/*
 * NPlot - A charting library for .NET
 * 
 * PhysicalAxis.cs
 * Copyright (C) 2003-2006 Matt Howlett and others.
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without modification,
 * are permitted provided that the following conditions are met:
 * 
 * 1. Redistributions of source code must retain the above copyright notice, this
 *    list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 * 3. Neither the name of NPlot nor the names of its contributors may
 *    be used to endorse or promote products derived from this software without
 *    specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
 * IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
 * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
 * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
 * OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
 * OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Drawing;

namespace NPlot
{
    /// <summary>
    /// This class adds physical positioning information [PhysicalMin, PhysicalMax]
    /// and related functionality on top of a specific Axis class.
    /// It's an interesting
    /// question where to put this information. It belongs with every specific axis
    /// type, but on the other hand, users of the library as it is normally used
    /// should not see it because
    /// positioning of axes is handled internally by PlotSurface2D. Therefore it doesn't make sense
    /// to put it in the Axis class unless it is internal. But if this were done it would restrict
    /// use of this information outside the library always, which is not what is wanted.
    /// The main disadvantage with the method chosen is that there is a lot of passing
    /// of the positional information between physical axis and the underlying logical
    /// axis type.
    /// C# doesn't have templates. If it did, I might derive PhysicalAxis from the
    /// templated Axis type (LinearAxis etc). Instead, have used a has-a relationship
    /// with an Axis superclass.
    /// </summary>
    public class PhysicalAxis
    {
        /// <summary>
        /// Prevent default construction.
        /// </summary>
        private PhysicalAxis()
        {
        }

        /// <summary>
        /// Construct
        /// </summary>
        /// <param name="a">The axis this is a physical representation of.</param>
        /// <param name="physicalMin">the physical position of the world minimum axis value.</param>
        /// <param name="physicalMax">the physical position of the world maximum axis value.</param>
        public PhysicalAxis(Axis a, Point physicalMin, Point physicalMax)
        {
            Axis = a;
            PhysicalMin = physicalMin;
            PhysicalMax = physicalMax;
        }

        /// <summary>
        /// The physical position corresponding to WorldMin.
        /// </summary>
        public Point PhysicalMin { get; set; }

        /// <summary>
        /// The physical position corresponding to WorldMax.
        /// </summary>
        public Point PhysicalMax { get; set; }

        /// <summary>
        /// The axis this object adds physical extents to.
        /// </summary>
        public Axis Axis { get; set; }

        /// <summary>
        /// The length in pixels of the axis.
        /// </summary>
        public int PhysicalLength
        {
            get { return Utils.Distance(PhysicalMin, PhysicalMax); }
        }

        /// <summary>
        /// The length in world coordinates of one pixel.
        /// </summary>
        public double PixelWorldLength
        {
            get { return Axis.WorldLength/PhysicalLength; }
        }

        /// <summary>
        /// Returns the smallest rectangle that completely contains all parts of the axis [including ticks and label].
        /// </summary>
        /// <returns>the smallest rectangle that completely contains all parts of the axis [including ticks and label].</returns>
        public virtual Rectangle GetBoundingBox()
        {
            System.Drawing.Bitmap scratchArea_ = new System.Drawing.Bitmap(1, 1);
            Graphics g = Graphics.FromImage(scratchArea_);
            Rectangle bounds;
            Draw(g, out bounds);
            return bounds;
        }

        /// <summary>
        /// Draws the axis on the given graphics surface.
        /// </summary>
        /// <param name="g">The graphics surface on which to draw.</param>
        /// <param name="boundingBox">
        /// out: the axis bounding box - the smallest rectangle that
        /// completely contains all parts of the axis [including ticks and label].
        /// </param>
        public virtual void Draw(Graphics g, out Rectangle boundingBox)
        {
            Axis.Draw(g, PhysicalMin, PhysicalMax, out boundingBox);
        }

        /// <summary>
        /// Given a world coordinate value, returns the physical position of the
        /// coordinate along the axis.
        /// </summary>
        /// <param name="coord">the world coordinate</param>
        /// <param name="clip">if true, the physical position returned will be clipped to the physical max / min position as appropriate if the world value is outside the limits of the axis.</param>
        /// <returns>the physical position of the coordinate along the axis.</returns>
        public PointF WorldToPhysical(double coord, bool clip)
        {
            return Axis.WorldToPhysical(coord, PhysicalMin, PhysicalMax, clip);
        }

        /// <summary>
        /// Given a physical point on the graphics surface, returns the world
        /// value of it's projection onto the axis [i.e. closest point on the axis].
        /// The function is implemented for axes of arbitrary orientation.
        /// </summary>
        /// <param name="p">Physical point to find corresponding world value of.</param>
        /// <param name="clip">
        /// if true, returns a world position outside WorldMin / WorldMax
        /// range if this is closer to the axis line. If false, such values will
        /// be clipped to be either WorldMin or WorldMax as appropriate.
        /// </param>
        /// <returns>the world value of the point's projection onto the axis.</returns>
        public double PhysicalToWorld(Point p, bool clip)
        {
            return Axis.PhysicalToWorld(p, PhysicalMin, PhysicalMax, clip);
        }

        /// <summary>
        /// This sets new world limits for the axis from two physical points
        /// selected within the plot area.
        /// </summary>
        /// <param name="min">The upper left point of the selection.</param>
        /// <param name="max">The lower right point of the selection.</param>
        public void SetWorldLimitsFromPhysical(Point min, Point max)
        {
            double minc;
            double maxc;
            if (Axis != null)
            {
                minc = Axis.WorldMin;
                maxc = Axis.WorldMax;
                if (!Axis.Reversed)
                {
                    double tmp = PhysicalToWorld(min, true);
                    Axis.WorldMax = PhysicalToWorld(max, true);
                    Axis.WorldMin = tmp;
                }
                else
                {
                    double tmp = PhysicalToWorld(min, true);
                    Axis.WorldMin = PhysicalToWorld(max, true);
                    Axis.WorldMax = tmp;
                }
                // need to trap somehow if the user selects an 
                // arbitrarily small range. Otherwise the GDI+ 
                // drawing routines lead to an overflow in painting 
                // the picture. This may be not the optimal solution,
                // but if the GDI+ draw leads to an overflow the
                // graphic surface becomes unusable anymore and I
                // had difficulty to trap the error.
                double half = (Axis.WorldMin + Axis.WorldMax)/2;
                double width = Axis.WorldMax - Axis.WorldMin;
                if (Math.Abs(half/width) > 1.0e12)
                {
                    Axis.WorldMin = minc;
                    Axis.WorldMax = maxc;
                }
            }
        }
    }
}