// Copyright (C) 2002-2010 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#ifndef __I_IMAGE_H_INCLUDED__
#define __I_IMAGE_H_INCLUDED__

#include "IReferenceCounted.h"
#include "position2d.h"
#include "rect.h"
#include "SColor.h"

namespace irr
{
namespace video
{

//! An enum for the color format of textures used by the Irrlicht Engine.
/** A color format specifies how color information is stored. */
enum ECOLOR_FORMAT
{
	//! 16 bit color format used by the software driver.
	/** It is thus preferred by all other irrlicht engine video drivers.
	There are 5 bits for every color component, and a single bit is left
	for alpha information. */
	ECF_A1R5G5B5 = 0,

	//! Standard 16 bit color format.
	ECF_R5G6B5,

	//! 24 bit color, no alpha channel, but 8 bit for red, green and blue.
	ECF_R8G8B8,

	//! Default 32 bit color format. 8 bits are used for every component: red, green, blue and alpha.
	ECF_A8R8G8B8,

	/** Floating Point formats. The following formats may only be used for render target textures. */

	//! 16 bit floating point format using 16 bits for the red channel.
	ECF_R16F,

	//! 32 bit floating point format using 16 bits for the red channel and 16 bits for the green channel.
	ECF_G16R16F,

	//! 64 bit floating point format 16 bits are used for the red, green, blue and alpha channels.
	ECF_A16B16G16R16F,

	//! 32 bit floating point format using 32 bits for the red channel.
	ECF_R32F,

	//! 64 bit floating point format using 32 bits for the red channel and 32 bits for the green channel.
	ECF_G32R32F,

	//! 128 bit floating point format. 32 bits are used for the red, green, blue and alpha channels.
	ECF_A32B32G32R32F,

	//! Unknown color format:
	ECF_UNKNOWN
};


//! Interface for software image data.
/** Image loaders create these images from files. IVideoDrivers convert
these images into their (hardware) textures.
*/
class IImage : public virtual IReferenceCounted
{
public:

	//! Lock function. Use this to get a pointer to the image data.
	/** After you don't need the pointer anymore, you must call unlock().
	\return Pointer to the image data. What type of data is pointed to
	depends on the color format of the image. For example if the color
	format is ECF_A8R8G8B8, it is of u32. Be sure to call unlock() after
	you don't need the pointer any more. */
	virtual void* lock() = 0;

	//! Unlock function.
	/** Should be called after the pointer received by lock() is not
	needed anymore. */
	virtual void unlock() = 0;

	//! Returns width and height of image data.
	virtual const core::dimension2d<u32>& getDimension() const = 0;

	//! Returns bits per pixel.
	virtual u32 getBitsPerPixel() const = 0;

	//! Returns bytes per pixel
	virtual u32 getBytesPerPixel() const = 0;

	//! Returns image data size in bytes
	virtual u32 getImageDataSizeInBytes() const = 0;

	//! Returns image data size in pixels
	virtual u32 getImageDataSizeInPixels() const = 0;

	//! Returns a pixel
	virtual SColor getPixel(u32 x, u32 y) const = 0;

	//! Sets a pixel
	virtual void setPixel(u32 x, u32 y, const SColor &color, bool blend = false ) = 0;

	//! Returns the color format
	virtual ECOLOR_FORMAT getColorFormat() const = 0;

	//! Returns mask for red value of a pixel
	virtual u32 getRedMask() const = 0;

	//! Returns mask for green value of a pixel
	virtual u32 getGreenMask() const = 0;

	//! Returns mask for blue value of a pixel
	virtual u32 getBlueMask() const = 0;

	//! Returns mask for alpha value of a pixel
	virtual u32 getAlphaMask() const = 0;

	//! Returns pitch of image
	virtual u32 getPitch() const =0;

	//! Copies the image into the target, scaling the image to fit
	virtual void copyToScaling(void* target, u32 width, u32 height, ECOLOR_FORMAT format=ECF_A8R8G8B8, u32 pitch=0) =0;

	//! Copies the image into the target, scaling the image to fit
	virtual void copyToScaling(IImage* target) =0;

	//! copies this surface into another
	virtual void copyTo(IImage* target, const core::position2d<s32>& pos=core::position2d<s32>(0,0)) =0;

	//! copies this surface into another
	virtual void copyTo(IImage* target, const core::position2d<s32>& pos, const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect=0) =0;

	//! copies this surface into another, using the alpha mask and cliprect and a color to add with
	virtual void copyToWithAlpha(IImage* target, const core::position2d<s32>& pos,
			const core::rect<s32>& sourceRect, const SColor &color,
			const core::rect<s32>* clipRect = 0) =0;

	//! copies this surface into another, scaling it to fit, appyling a box filter
	virtual void copyToScalingBoxFilter(IImage* target, s32 bias = 0, bool blend = false) = 0;

	//! fills the surface with given color
	virtual void fill(const SColor &color) =0;

	//! get the amount of Bits per Pixel of the given color format
	static u32 getBitsPerPixelFromFormat(const ECOLOR_FORMAT format)
	{
		switch(format)
		{
		case ECF_A1R5G5B5:
			return 16;
		case ECF_R5G6B5:
			return 16;
		case ECF_R8G8B8:
			return 24;
		case ECF_A8R8G8B8:
			return 32;
		case ECF_R16F:
			return 16;
		case ECF_G16R16F:
			return 32;
		case ECF_A16B16G16R16F:
			return 64;
		case ECF_R32F:
			return 32;
		case ECF_G32R32F:
			return 64;
		case ECF_A32B32G32R32F:
			return 128;
		default:
			return 0;
		}
	}

	//! test if the color format is only viable for RenderTarget textures
	/** Since we don't have support for e.g. floating point IImage formats
	one should test if the color format can be used for arbitrary usage, or
	if it is restricted to RTTs. */
	static bool isRenderTargetOnlyFormat(const ECOLOR_FORMAT format)
	{
		switch(format)
		{
			case ECF_A1R5G5B5:
			case ECF_R5G6B5:
			case ECF_R8G8B8:
			case ECF_A8R8G8B8:
				return false;
			default:
				return true;
		}
	}

};

} // end namespace video
} // end namespace irr

#endif

