/**
 * @file
 * @brief Header file for Point class
 * @author Jonathan Thomas <jonathan@openshot.org>
 *
 * @section LICENSE
 *
 * Copyright (c) 2008-2014 OpenShot Studios, LLC
 * <http://www.openshotstudios.com/>. This file is part of
 * OpenShot Library (libopenshot), an open-source project dedicated to
 * delivering high quality video editing and animation solutions to the
 * world. For more information visit <http://www.openshot.org/>.
 *
 * OpenShot Library (libopenshot) is free software: you can redistribute it
 * and/or modify it under the terms of the GNU Lesser General Public License
 * as published by the Free Software Foundation, either version 3 of the
 * License, or (at your option) any later version.
 *
 * OpenShot Library (libopenshot) 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 Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License
 * along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef OPENSHOT_POINT_H
#define OPENSHOT_POINT_H

#include "Coordinate.h"
#include "Exceptions.h"
#include "Json.h"

using namespace std;

namespace openshot
{
	/**
	 * @brief This controls how a Keyframe uses this point to interpolate between two points.
	 *
	 * Bezier is a smooth curve. Linear is a straight line. Constant is a jump from the
	 * previous point to this one.
	 */
	enum InterpolationType {
		BEZIER,		///< Bezier curves are quadratic curves, which create a smooth curve.
		LINEAR,		///< Linear curves are angular, straight lines between two points.
		CONSTANT	///< Constant curves jump from their previous position to a new one (with no interpolation).
	};

	/**
	 * @brief When BEZIER interpolation is used, the point's left and right handles are used
	 * to influence the direction of the curve.
	 *
	 * AUTO will try and adjust the handles automatically, to achieve the smoothest curves.
	 * MANUAL will leave the handles alone, making it the responsibility of the user to set them.
	 */
	enum HandleType {
		AUTO,	///< Automatically adjust the handles to achieve the smoothest curve
		MANUAL	///< Do not automatically adjust handles (set them manually)
	};

	/**
	 * @brief A Point is the basic building block of a key-frame curve.
	 *
	 * Points have a primary coordinate and a left and right handle coordinate.
	 * The handles are used to influence the direction of the curve as it
	 * moves between the primary coordinate and the next primary coordinate when the
	 * interpolation mode is BEZIER.  When using LINEAR or CONSTANT, the handles are
	 * ignored.
	 *
	 * Please see the following <b>Example Code</b>:
	 * \code
	 * Coordinate c1(3,9);
	 * Point p1(c1, BEZIER);
	 * assert(c1.X == 3);
	 * assert(c1.Y == 9);
	 *
	 * \endcode
	 */
	class Point {
	public:
		Coordinate co; 						///< This is the primary coordinate
		Coordinate handle_left; 			///< This is the left handle coordinate
		Coordinate handle_right; 			///< This is the right handle coordinate
		InterpolationType interpolation;	///< This is the interpolation mode
		HandleType handle_type; 			///< This is the handle mode

		/// Default constructor (defaults to 0,0)
		Point();

		/// Constructor which creates a single coordinate at X=0
		Point(float y);

		/// Constructor which also creates a Point and sets the X and Y of the Point.
		Point(float x, float y);

		/// Constructor which also creates a Point and sets the X,Y, and interpolation of the Point.
		Point(float x, float y, InterpolationType interpolation);

		// Constructor which takes a coordinate
		Point(Coordinate co);

		// Constructor which takes a coordinate and interpolation mode
		Point(Coordinate co, InterpolationType interpolation);

		// Constructor which takes a coordinate, interpolation mode, and handle type
		Point(Coordinate co, InterpolationType interpolation, HandleType handle_type);

		/**
		 * Set the left and right handles to the same Y coordinate as the primary
		 * coordinate, but offset the X value by a given amount.  This is typically used
		 * to smooth the curve (if BEZIER interpolation mode is used)
		 */
		void Initialize_Handles(float Offset = 0.0f);

		/// Get and Set JSON methods
		string Json(); ///< Generate JSON string of this object
		Json::Value JsonValue(); ///< Generate Json::JsonValue for this object
		void SetJson(string value) throw(InvalidJSON); ///< Load JSON string into this object
		void SetJsonValue(Json::Value root); ///< Load Json::JsonValue into this object

	};

}

#endif
