//
//  Written and (c) Torsten Dreyer - Torsten(at)t3r_dot_de
//
//  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 2 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, write to the Free Software
//  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
//

#ifdef HAVE_CONFIG_H
#  include <config.h>
#endif

#ifdef HAVE_WINDOWS_H
#include <windows.h>
#include <direct.h>
#endif

#ifdef __APPLE__
#  include <CoreFoundation/CoreFoundation.h>
#endif

#include "FGGLApplication.hxx"
#include "FGPanelApplication.hxx"
#if defined (SG_MAC)
#include <OpenGL/gl.h>
#include <GLUT/glut.h>
#else
#include <GL/gl.h>
#include <GL/glut.h>
#endif

#include <simgear/math/SGMisc.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/props/props_io.hxx>
#include <simgear/structure/exception.hxx>
#include <simgear/misc/ResourceManager.hxx>

#include <iostream>

#include "panel_io.hxx"
#include "ApplicationProperties.hxx"

using namespace std;

inline static string ParseArgs( int argc, char ** argv, const string & token )
{
  for( int i = 0; i < argc; i++ ) {
    string arg = argv[i];
    if( arg.find( token ) == 0 )
      return arg.substr( token.length() );
  }
  return "";
}

inline static string ParseArgs( int argc, char ** argv, const char * token )
{
  string s = token;
  return ParseArgs( argc, argv, s );
}


// define default location of fgdata (use the same as for fgfs)
#if defined(__CYGWIN__)
inline static string platformDefaultRoot()
{
  return "../data";
}

#elif defined(_WIN32)
inline static string platformDefaultRoot()
{
  return "..\\data";
}
#elif defined(__APPLE__)
inline static string platformDefaultRoot()
{
  /*
   The following code looks for the base package inside the application
   bundle, in the standard Contents/Resources location.
   */
  CFURLRef resourcesUrl = CFBundleCopyResourcesDirectoryURL(CFBundleGetMainBundle());

  // look for a 'data' subdir
  CFURLRef dataDir = CFURLCreateCopyAppendingPathComponent(NULL, resourcesUrl, CFSTR("data"), true);

  // now convert down to a path, and the a c-string
  CFStringRef path = CFURLCopyFileSystemPath(dataDir, kCFURLPOSIXPathStyle);
  string root = CFStringGetCStringPtr(path, CFStringGetSystemEncoding());

  CFRelease(resourcesUrl);
  CFRelease(dataDir);
  CFRelease(path);

  return root;
}
#else
inline static string platformDefaultRoot()
{
  return PKGLIBDIR;
}
#endif

#include "FGPNGTextureLoader.hxx"
#include "FGRGBTextureLoader.hxx"
static FGPNGTextureLoader pngTextureLoader;
static FGRGBTextureLoader rgbTextureLoader;

FGPanelApplication::FGPanelApplication( int argc, char ** argv ) :
  FGGLApplication( "FlightGear Panel", argc, argv )
{
  sglog().setLogLevels( SG_ALL, SG_WARN );
  FGCroppedTexture::registerTextureLoader( "png", &pngTextureLoader );
  FGCroppedTexture::registerTextureLoader( "rgb", &rgbTextureLoader );

  ApplicationProperties::root = platformDefaultRoot();

  string panelFilename;
  string fgRoot;

  for( int i = 1; i < argc; i++ ) {
    panelFilename = ParseArgs( argc, argv, "--panel=" );
    fgRoot        = ParseArgs( argc, argv, "--fg-root=" );
  }

  if( fgRoot.length() > 0 )
    ApplicationProperties::root = fgRoot;

  simgear::ResourceManager::instance()->addBasePath(ApplicationProperties::root);

  if( panelFilename.length() == 0 ) {
    cerr << "Need a panel filename. Use --panel=path_to_filename" << endl; 
    throw exception();
  }

  // see if we got a valid fgdata path
  SGPath BaseCheck(ApplicationProperties::root);
  BaseCheck.append("version");
  if (!BaseCheck.exists())
  {
      cerr << "Missing base package. Use --fg-root=path_to_fgdata" << endl; 
      throw exception();
  }

  try {
    SGPath tpath = ApplicationProperties::GetRootPath( panelFilename.c_str() );
    readProperties( tpath.str(), ApplicationProperties::Properties );
  }
  catch( sg_io_exception & e ) {
    cerr << e.getFormattedMessage() << endl;
    throw;
  }

  for( int i = 1; i < argc; i++ ) {
    string arg = argv[i];
    if( arg.find( "--prop:" ) == 0 ) {
      string s2 = arg.substr( 7 );
      string::size_type p = s2.find( "=" );
      if( p != string::npos ) {
        string propertyName = s2.substr( 0, p );
        string propertyValue = s2.substr( p+1 );
        ApplicationProperties::Properties->getNode( propertyName.c_str(), true )->setValue( propertyValue.c_str() );
      }
    }
  }

  SGPropertyNode_ptr n;
  if( (n = ApplicationProperties::Properties->getNode( "panel" )) != NULL )
    panel = FGReadablePanel::read( n );

  protocol = new FGPanelProtocol( ApplicationProperties::Properties->getNode( "communication", true ) );
  protocol->init();
}

FGPanelApplication::~FGPanelApplication()
{
}

void FGPanelApplication::Run()
{
  int mode = GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE;
  int w = panel == NULL ? 0 : panel->getWidth();
  int h = panel == NULL ? 0 : panel->getHeight();
  if( w == 0 && h == 0 ) {
    w = 1024;
    h = 768;
  } else if( w == 0 ) {
    w = h / 0.75;
  } else if( h == 0 ) { 
    h = w * 0.75;
  }
  
  bool gameMode = ApplicationProperties::Properties->getNode( "game-mode", true )->getBoolValue();
  FGGLApplication::Run( mode, gameMode, w, h );
}

void FGPanelApplication::Init()
{
  glAlphaFunc(GL_GREATER, 0.1);
  glutSetCursor( GLUT_CURSOR_NONE );
  ApplicationProperties::fontCache.initializeFonts();
}

void FGPanelApplication::Reshape( int width, int height )
{
  this->width = width;
  this->height = height;
  glViewport(0, 0, (GLsizei) width, (GLsizei) height);
}

void FGPanelApplication::Idle()
{
  double d = glutGet(GLUT_ELAPSED_TIME);

  double dt = Sleep();
  if( dt == 0 )
    return;

  if( panel != NULL )
    panel->update( dt );

  glutSwapBuffers();

  if( protocol != NULL )
    protocol->update( dt );

  static double dsum = 0.0;
  static unsigned cnt = 0;
  dsum += glutGet(GLUT_ELAPSED_TIME)-d;
  cnt++;
  if( dsum > 1000.0 ) {
    ApplicationProperties::Properties->getNode( "/sim/frame-rate", true )->setDoubleValue(cnt*1000.0/dsum );
    dsum = 0.0;
    cnt = 0;
  }
}

void FGPanelApplication::Key( unsigned char key, int x, int y )
{
  switch( key ) {
    case 0x1b:
      exit(0);
      break;
  }
}

double FGPanelApplication::Sleep()
{
  SGTimeStamp current_time_stamp;
  static SGTimeStamp last_time_stamp;

  if ( last_time_stamp.get_seconds() == 0 )
    last_time_stamp.stamp();

  double model_hz = 60;
  double throttle_hz = ApplicationProperties::getDouble("/sim/frame-rate-throttle-hz", 0.0);
  if ( throttle_hz > 0.0 ) {
    // optionally throttle the frame rate (to get consistent frame
    // rates or reduce cpu usage.

    double frame_us = 1.0e6 / throttle_hz;

    // sleep based timing loop.
    //
    // Calling sleep, even usleep() on linux is less accurate than
    // we like, but it does free up the cpu for other tasks during
    // the sleep so it is desirable.  Because of the way sleep()
    // is implemented in consumer operating systems like windows
    // and linux, you almost always sleep a little longer than the
    // requested amount.
    //
    // To combat the problem of sleeping too long, we calculate the
    // desired wait time and shorten it by 2000us (2ms) to avoid
    // [hopefully] over-sleep'ing.  The 2ms value was arrived at
    // via experimentation.  We follow this up at the end with a
    // simple busy-wait loop to get the final pause timing exactly
    // right.
    //
    // Assuming we don't oversleep by more than 2000us, this
    // should be a reasonable compromise between sleep based
    // waiting, and busy waiting.

    // sleep() will always overshoot by a bit so undersleep by
    // 2000us in the hopes of never oversleeping.
    frame_us -= 2000.0;
    if ( frame_us < 0.0 ) {
      frame_us = 0.0;
    }
    current_time_stamp.stamp();

    /* Convert to ms */
    double elapsed_us = (current_time_stamp - last_time_stamp).toUSecs();
    if ( elapsed_us < frame_us ) {
      double requested_us = frame_us - elapsed_us;
#ifdef _WIN32
      ::Sleep ((int)(requested_us / 1000.0)) ;
#else
      usleep ( (useconds_t)(requested_us ) ) ;
#endif
    }
    // busy wait timing loop.
    //
    // This yields the most accurate timing.  If the previous
    // usleep() call is omitted this will peg the cpu
    // (which is just fine if FG is the only app you care about.)
    current_time_stamp.stamp();
    SGTimeStamp next_time_stamp = last_time_stamp;
    next_time_stamp += SGTimeStamp::fromSec(1e-6*frame_us);
    while ( current_time_stamp < next_time_stamp ) {
      current_time_stamp.stamp();
    }

  } else {
    current_time_stamp.stamp();
  }

  double real_delta_time_sec = double(current_time_stamp.toUSecs() - last_time_stamp.toUSecs()) / 1000000.0;
  last_time_stamp = current_time_stamp;
//fprintf(stdout,"\r%4.1lf ", 1/real_delta_time_sec );
//fflush(stdout);

  // round the real time down to a multiple of 1/model-hz.
  // this way all systems are updated the _same_ amount of dt.
  static double reminder = 0.0;
  static long global_multi_loop = 0;
  real_delta_time_sec += reminder;
  global_multi_loop = long(floor(real_delta_time_sec*model_hz));
  global_multi_loop = SGMisc<long>::max(0, global_multi_loop);
  reminder = real_delta_time_sec - double(global_multi_loop)/double(model_hz);
  return double(global_multi_loop)/double(model_hz);
}

double ApplicationProperties::getDouble( const char * name, double def )
{
  SGPropertyNode_ptr n = ApplicationProperties::Properties->getNode( name, false );
  if( n == NULL ) return def;
  return n->getDoubleValue();
}

SGPath ApplicationProperties::GetCwd()
{
  SGPath path(".");
  char buf[512], *cwd = getcwd(buf, 511);
  buf[511] = '\0';
  if (cwd)
  {
    path = cwd;
  }
  return path;
}

SGPath ApplicationProperties::GetRootPath( const char * sub )
{
  if( sub != NULL )
  {
    SGPath subpath( sub );

    // relative path to current working dir?
    if (subpath.isRelative())
    {
      SGPath path = GetCwd();
      path.append( sub );
      if (path.exists())
        return path;
    }
    else
    if ( subpath.exists() )
    {
      // absolute path
      return subpath;
    }
  }

  // default: relative path to FGROOT
  SGPath path( ApplicationProperties::root );
  if( sub != NULL )
    path.append( sub );

  return path;
}

std::string ApplicationProperties::root = ".";
SGPropertyNode_ptr ApplicationProperties::Properties = new SGPropertyNode;
FGFontCache ApplicationProperties::fontCache;