// Copyright 2014 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

// TODO(goderbauer): Clean up the part-of hack currently used for testing the private implementation.
part of material_animated_icons; // ignore: use_string_in_part_of_directives

// The code for drawing animated icons is kept in a private API, as we are not
// yet ready for exposing a public API for (partial) vector graphics support.
// See: https://github.com/flutter/flutter/issues/1831 for details regarding
// generic vector graphics support in Flutter.

/// Shows an animated icon at a given animation [progress].
///
/// The available icons are specified in [AnimatedIcons].
///
/// {@youtube 560 315 https://www.youtube.com/watch?v=pJcbh8pbvJs}
///
/// {@tool dartpad}
/// This example shows how to create an animated icon. The icon is animated
/// forward and reverse in a loop.
///
/// ** See code in examples/api/lib/material/animated_icon/animated_icon.0.dart **
/// {@end-tool}
///
/// See also:
///
///  * [Icons], for the list of available static Material Icons.
class AnimatedIcon extends StatelessWidget {
  /// Creates an AnimatedIcon.
  ///
  /// The [size] and [color] default to the value given by the current
  /// [IconTheme].
  const AnimatedIcon({
    super.key,
    required this.icon,
    required this.progress,
    this.color,
    this.size,
    this.semanticLabel,
    this.textDirection,
  });

  /// The animation progress for the animated icon.
  ///
  /// The value is clamped to be between 0 and 1.
  ///
  /// This determines the actual frame that is displayed.
  final Animation<double> progress;

  /// The color to use when drawing the icon.
  ///
  /// Defaults to the current [IconTheme] color, if any.
  ///
  /// The given color will be adjusted by the opacity of the current
  /// [IconTheme], if any.
  ///
  /// In material apps, if there is a [Theme] without any [IconTheme]s
  /// specified, icon colors default to white if the theme is dark
  /// and black if the theme is light.
  ///
  /// If no [IconTheme] and no [Theme] is specified, icons will default to black.
  ///
  /// See [Theme] to set the current theme and [ThemeData.brightness]
  /// for setting the current theme's brightness.
  final Color? color;

  /// The size of the icon in logical pixels.
  ///
  /// Icons occupy a square with width and height equal to size.
  ///
  /// Defaults to the current [IconTheme] size.
  final double? size;

  /// The icon to display. Available icons are listed in [AnimatedIcons].
  final AnimatedIconData icon;

  /// Semantic label for the icon.
  ///
  /// Announced in accessibility modes (e.g TalkBack/VoiceOver).
  /// This label does not show in the UI.
  ///
  /// See also:
  ///
  ///  * [SemanticsProperties.label], which is set to [semanticLabel] in the
  ///    underlying [Semantics] widget.
  final String? semanticLabel;

  /// The text direction to use for rendering the icon.
  ///
  /// If this is null, the ambient [Directionality] is used instead.
  ///
  /// If the text direction is [TextDirection.rtl], the icon will be mirrored
  /// horizontally (e.g back arrow will point right).
  final TextDirection? textDirection;

  static ui.Path _pathFactory() => ui.Path();

  @override
  Widget build(BuildContext context) {
    assert(debugCheckHasDirectionality(context));
    final _AnimatedIconData iconData = icon as _AnimatedIconData;
    final IconThemeData iconTheme = IconTheme.of(context);
    assert(iconTheme.isConcrete);
    final double iconSize = size ?? iconTheme.size!;
    final TextDirection textDirection = this.textDirection ?? Directionality.of(context);
    final double iconOpacity = iconTheme.opacity!;
    Color iconColor = color ?? iconTheme.color!;
    if (iconOpacity != 1.0) {
      iconColor = iconColor.withOpacity(iconColor.opacity * iconOpacity);
    }
    return Semantics(
      label: semanticLabel,
      child: CustomPaint(
        size: Size(iconSize, iconSize),
        painter: _AnimatedIconPainter(
          paths: iconData.paths,
          progress: progress,
          color: iconColor,
          scale: iconSize / iconData.size.width,
          shouldMirror: textDirection == TextDirection.rtl && iconData.matchTextDirection,
          uiPathFactory: _pathFactory,
        ),
      ),
    );
  }
}

typedef _UiPathFactory = ui.Path Function();

class _AnimatedIconPainter extends CustomPainter {
  _AnimatedIconPainter({
    required this.paths,
    required this.progress,
    required this.color,
    required this.scale,
    required this.shouldMirror,
    required this.uiPathFactory,
  }) : super(repaint: progress);

  // This list is assumed to be immutable, changes to the contents of the list
  // will not trigger a redraw as shouldRepaint will keep returning false.
  final List<_PathFrames> paths;
  final Animation<double> progress;
  final Color color;
  final double scale;
  /// If this is true the image will be mirrored horizontally.
  final bool shouldMirror;
  final _UiPathFactory uiPathFactory;

  @override
  void paint(ui.Canvas canvas, Size size) {
    // The RenderCustomPaint render object performs canvas.save before invoking
    // this and canvas.restore after, so we don't need to do it here.
    if (shouldMirror) {
      canvas.rotate(math.pi);
      canvas.translate(-size.width, -size.height);
    }
    canvas.scale(scale, scale);

    final double clampedProgress = clampDouble(progress.value, 0.0, 1.0);
    for (final _PathFrames path in paths) {
      path.paint(canvas, color, uiPathFactory, clampedProgress);
    }
  }


  @override
  bool shouldRepaint(_AnimatedIconPainter oldDelegate) {
    return oldDelegate.progress.value != progress.value
        || oldDelegate.color != color
        // We are comparing the paths list by reference, assuming the list is
        // treated as immutable to be more efficient.
        || oldDelegate.paths != paths
        || oldDelegate.scale != scale
        || oldDelegate.uiPathFactory != uiPathFactory;
  }

  @override
  bool? hitTest(Offset position) => null;

  @override
  bool shouldRebuildSemantics(CustomPainter oldDelegate) => false;

  @override
  SemanticsBuilderCallback? get semanticsBuilder => null;
}

class _PathFrames {
  const _PathFrames({
    required this.commands,
    required this.opacities,
  });

  final List<_PathCommand> commands;
  final List<double> opacities;

  void paint(ui.Canvas canvas, Color color, _UiPathFactory uiPathFactory, double progress) {
    final double opacity = _interpolate<double?>(opacities, progress, ui.lerpDouble)!;
    final ui.Paint paint = ui.Paint()
      ..style = PaintingStyle.fill
      ..color = color.withOpacity(color.opacity * opacity);
    final ui.Path path = uiPathFactory();
    for (final _PathCommand command in commands) {
      command.apply(path, progress);
    }
    canvas.drawPath(path, paint);
  }
}

/// Paths are being built by a set of commands e.g moveTo, lineTo, etc...
///
/// _PathCommand instances represents such a command, and can apply it to
/// a given Path.
abstract class _PathCommand {
  const _PathCommand();

  /// Applies the path command to [path].
  ///
  /// For example if the object is a [_PathMoveTo] command it will invoke
  /// [Path.moveTo] on [path].
  void apply(ui.Path path, double progress);
}

class _PathMoveTo extends _PathCommand {
  const _PathMoveTo(this.points);

  final List<Offset> points;

  @override
  void apply(Path path, double progress) {
    final Offset offset = _interpolate<Offset?>(points, progress, Offset.lerp)!;
    path.moveTo(offset.dx, offset.dy);
  }
}

class _PathCubicTo extends _PathCommand {
  const _PathCubicTo(this.controlPoints1, this.controlPoints2, this.targetPoints);

  final List<Offset> controlPoints2;
  final List<Offset> controlPoints1;
  final List<Offset> targetPoints;

  @override
  void apply(Path path, double progress) {
    final Offset controlPoint1 = _interpolate<Offset?>(controlPoints1, progress, Offset.lerp)!;
    final Offset controlPoint2 = _interpolate<Offset?>(controlPoints2, progress, Offset.lerp)!;
    final Offset targetPoint = _interpolate<Offset?>(targetPoints, progress, Offset.lerp)!;
    path.cubicTo(
      controlPoint1.dx, controlPoint1.dy,
      controlPoint2.dx, controlPoint2.dy,
      targetPoint.dx, targetPoint.dy,
    );
  }
}

// ignore: unused_element
class _PathLineTo extends _PathCommand {
  const _PathLineTo(this.points);

  final List<Offset> points;

  @override
  void apply(Path path, double progress) {
    final Offset point = _interpolate<Offset?>(points, progress, Offset.lerp)!;
    path.lineTo(point.dx, point.dy);
  }
}

class _PathClose extends _PathCommand {
  const _PathClose();

  @override
  void apply(Path path, double progress) {
    path.close();
  }
}

/// Interpolates a value given a set of values equally spaced in time.
///
/// [interpolator] is the interpolation function used to interpolate between 2
/// points of type T.
///
/// This is currently done with linear interpolation between every 2 consecutive
/// points. Linear interpolation was smooth enough with the limited set of
/// animations we have tested, so we use it for simplicity. If we find this to
/// not be smooth enough we can try applying spline instead.
///
/// [progress] is expected to be between 0.0 and 1.0.
T _interpolate<T>(List<T> values, double progress, _Interpolator<T> interpolator) {
  assert(progress <= 1.0);
  assert(progress >= 0.0);
  if (values.length == 1) {
    return values[0];
  }
  final double targetIdx = ui.lerpDouble(0, values.length -1, progress)!;
  final int lowIdx = targetIdx.floor();
  final int highIdx = targetIdx.ceil();
  final double t = targetIdx - lowIdx;
  return interpolator(values[lowIdx], values[highIdx], t);
}

typedef _Interpolator<T> = T Function(T a, T b, double progress);