'use strict';

Object.defineProperty(exports, "__esModule", {
  value: true
});

var _dom = require('../dom.js');

var _dom2 = _interopRequireDefault(_dom);

function _interopRequireDefault(obj) {
  return obj && obj.__esModule ? obj : { default: obj };
}

/**
 * This class facilitates the creation of image atlases.
 *
 * Images added to an atlas will be rendered onto a single
 * atlas canvas. The distribution of images on the canvas is
 * managed with the bin packing algorithm described in:
 * http://www.blackpawn.com/texts/lightmaps/
 *
 * @constructor
 * @struct
 * @param {number} size The size in pixels of the sprite image.
 * @param {number} space The space in pixels between images.
 *    Because texture coordinates are float values, the edges of
 *    images might not be completely correct (in a way that the
 *    edges overlap when being rendered). To avoid this we add a
 *    padding around each image.
 */
var _ol_style_Atlas_ = function (size, space) {

  /**
   * @private
   * @type {number}
   */
  this.space_ = space;

  /**
   * @private
   * @type {Array.<ol.AtlasBlock>}
   */
  this.emptyBlocks_ = [{ x: 0, y: 0, width: size, height: size }];

  /**
   * @private
   * @type {Object.<string, ol.AtlasInfo>}
   */
  this.entries_ = {};

  /**
   * @private
   * @type {CanvasRenderingContext2D}
   */
  this.context_ = _dom2.default.createCanvasContext2D(size, size);

  /**
   * @private
   * @type {HTMLCanvasElement}
   */
  this.canvas_ = this.context_.canvas;
};

/**
 * @param {string} id The identifier of the entry to check.
 * @return {?ol.AtlasInfo} The atlas info.
 */
_ol_style_Atlas_.prototype.get = function (id) {
  return this.entries_[id] || null;
};

/**
 * @param {string} id The identifier of the entry to add.
 * @param {number} width The width.
 * @param {number} height The height.
 * @param {function(CanvasRenderingContext2D, number, number)} renderCallback
 *    Called to render the new image onto an atlas image.
 * @param {Object=} opt_this Value to use as `this` when executing
 *    `renderCallback`.
 * @return {?ol.AtlasInfo} The position and atlas image for the entry.
 */
_ol_style_Atlas_.prototype.add = function (id, width, height, renderCallback, opt_this) {
  var block, i, ii;
  for (i = 0, ii = this.emptyBlocks_.length; i < ii; ++i) {
    block = this.emptyBlocks_[i];
    if (block.width >= width + this.space_ && block.height >= height + this.space_) {
      // we found a block that is big enough for our entry
      var entry = {
        offsetX: block.x + this.space_,
        offsetY: block.y + this.space_,
        image: this.canvas_
      };
      this.entries_[id] = entry;

      // render the image on the atlas image
      renderCallback.call(opt_this, this.context_, block.x + this.space_, block.y + this.space_);

      // split the block after the insertion, either horizontally or vertically
      this.split_(i, block, width + this.space_, height + this.space_);

      return entry;
    }
  }

  // there is no space for the new entry in this atlas
  return null;
};

/**
 * @private
 * @param {number} index The index of the block.
 * @param {ol.AtlasBlock} block The block to split.
 * @param {number} width The width of the entry to insert.
 * @param {number} height The height of the entry to insert.
 */
_ol_style_Atlas_.prototype.split_ = function (index, block, width, height) {
  var deltaWidth = block.width - width;
  var deltaHeight = block.height - height;

  /** @type {ol.AtlasBlock} */
  var newBlock1;
  /** @type {ol.AtlasBlock} */
  var newBlock2;

  if (deltaWidth > deltaHeight) {
    // split vertically
    // block right of the inserted entry
    newBlock1 = {
      x: block.x + width,
      y: block.y,
      width: block.width - width,
      height: block.height
    };

    // block below the inserted entry
    newBlock2 = {
      x: block.x,
      y: block.y + height,
      width: width,
      height: block.height - height
    };
    this.updateBlocks_(index, newBlock1, newBlock2);
  } else {
    // split horizontally
    // block right of the inserted entry
    newBlock1 = {
      x: block.x + width,
      y: block.y,
      width: block.width - width,
      height: height
    };

    // block below the inserted entry
    newBlock2 = {
      x: block.x,
      y: block.y + height,
      width: block.width,
      height: block.height - height
    };
    this.updateBlocks_(index, newBlock1, newBlock2);
  }
};

/**
 * Remove the old block and insert new blocks at the same array position.
 * The new blocks are inserted at the same position, so that splitted
 * blocks (that are potentially smaller) are filled first.
 * @private
 * @param {number} index The index of the block to remove.
 * @param {ol.AtlasBlock} newBlock1 The 1st block to add.
 * @param {ol.AtlasBlock} newBlock2 The 2nd block to add.
 */
_ol_style_Atlas_.prototype.updateBlocks_ = function (index, newBlock1, newBlock2) {
  var args = [index, 1];
  if (newBlock1.width > 0 && newBlock1.height > 0) {
    args.push(newBlock1);
  }
  if (newBlock2.width > 0 && newBlock2.height > 0) {
    args.push(newBlock2);
  }
  this.emptyBlocks_.splice.apply(this.emptyBlocks_, args);
};
exports.default = _ol_style_Atlas_;
module.exports = exports['default'];