/*	"ANSI graphics" editor object
	by echicken -at- bbs.electronicchicken.com

	Embed an ANSI graphics editor in an application.
	See xtrn/syncwall/ for a demo, or try the following sample code:

	Working example:

		load("ansiedit.js");
		console.clear(LIGHTGRAY);
		var ansiEdit = new ANSIEdit(
			{	'x' : 1,
				'y' : 1,
				'width' : console.screen_columns,
				'height' : console.screen_rows
			}
		);
		ansiEdit.open();
		while(!js.terminated) {
			var userInput = console.inkey(K_NONE, 5);
			if(ascii(userInput) == 27)
				break;
			ansiEdit.getcmd(userInput);
		}
		ansiEdit.close();
		console.clear(LIGHTGRAY);

	Instantiation:

		Where 'options' is an object with the following properties:

		- 'x', X coordinate of top left corner of editor (number) (required)
		- 'y', Y coordinate of top left corner of editor (number) (required)
		- 'width', Width of the editor (number) (required)
		- 'height', Height of the editor (number) (required)
		- 'attr', Default attributes (number) (optional) (LIGHTGRAY)
		- 'parentFrame', Frame object this a child of (Frame) (optional)
		- 'vScroll', Vertical scrolling (boolean) (optional) (false)
		- 'hScroll', Horizontal scrolling (boolean) (optional) (false)
		- 'showPosition', Show position readout (boolean) (optional) (false)
		- 'menuHeading', Menu heading (string) (optional) ("ANSI Editor Menu")

		var ansiEdit = new ANSIEdit(options);

	Properties:

		.menu
			An instance of Tree (see exec/load/tree.js for usage)
			Use this to add items to the <TAB> menu

	Methods:

		.open() (void)

			Initialize the editor and display it.
			If nesting the editor inside of a parent Frame object, this must
			be called after [parentFrame].open().

		.close() (void)

			Close the editor and remove it from display.

		.clear() (void)

			Clear the contents of the editor.

		.getcmd(string) (object)

			Handle already-received user input, where 'string' should be a
			single character/keypress, eg. the return value of console.inkey().

			Returns an object with the following properties:

			- 'x', The x coordinate of the cursor (number)
			- 'y', The y coordinate of the cursor (number)
			- 'ch'	- The character that was drawn (string) or false if none
					- or "CLEAR" if the editor was cleared
			- 'attr' - The console attributes (color, intensity) at this position

		.putChar({'x' : number, 'y' : number, 'ch' : string, 'attr' : number}) (void)

			Put character 'ch' at 'x' and 'y' with attributes 'attr'.

		.cycle() (void)

			This is called automatically from ANSIEdit.getcmd(). It refreshes
			the editor's frames, places the console cursor where it should be,
			and updates the cursor position display.  If your editor is nested
			inside another frame or you are moving the cursor outside of the
			editor, you may need to call this directly.

		To do:

			- Block cut/copy/paste operations
			- "iCe colors"? Meh.
			- Blink attr? (I don't think it works with frame.js presently.)

		Support:

			- Post a message to 'echicken' in Synchronet Javascript on DOVE-Net
			- Find me in #synchronet on irc.synchro.net
			- Send an email to echicken -at- bbs.electronicchicken.com
*/

load("sbbsdefs.js");
load("frame.js");
load("tree.js");
load("funclib.js");
load("event-timer.js");

var characterSets = [
	[ 49, 50, 51, 52, 53, 54, 55, 56, 57, 48 ],
	[ 218, 191, 192, 217, 196, 179, 195, 180, 193, 194 ],
	[ 201, 187, 200, 188, 205, 186, 204, 185, 202, 203 ],
	[ 213, 184, 212, 190, 205, 179, 198, 181, 207, 209 ],
	[ 214, 183, 211, 189, 196, 199, 199, 182, 208, 210 ],
	[ 197, 206, 216, 215, 128, 129, 130, 131, 132, 133 ],
	[ 176, 177, 178, 219, 223, 220, 221, 222, 254, 134 ],
	[ 135, 136, 137, 138, 139, 140, 141, 142, 143, 144 ],
	[ 145, 146, 147, 148, 149, 150, 151, 152, 153, 154 ],
	[ 155, 156, 157, 158, 159, 160, 161, 162, 163, 164 ],
	[ 165, 166, 167, 168, 171, 172, 173, 174, 175, 224 ],
	[ 225, 226, 227, 228, 229, 230, 231, 232, 233, 234 ],
	[ 235, 236, 237, 238, 239, 240, 241, 242, 243, 244 ],
	[ 245, 246, 247, 248, 249, 250, 251, 252, 253, 253 ]
];

// Map sbbsdefs.js console attributes to values usable in ANSI sequences
var attrMap = {};
attrMap[HIGH] = 1;
attrMap[BLINK] = 5;
attrMap[BLACK] = 30;
attrMap[RED] = 31;
attrMap[GREEN] = 32;
attrMap[BROWN] = 33;
attrMap[BLUE] = 34;
attrMap[MAGENTA] = 35;
attrMap[CYAN] = 36;
attrMap[LIGHTGRAY] = 37;
attrMap[DARKGRAY] = 30;
attrMap[LIGHTRED] = 31;
attrMap[LIGHTGREEN] = 32;
attrMap[YELLOW] = 33;
attrMap[LIGHTBLUE] = 34;
attrMap[LIGHTMAGENTA] = 35;
attrMap[LIGHTCYAN] = 36;
attrMap[WHITE] = 37;
attrMap[BG_BLACK] = 40;
attrMap[BG_RED] = 41;
attrMap[BG_GREEN] = 42;
attrMap[BG_BROWN] = 43;
attrMap[BG_BLUE] = 44;
attrMap[BG_MAGENTA] = 45;
attrMap[BG_CYAN] = 46;
attrMap[BG_LIGHTGRAY] = 47;

var ANSIEdit = function(options) {

	var tree,
		frames = {},
		self = this;

	var	state = {
		attr : (typeof options.attr != 'number') ? LIGHTGRAY : options.attr,
		inMenu : false,
		cursor : { 'x' : 1, 'y' : 1 },
		lastCursor : { 'x' : 0, 'y' : 0 },
		charSet : 6,
		timer : new Timer(),
		cursor_event : null
	};

	var settings = {
		vScroll : typeof options.vScroll != 'boolean' ? false : options.vScroll,
		hScroll : typeof options.hScroll != 'boolean' ? false : options.hScroll,
		showPosition : typeof options.showPosition != 'boolean' ? false : true,
		menuHeading : (
			typeof options.menuHeading != 'string'
			? 'ANSI Editor'
			: options.menuHeading
		)
	};

	function initFrames() {

		if (typeof options.canvas_width !== 'number') options.canvas_width = options.width;
		if (typeof options.canvas_height !== 'number') options.canvas_height = options.height - 1;

		frames.top = new Frame(
			options.x,
			options.y,
			options.width,
			options.height,
			BG_BLUE|LIGHTGRAY,
			options.parentFrame
		);
		frames.top.checkbounds = false;

		if (options.width > options.canvas_width) {
			var cx = options.x + Math.floor((options.width - options.canvas_width) / 2)
		} else {
			var cx = frames.top.x
		}
		if (options.height - 1 > options.canvas_height) {
			var cy = options.y + Math.floor((options.height - options.canvas_height) / 2)
		} else {
			var cy = frames.top.y;
		}
		frames.canvas = new Frame(
			cx, cy,
			options.canvas_width, options.canvas_height,
			LIGHTGRAY, frames.top
		);
		frames.canvas.v_scroll = settings.vScroll;
		frames.canvas.h_scroll = settings.hScroll;

		frames.cursor = new Frame(frames.canvas.x, frames.canvas.y, 1, 1, BG_BLACK|WHITE, frames.canvas);
		frames.cursor.putmsg(ascii(219));
		state.cursor_event = state.timer.addEvent(
			500, true, function () {
				if (frames.cursor.is_open) {
					frames.cursor.close();
				} else {
					frames.cursor.open();
				}
			}
		)

		frames.charSet = new Frame(
			frames.top.x, frames.top.y + frames.top.height - 1,
			frames.top.width, 1,
			state.attr, frames.top
		);

		if (settings.showPosition) {
			frames.position = new Frame(
				frames.charSet.x + frames.charSet.width + 1, frames.charSet.y,
				frames.top.width - frames.charSet.width - 1, 1,
				state.attr, frames.top
			);
		}

		frames.menu = new Frame(
			Math.floor((frames.top.width - 28) / 2), frames.top.y + 1,
			28, frames.top.height - 2,
			BG_BLUE|WHITE, frames.top
		);
		frames.menu.center(settings.menuHeading);
		frames.menu.gotoxy(1, frames.menu.height);
		frames.menu.center('Press <TAB> to exit');

		frames.subMenu = new Frame(
			frames.menu.x + 1,
			frames.menu.y + 1,
			frames.menu.width - 2,
			frames.menu.height - 2,
			WHITE,
			frames.menu
		);

	}

	function move_cursor(x, y) {
		state.cursor_event.lastrun = Date.now();
		frames.cursor.open();
		frames.cursor.moveTo(x, y);
	}

	function initMenu() {
		tree = new Tree(frames.subMenu);
		tree.colors.fg = WHITE;
		tree.colors.lfg = WHITE;
		tree.colors.lbg = BG_CYAN;
		tree.colors.tfg = LIGHTCYAN;
		tree.colors.xfg = LIGHTCYAN;
		tree.addItem('Color Palette', setColour);
		var charSetTree = tree.addTree('Choose Character Set');
		characterSets.forEach(
			function (e, i) {
				var line = e.map(function (ee) { return ascii(ee); });
				charSetTree.addItem(line.join(" "), drawCharSet, i);
			}
		);
		var downloadTree = tree.addTree('Download this ANSI');
		downloadTree.addItem(' Binary', download, 'bin');
		downloadTree.addItem(' ASCII', download, 'ascii');
		downloadTree.addItem(' ANSI', download, 'ansi');
		tree.addItem('Clear the Canvas', self.clear);
		tree.open();
	}

	function setColour() {
		state.attr = colorPicker(
			frames.top.x + Math.floor((frames.top.width - 36) / 2), //frames.menu.x - 4,
			frames.top.y + Math.floor((frames.top.height - 6) / 2),
			frames.menu,
			state.attr
		);
		drawCharSet();
		return 'DONE'; // wat?
	}

	function drawCharSet(n) {
		if (typeof n != 'undefined') state.charSet = n;
		frames.charSet.attr = state.attr;
		frames.charSet.clear();
		characterSets[state.charSet].forEach(
			function (e, i) {
				frames.charSet.putmsg(((i+1)%10) + ':' + ascii(e) + ' ');
			}
		);
		frames.charSet.putmsg('<TAB> menu');
		return 'DONE'; // wat?
	}

	function saveAscii() {
		var lines = [];
		log(frames.canvas.data_width);
		for (var y = 0; y < frames.canvas.data_height; y++) {
			var line = "";
			for (var x = 0; x < frames.canvas.data_width; x++) {
				var ch = frames.canvas.getData(x, y);
				line += (
					(typeof ch.ch == 'undefined' || ch.ch == '') ? ' ' : ch.ch
				);
			}
			lines.push(line);
		}
		var fn = system.data_dir + format('user/%04u.asc', user.number);
		var f = new File(fn);
		f.open('w');
		f.writeAll(lines);
		f.close();
		return fn;
	}

	function saveAnsi() {
		var fgmask = (1<<0)|(1<<1)|(1<<2)|(1<<3);
		var bgmask = (1<<4)|(1<<5)|(1<<6);
		var lines = [], fg = 7, bg = 0, hi = 0;
		var line = format('%s[%s;%s;%sm', ascii(27), hi, fg, bg);
		for (var y = 0; y < frames.canvas.data_height; y++) {
			if (y > 0) line = '';
			var blanks = 0;
			for (var x = 0; x < frames.canvas.data_width; x++) {
				var ch = frames.canvas.getData(x, y);
				if (typeof ch.attr != 'undefined') {
					var sequence = [];
					if ((ch.attr&fgmask) != fg) {
						fg = (ch.attr&fgmask);
						if (fg > 7 && hi == 0) {
							hi = 1;
							sequence.push(hi);
						} else if (fg < 8 && hi == 1) {
							hi = 0;
							sequence.push(hi);
						}
						sequence.push(attrMap[fg]);
					}
					if ((ch.attr&bgmask) != bg) {
						bg = (ch.attr&bgmask);
						sequence.push((bg == 0) ? 40 : attrMap[bg]);
					}
					sequence = format('%s[%sm', ascii(27), sequence.join(';'));
					if (sequence.length > 3) line += sequence;
				}
				if (typeof ch.ch == 'undefined') {
					blanks++;
				} else {
					if (blanks > 0) {
						line += ascii(27) + '[' + blanks + 'C';
						blanks = 0;
					}
					line += ch.ch;
				}
			}
			lines.push(line);
		}
		var fn = system.data_dir + format('user/%04u.ans', user.number);
		var f = new File(fn);
		f.open('w');
		f.writeAll(lines);
		f.close();
		return fn;
	}

	function saveBin() {
		var f = system.data_dir + format('user/%04u.bin', user.number);
		frames.canvas.screenShot(f, false);
		return f;
	}

	function download(type) {
		switch (type) {
			case 'bin':
				var f = saveBin();
				break;
			case 'ansi':
				var f = saveAnsi();
				break;
			case 'ascii':
				var f = saveAscii();
				break;
			default:
				break;
		}
		if (typeof f != 'undefined') {
			console.clear(LIGHTGRAY);
			bbs.send_file(f, user.download_protocol);
			if (typeof frames.top.parent != "undefined") {
				frames.top.parent.invalidate();
			} else {
				frames.top.invalidate();
			}
		}
		return 'DONE'; // wat?
	}

	function raiseMenu() {
		state.inMenu = true;
		frames.menu.top();
	}

	function lowerMenu() {
		state.inMenu = false;
		frames.menu.bottom();
		self.cycle(true);
	}

	this.open = function() {
		initFrames();
		initMenu();
		this.menu = tree; // Allow people to add menu items to an editor
		frames.top.open();
		frames.menu.bottom();
		drawCharSet();
		state.cursor.x = frames.canvas.x;
		state.cursor.y = frames.canvas.y;
	}

	this.close = function() {
		tree.close();
		frames.top.close();
		if (typeof frames.top.parent != 'undefined') {
			frames.top.parent.invalidate();
		}
		frames.top.delete();
	}

	this.clear = function() {
		frames.canvas.clear();
		state.cursor.x = frames.canvas.x;
		state.cursor.y = frames.canvas.y;
		return 'CLEAR';
	}

	this.putChar = function(ch) {

		// Hacky workaround for something broken in Frame.scroll()
		if (frames.canvas.data_height > frames.canvas.height &&
			frames.canvas.offset.y > 0
		) {
			frames.canvas.refresh();
		}
		if (frames.canvas.data_width > frames.canvas.width &&
			frames.canvas.offset.x > 0
		) {
			frames.canvas.refresh();
		}

		frames.canvas.setData(
			typeof ch.x == 'undefined' ? state.cursor.x - frames.canvas.x : ch.x,
			typeof ch.y == 'undefined' ? state.cursor.y - frames.canvas.y : ch.y,
			ch.ch,
			typeof ch.attr == 'undefined' ? state.attr : ch.attr
		);

		if (typeof ch.x != 'undefined') {
			this.cycle(true);
			return;
		}

		var ret = {
			x : state.cursor.x - frames.canvas.x,
			y : state.cursor.y - frames.canvas.y,
			ch : ch.ch,
			attr : state.attr
		};

		if (settings.hScroll ||
			state.cursor.x < frames.canvas.x + frames.canvas.width - 1
		) {
			state.cursor.x++;
			move_cursor(state.cursor.x, state.cursor.y);
		}

		if (settings.hScroll &&
			state.cursor.x - frames.canvas.offset.x > frames.canvas.width
		) {
			frames.canvas.scroll(1, 0);
		}

		return ret;

	}

	this.getcmd = function(userInput) {

		if (userInput == "\x09") {
			if (state.inMenu) {
				state.cursor_event.pause = false;
				state.inMenu = false;
				lowerMenu();
			} else {
				state.cursor_event.pause = true;
				frames.cursor.close();
				state.inMenu = true;
				raiseMenu();
			}
		} else if(state.inMenu) {
			var ret = tree.getcmd(userInput);
			if (ret == 'DONE' || ret == 'CLEAR') lowerMenu();
			if (ret == 'CLEAR') {
				var retval = {
					x : state.cursor.x - frames.canvas.x,
					y : state.cursor.y - frames.canvas.y,
					ch : 'CLEAR',
					attr : state.attr
				}
			}
		} else if (
			userInput.search(/\r/) >= 0 &&
			(state.cursor.y < frames.canvas.y + frames.canvas.height - 1 || settings.vScroll)
		) {
			state.cursor.y++;
			state.cursor.x = frames.canvas.x;
			move_cursor(state.cursor.x, state.cursor.y);
			if (state.cursor.y - frames.canvas.offset.y > frames.canvas.height) {
				// I don't know why I need to do this, especially not after looking at Frame.scroll()
				// but vertical Frame.scroll() won't work unless I do this
				if (typeof frames.canvas.data[state.cursor.y - frames.canvas.y] == 'undefined') {
					frames.canvas.setData(
						state.cursor.x - frames.canvas.x,
						state.cursor.y - frames.canvas.y,
						'',
						0
					);
				}
				frames.canvas.scroll();
			}
		} else if (userInput == '\x08' && state.cursor.x > frames.canvas.x) {
			state.cursor.x--;
			var retval = this.putChar({ ch : '' });
			state.cursor.x--;
			move_cursor(state.cursor.x, state.cursor.y);
		} else if (userInput == '\x7F') {
			var retval = this.putChar({ ch : ' ' });
			state.cursor.x--;
			move_cursor(state.cursor.x, state.cursor.y);
		} else if (userInput.match(/[0-9]/) !== null) {
			userInput = (userInput == 0) ? 9 : userInput - 1;
			var retval = this.putChar(
				{ ch : ascii(characterSets[state.charSet][userInput]) }
			);
		} else if(userInput.match(/[\x20-\x7E]/) !== null) {
			var retval = this.putChar({	ch : userInput });
		} else {
			switch (userInput) {
				case KEY_UP:
					if (state.cursor.y > frames.canvas.y) {
						state.cursor.y--;
						move_cursor(state.cursor.x, state.cursor.y);
					}
					if (settings.vScroll &&
						frames.canvas.offset.y > 0 &&
						state.cursor.y == frames.canvas.offset.y
					) {
						frames.canvas.scroll(0, -1);
					}
					break;
				case KEY_DOWN:
					if (settings.vScroll ||
						state.cursor.y < frames.canvas.y + frames.canvas.height - 1
					) {
						state.cursor.y++;
						move_cursor(state.cursor.x, state.cursor.y);
					}
					if (settings.vScroll &&
						state.cursor.y - frames.canvas.offset.y > frames.canvas.height
					) {
						// I don't know why I need to do this, especially not after looking at Frame.scroll()
						// but vertical Frame.scroll() won't work unless I do this
						if (typeof frames.canvas.data[state.cursor.y - frames.canvas.y] == 'undefined') {
							frames.canvas.setData(
								state.cursor.x - frames.canvas.x,
								state.cursor.y - frames.canvas.y,
								'',
								0
							);
						}
						frames.canvas.scroll();
					}
					break;
				case KEY_LEFT:
					if (state.cursor.x > frames.canvas.x) {
						state.cursor.x--;
						move_cursor(state.cursor.x, state.cursor.y);
					}
					if (settings.hScroll &&
						frames.canvas.offset.x > 0 &&
						state.cursor.x == frames.canvas.offset.x
					) {
						frames.canvas.scroll(-1, 0);
					}
					break;
				case KEY_RIGHT:
					if (settings.hScroll ||
						state.cursor.x < frames.canvas.x + frames.canvas.width - 1
					) {
						state.cursor.x++;
						move_cursor(state.cursor.x, state.cursor.y);
					}
					if (settings.hScroll &&
						state.cursor.x - frames.canvas.offset.x > frames.canvas.width
					) {
						// Hacky hack to populate entire frame data matrix
						// Horizontal Frame.scroll() doesn't otherwise work in this situation
						for (var y = 0; y <= state.cursor.y - frames.canvas.y; y++) {
							if (typeof frames.canvas.data[state.cursor.y - frames.canvas.y] == 'undefined') {
								frames.canvas.setData(
									state.cursor.x - frames.canvas.x, y, '', 0
								);
							}
							for (var x = 0; x <= state.cursor.x - frames.canvas.x; x++) {
								if (typeof frames.canvas.data[y][x] == 'undefined') {
									frames.canvas.setData(x, y, '', 0);
								}
							}
						}
						frames.canvas.scroll(1, 0);
					}
					break;
				case KEY_HOME:
					state.cursor.x = frames.canvas.x;
					move_cursor(state.cursor.x, state.cursor.y);
					break;
				case KEY_END:
					state.cursor.x = frames.canvas.data_width;
					move_cursor(state.cursor.x, state.cursor.y);
					break;
				default:
					break;
			}

		}

		this.cycle();

		return (
			typeof retval != 'undefined'
			? retval
			: {	x : state.cursor.x - frames.canvas.x,
				y : state.cursor.y - frames.canvas.y,
				ch : false,
				attr : state.attr
			}
		);

	}

	this.cycle = function() {

		state.timer.cycle();
		if (typeof options.parentFrame == 'undefined') frames.top.cycle();

		if (state.cursor.x != state.lastCursor.x ||
			state.cursor.y != state.lastCursor.y
		) {

			for (var c in state.cursor) state.lastCursor[c] = state.cursor[c];

			if (!settings.showPosition) return;

			frames.position.clear();
			frames.position.attr = state.attr;
			frames.position.putmsg(
				format('(%s:%s)', state.cursor.x, state.cursor.y)
			);

		}

	}

	this.save_bin = function (fn) {
		var f = new File(fn);
		f.open('wb');
		for (var y = 0; y < frames.canvas.height; y++) {
			for (var x = 0; x < frames.canvas.width; x++) {
				var ch = frames.canvas.getData(x, y);
				f.write(ch.ch ? ch.ch : ' ');
				f.writeBin(ch.attr ? ch.attr : 0, 1);
			}
		}
		f.close();
	}

    this.flip_x = function () {
        frames.canvas.flipX();
    }

    this.flip_y = function () {
        frames.canvas.flipY();
    }

}
