pFontVertexDecl );

            if (hr >= 0)
            {
                ID3DXBuffer* pShaderCode;

                hr = D3DXCompileShader( g_strFontShader, sizeof(g_strFontShader)-1 ,
                    NULL, NULL, "main_vertex", "vs.2.0", 0,&pShaderCode, NULL, NULL );

                if (hr >= 0)
                {
                    hr = pd3dDevice->CreateVertexShader( ( unsigned long * )pShaderCode->GetBufferPointer(),
                        &s_FontLocals.m_pFontVertexShader );
                    pShaderCode->Release();
                    
                    if (hr >= 0)
                    {
                        hr = D3DXCompileShader( g_strFontShader, sizeof(g_strFontShader)-1 ,
                            NULL, NULL, "main_fragment", "ps.2.0", 0,&pShaderCode, NULL, NULL );

                        if (hr >= 0)
                        {
                            hr = pd3dDevice->CreatePixelShader( ( DWORD* )pShaderCode->GetBufferPointer(),
                                &s_FontLocals.m_pFontPixelShader );
                            pShaderCode->Release();

                            if (hr >= 0) 
                            {
                                hr = 0;
                                break;
                            }
                        }
                        D3DResource_Release((D3DResource *)s_FontLocals.m_pFontVertexShader);
                    }

                    s_FontLocals.m_pFontVertexShader = NULL;
                }

                D3DResource_Release((D3DResource *)s_FontLocals.m_pFontVertexDecl);
            }  
            s_FontLocals.m_pFontVertexDecl = NULL;
        }while(0);
        return hr;
    }
    else
    {
       D3DResource_AddRef((D3DResource *)s_FontLocals.m_pFontVertexDecl);
       D3DResource_AddRef((D3DResource *)s_FontLocals.m_pFontVertexShader);
       D3DResource_AddRef((D3DResource *)s_FontLocals.m_pFontPixelShader);
       hr = 0;
    }
    return hr;
}

static HRESULT xdk360_video_font_init(xdk360_video_font_t * font, const char * strFontFileName)
{
   font->m_pFontTexture = NULL;
   font->m_dwNumGlyphs = 0L;
   font->m_Glyphs = NULL;
   font->m_fCursorX = 0.0f;
   font->m_fCursorY = 0.0f;
   font->m_fXScaleFactor = 2.0f;
   font->m_fYScaleFactor = 2.0f;
   font->m_cMaxGlyph = 0;
   font->m_TranslatorTable = NULL;
   font->m_dwNestedBeginCount = 0L;
    
   // Create the font
   if( FAILED( m_xprResource.Create( strFontFileName ) ) )
      return E_FAIL;

   D3DTexture * pFontTexture = m_xprResource.GetTexture( "FontTexture" );
   const void * pFontData = m_xprResource.GetData( "FontData"); 

   // Save a copy of the texture
   font->m_pFontTexture = pFontTexture;

   // Check version of file (to make sure it matches up with the FontMaker tool)
   const unsigned char * pData = (const unsigned char*)pFontData;
   unsigned long dwFileVersion = ((const FontFileHeaderImage_t *)pData)->m_dwFileVersion;

   if( dwFileVersion == FONTFILEVERSION )
   {
      font->m_fFontHeight = ((const FontFileHeaderImage_t *)pData)->m_fFontHeight;
      font->m_fFontTopPadding = ((const FontFileHeaderImage_t *)pData)->m_fFontTopPadding;
      font->m_fFontBottomPadding = ((const FontFileHeaderImage_t *)pData)->m_fFontBottomPadding;
      font->m_fFontYAdvance = ((const FontFileHeaderImage_t *)pData)->m_fFontYAdvance;

      // Point to the translator string which immediately follows the 4 floats
      font->m_cMaxGlyph = ((const FontFileHeaderImage_t *)pData)->m_cMaxGlyph;

      font->m_TranslatorTable = const_cast<FontFileHeaderImage_t*>((const FontFileHeaderImage_t *)pData)->m_TranslatorTable;

      pData += CALCFONTFILEHEADERSIZE( font->m_cMaxGlyph + 1 );

      // Read the glyph attributes from the file
      font->m_dwNumGlyphs = ((const FontFileStrikesImage_t *)pData)->m_dwNumGlyphs;
      font->m_Glyphs = ((const FontFileStrikesImage_t *)pData)->m_Glyphs;        // Pointer
   }
   else
   {
      RARCH_ERR( "Incorrect version number on font file.\n" );
      return E_FAIL;
   }

   // Create the vertex and pixel shaders for rendering the font
   if( FAILED( xdk360_video_font_create_shaders(font) ) )
   {
      RARCH_ERR( "Could not create font shaders.\n" );
      return E_FAIL;
   }

   xdk_d3d_video_t *vid = (xdk_d3d_video_t*)driver.video_data;
   D3DDevice *pd3dDevice = vid->d3d_render_device;

   // Initialize the window
   D3DDISPLAYMODE DisplayMode;
   pd3dDevice->GetDisplayMode( 0, &DisplayMode );
   font->m_rcWindow.x1 = 0;
   font->m_rcWindow.y1 = 0;
   font->m_rcWindow.x2 = DisplayMode.Width;
   font->m_rcWindow.y2 = DisplayMode.Height;

   // Determine whether we should save/restore state
   font->m_bSaveState = TRUE;

   return 0;
}

HRESULT d3d9_init_font(const char *font_path)
{
   xdk_d3d_video_t *vid = (xdk_d3d_video_t*)driver.video_data;
   D3DDevice *m_pd3dDevice = vid->d3d_render_device;

   video_console.m_Buffer = NULL;
   video_console.m_Lines = NULL;
   video_console.m_nScrollOffset = 0;

   // Calculate the safe area
   unsigned int uiSafeAreaPct = vid->video_mode.fIsHiDef ? SAFE_AREA_PCT_HDTV
      : SAFE_AREA_PCT_4x3;

   video_console.m_cxSafeArea = ( vid->d3dpp.BackBufferWidth * uiSafeAreaPct ) / 100;
   video_console.m_cySafeArea = ( vid->d3dpp.BackBufferHeight * uiSafeAreaPct ) / 100;

   video_console.m_cxSafeAreaOffset = ( vid->d3dpp.BackBufferWidth - video_console.m_cxSafeArea ) / 2;
   video_console.m_cySafeAreaOffset = ( vid->d3dpp.BackBufferHeight - video_console.m_cySafeArea ) / 2;

   // Create the font
   HRESULT hr = xdk360_video_font_init(&m_Font, font_path);
   if (hr < 0)
   {
      RARCH_ERR( "Could not create font.\n" );
      return -1;
   }

   // Calculate the number of lines on the screen
   float fCharWidth, fCharHeight;
   xdk360_video_font_get_text_width(&m_Font, L"i", &fCharWidth, &fCharHeight);

   video_console.m_cScreenHeight = (unsigned int)( video_console.m_cySafeArea / fCharHeight );
   video_console.m_cScreenWidth = (unsigned int)( video_console.m_cxSafeArea / fCharWidth );

   video_console.m_cScreenHeightVirtual = video_console.m_cScreenHeight;

   video_console.m_fLineHeight = fCharHeight;

   // Allocate memory to hold the lines
   video_console.m_Buffer = (wchar_t*)malloc(sizeof(wchar_t*) * video_console.m_cScreenHeightVirtual * ( video_console.m_cScreenWidth + 1 ));
   video_console.m_Lines = (wchar_t**)malloc( video_console.m_cScreenHeightVirtual * sizeof(wchar_t*));

   // Set the line pointers as indexes into the buffer
   for( unsigned int i = 0; i < video_console.m_cScreenHeightVirtual; i++ )
      video_console.m_Lines[ i ] = video_console.m_Buffer + ( video_console.m_cScreenWidth + 1 ) * i;

   video_console.m_nCurLine = 0;
   video_console.m_cCurLineLength = 0;
   memset( video_console.m_Buffer, 0, video_console.m_cScreenHeightVirtual * ( video_console.m_cScreenWidth + 1 ) * sizeof( wchar_t ) );
   xdk360_console_draw();

   return hr;
}

void d3d9_deinit_font(void)
{
   xdk360_video_font_t *font = &m_Font;

   // Delete the memory we've allocated
   if(video_console.m_Lines)
   {
      free(video_console.m_Lines);
      video_console.m_Lines = NULL;
   }

   if(video_console.m_Buffer)
   {
      free(video_console.m_Buffer);
      video_console.m_Buffer = NULL;
   }

   // Destroy the font
   font->m_pFontTexture = NULL;
   font->m_dwNumGlyphs = 0L;
   font->m_Glyphs = NULL;
   font->m_cMaxGlyph = 0;
   font->m_TranslatorTable = NULL;
   font->m_dwNestedBeginCount = 0L;

   if( ( s_FontLocals.m_pFontPixelShader != NULL ) && ( s_FontLocals.m_pFontPixelShader->Release() == 0 ) )
      s_FontLocals.m_pFontPixelShader = NULL;
   if( ( s_FontLocals.m_pFontVertexShader != NULL ) && ( s_FontLocals.m_pFontVertexShader->Release() == 0 ) )
      s_FontLocals.m_pFontVertexShader = NULL;
   if( ( s_FontLocals.m_pFontVertexDecl != NULL ) && ( s_FontLocals.m_pFontVertexDecl->Release() == 0 ) )
      s_FontLocals.m_pFontVertexDecl = NULL;
   if( m_xprResource.Initialized())
      m_xprResource.Destroy();
}

void xdk360_console_format(const char * strFormat)
{
   video_console.m_nCurLine = 0;
   video_console.m_cCurLineLength = 0;

   memset( video_console.m_Buffer, 0, 
      video_console.m_cScreenHeightVirtual * 
      ( video_console.m_cScreenWidth + 1 ) * sizeof( wchar_t ) );

   // Output the string to the console
   unsigned long uStringLength = strlen(strFormat);
   for( unsigned long i = 0; i < uStringLength; i++ )
   {
      wchar_t wch;
	  convert_char_to_wchar(&wch, &strFormat[i], sizeof(wch));

      // If this is a newline, just increment lines and move on
      if( wch == L'\n' )
      {
         video_console.m_nCurLine = ( video_console.m_nCurLine + 1 ) 
         % video_console.m_cScreenHeightVirtual;
         video_console.m_cCurLineLength = 0;
         memset(video_console.m_Lines[video_console.m_nCurLine], 0, 
        ( video_console.m_cScreenWidth + 1 ) * sizeof( wchar_t ) );
        continue;
      }

      int bIncrementLine = FALSE;  // Whether to wrap to the next line

      if( video_console.m_cCurLineLength == video_console.m_cScreenWidth )
         bIncrementLine = TRUE;
      else
      {
         float fTextWidth, fTextHeight;
         // Try to append the character to the line
         video_console.m_Lines[ video_console.m_nCurLine ][ video_console.m_cCurLineLength ] = wch;
         xdk360_video_font_get_text_width(&m_Font, video_console.m_Lines[ video_console.m_nCurLine ], &fTextWidth,
            &fTextHeight);
		 
		 if( fTextHeight > video_console.m_cxSafeArea )
		 {
			 // The line is too long, we need to wrap the character to the next line
			 video_console.m_Lines[video_console.m_nCurLine][ video_console.m_cCurLineLength ] = L'\0';
			 bIncrementLine = TRUE;
		 }
	  }
	  
	  // If we need to skip to the next line, do so
	  if( bIncrementLine )
	  {
		  video_console.m_nCurLine = ( video_console.m_nCurLine + 1 ) 
			  % video_console.m_cScreenHeightVirtual;
		  video_console.m_cCurLineLength = 0;
		  memset( video_console.m_Lines[video_console.m_nCurLine], 0,
			  ( video_console.m_cScreenWidth + 1 ) * sizeof( wchar_t ) );
		  video_console.m_Lines[video_console.m_nCurLine ][0] = wch;
	  }
	  
	  video_console.m_cCurLineLength++;
   }
}

void d3d9_render_msg_pre(xdk360_video_font_t * font)
{
   // Set state on the first call
   if( font->m_dwNestedBeginCount == 0 )
   {
      // Cache the global pointer into a register
      xdk_d3d_video_t *vid = (xdk_d3d_video_t*)driver.video_data;
      D3DDevice *pD3dDevice = vid->d3d_render_device;

      // Save state
      if( font->m_bSaveState )
      {
         pD3dDevice->GetRenderState( D3DRS_ALPHABLENDENABLE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHABLENDENABLE ] );
         pD3dDevice->GetRenderState( D3DRS_SRCBLEND, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_SRCBLEND ] );
		 pD3dDevice->GetRenderState( D3DRS_DESTBLEND, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_DESTBLEND ] );
		 pD3dDevice->GetRenderState( D3DRS_ALPHAREF, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAREF ] );
		 pD3dDevice->GetRenderState( D3DRS_ALPHAFUNC, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAFUNC ] );
		 pD3dDevice->GetRenderState( D3DRS_FILLMODE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_FILLMODE ] );
		 pD3dDevice->GetRenderState( D3DRS_VIEWPORTENABLE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_VIEWPORTENABLE ] );
		 font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MINFILTER ] = D3DDevice_GetSamplerState_MinFilter( pD3dDevice, 0 );
		 font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MAGFILTER ] = D3DDevice_GetSamplerState_MagFilter( pD3dDevice, 0 );
      }

      // Set the texture scaling factor as a vertex shader constant
      D3DSURFACE_DESC TextureDesc;
      D3DTexture_GetLevelDesc(font->m_pFontTexture, 0, &TextureDesc); // Get the description

      // Set render state
      pD3dDevice->SetTexture(0, font->m_pFontTexture);

      // Read the TextureDesc here to ensure no load/hit/store from GetLevelDesc()
      float vTexScale[4];
      vTexScale[0] = 1.0f / TextureDesc.Width;		// LHS due to int->float conversion
      vTexScale[1] = 1.0f / TextureDesc.Height;
      vTexScale[2] = 0.0f;
      vTexScale[3] = 0.0f;

      D3DDevice_SetRenderState_AlphaBlendEnable( pD3dDevice, TRUE );
      D3DDevice_SetRenderState_SrcBlend(pD3dDevice, D3DBLEND_SRCALPHA );
      D3DDevice_SetRenderState_DestBlend( pD3dDevice, D3DBLEND_INVSRCALPHA );
      pD3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 );
      pD3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
      pD3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
      pD3dDevice->SetRenderState( D3DRS_VIEWPORTENABLE, FALSE );
      pD3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
      pD3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

      pD3dDevice->SetVertexDeclaration(s_FontLocals.m_pFontVertexDecl);
      D3DDevice_SetVertexShader(pD3dDevice, s_FontLocals.m_pFontVertexShader );
      D3DDevice_SetPixelShader(pD3dDevice, s_FontLocals.m_pFontPixelShader );

      // Set the texture scaling factor as a vertex shader constant
      // Call here to avoid load hit store from writing to vTexScale above
      pD3dDevice->SetVertexShaderConstantF( 2, vTexScale, 1 );
   }

   // Keep track of the nested begin/end calls.
   font->m_dwNestedBeginCount++;
}

void d3d9_render_msg_post(xdk360_video_font_t * font)
{
   if( --font->m_dwNestedBeginCount > 0 )
      return;

   // Restore state
   if( font->m_bSaveState )
   {
      // Cache the global pointer into a register
      xdk_d3d_video_t *vid = (xdk_d3d_video_t*)driver.video_data;
      D3DDevice *pD3dDevice = vid->d3d_render_device;
	  
      pD3dDevice->SetTexture(0, NULL);
	  pD3dDevice->SetVertexDeclaration(NULL);
      D3DDevice_SetVertexShader(pD3dDevice, NULL );
      D3DDevice_SetPixelShader(pD3dDevice, NULL );
      D3DDevice_SetRenderState_AlphaBlendEnable(pD3dDevice, font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHABLENDENABLE ]);
      D3DDevice_SetRenderState_SrcBlend(pD3dDevice, font->m_dwSavedState[ SAVEDSTATE_D3DRS_SRCBLEND ] );
      D3DDevice_SetRenderState_DestBlend( pD3dDevice, font->m_dwSavedState[ SAVEDSTATE_D3DRS_DESTBLEND ] );
      pD3dDevice->SetRenderState( D3DRS_ALPHAREF, font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAREF ] );
      pD3dDevice->SetRenderState( D3DRS_ALPHAFUNC, font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAFUNC ] );
      pD3dDevice->SetRenderState( D3DRS_VIEWPORTENABLE, font->m_dwSavedState[ SAVEDSTATE_D3DRS_VIEWPORTENABLE ] );
      pD3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MINFILTER ]);
      pD3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MAGFILTER ]);
   }
}
