/*
  pygame-ce - Python Game Library
  Copyright (C) 2000-2001  Pete Shinners
  Copyright (C) 2007 Marcus von Appen

  This library is free software; you can redistribute it and/or
  modify it under the terms of the GNU Library General Public
  License as published by the Free Software Foundation; either
  version 2 of the License, or (at your option) any later version.

  This library is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
  Library General Public License for more details.

  You should have received a copy of the GNU Library General Public
  License along with this library; if not, write to the Free
  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

  Pete Shinners
  pete@shinners.org
*/

#ifndef SURFACE_H
#define SURFACE_H

/* This is defined in SDL.h */
#if defined(_POSIX_C_SOURCE)
#undef _POSIX_C_SOURCE
#endif

#include <SDL.h>
#include "pygame.h"

/* Blend modes */
#define PYGAME_BLEND_ADD 0x1
#define PYGAME_BLEND_SUB 0x2
#define PYGAME_BLEND_MULT 0x3
#define PYGAME_BLEND_MIN 0x4
#define PYGAME_BLEND_MAX 0x5

#define PYGAME_BLEND_RGB_ADD 0x1
#define PYGAME_BLEND_RGB_SUB 0x2
#define PYGAME_BLEND_RGB_MULT 0x3
#define PYGAME_BLEND_RGB_MIN 0x4
#define PYGAME_BLEND_RGB_MAX 0x5

#define PYGAME_BLEND_RGBA_ADD 0x6
#define PYGAME_BLEND_RGBA_SUB 0x7
#define PYGAME_BLEND_RGBA_MULT 0x8
#define PYGAME_BLEND_RGBA_MIN 0x9
#define PYGAME_BLEND_RGBA_MAX 0x10
#define PYGAME_BLEND_PREMULTIPLIED 0x11
#define PYGAME_BLEND_ALPHA_SDL2 0x12

#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define GET_PIXEL_24(b) (b[0] + (b[1] << 8) + (b[2] << 16))
#else
#define GET_PIXEL_24(b) (b[2] + (b[1] << 8) + (b[0] << 16))
#endif

#define GET_PIXEL(pxl, bpp, source)      \
    switch (bpp) {                       \
        case 2:                          \
            pxl = *((Uint16 *)(source)); \
            break;                       \
        case 4:                          \
            pxl = *((Uint32 *)(source)); \
            break;                       \
        default: {                       \
            Uint8 *b = (Uint8 *)source;  \
            pxl = GET_PIXEL_24(b);       \
        } break;                         \
    }

#define GET_PIXELVALS(_sR, _sG, _sB, _sA, px, fmt, ppa)   \
    SDL_GetRGBA(px, fmt, &(_sR), &(_sG), &(_sB), &(_sA)); \
    if (!ppa) {                                           \
        _sA = 255;                                        \
    }

#define GET_PIXELVALS_1(sr, sg, sb, sa, _src, _fmt)   \
    sr = _fmt->palette->colors[*((Uint8 *)(_src))].r; \
    sg = _fmt->palette->colors[*((Uint8 *)(_src))].g; \
    sb = _fmt->palette->colors[*((Uint8 *)(_src))].b; \
    sa = 255;

/* For 1 byte palette pixels */
#define SET_PIXELVAL(px, fmt, _dR, _dG, _dB, _dA) \
    *(px) = (Uint8)SDL_MapRGBA(fmt, _dR, _dG, _dB, _dA)

#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define SET_OFFSETS_24(or, og, ob, fmt)                         \
    {                                                           \
        or = (fmt->Rshift == 0 ? 0 : fmt->Rshift == 8 ? 1 : 2); \
        og = (fmt->Gshift == 0 ? 0 : fmt->Gshift == 8 ? 1 : 2); \
        ob = (fmt->Bshift == 0 ? 0 : fmt->Bshift == 8 ? 1 : 2); \
    }

#define SET_OFFSETS_32(or, og, ob, fmt) \
    {                                   \
        or = (fmt->Rshift == 0    ? 0   \
              : fmt->Rshift == 8  ? 1   \
              : fmt->Rshift == 16 ? 2   \
                                  : 3); \
        og = (fmt->Gshift == 0    ? 0   \
              : fmt->Gshift == 8  ? 1   \
              : fmt->Gshift == 16 ? 2   \
                                  : 3); \
        ob = (fmt->Bshift == 0    ? 0   \
              : fmt->Bshift == 8  ? 1   \
              : fmt->Bshift == 16 ? 2   \
                                  : 3); \
    }
#else
#define SET_OFFSETS_24(or, og, ob, fmt)                         \
    {                                                           \
        or = (fmt->Rshift == 0 ? 2 : fmt->Rshift == 8 ? 1 : 0); \
        og = (fmt->Gshift == 0 ? 2 : fmt->Gshift == 8 ? 1 : 0); \
        ob = (fmt->Bshift == 0 ? 2 : fmt->Bshift == 8 ? 1 : 0); \
    }

#define SET_OFFSETS_32(or, og, ob, fmt) \
    {                                   \
        or = (fmt->Rshift == 0    ? 3   \
              : fmt->Rshift == 8  ? 2   \
              : fmt->Rshift == 16 ? 1   \
                                  : 0); \
        og = (fmt->Gshift == 0    ? 3   \
              : fmt->Gshift == 8  ? 2   \
              : fmt->Gshift == 16 ? 1   \
                                  : 0); \
        ob = (fmt->Bshift == 0    ? 3   \
              : fmt->Bshift == 8  ? 2   \
              : fmt->Bshift == 16 ? 1   \
                                  : 0); \
    }
#endif

#define CREATE_PIXEL(buf, r, g, b, a, bp, ft)                       \
    switch (bp) {                                                   \
        case 2:                                                     \
            *((Uint16 *)(buf)) = ((r >> ft->Rloss) << ft->Rshift) | \
                                 ((g >> ft->Gloss) << ft->Gshift) | \
                                 ((b >> ft->Bloss) << ft->Bshift) | \
                                 ((a >> ft->Aloss) << ft->Ashift);  \
            break;                                                  \
        case 4:                                                     \
            *((Uint32 *)(buf)) = ((r >> ft->Rloss) << ft->Rshift) | \
                                 ((g >> ft->Gloss) << ft->Gshift) | \
                                 ((b >> ft->Bloss) << ft->Bshift) | \
                                 ((a >> ft->Aloss) << ft->Ashift);  \
            break;                                                  \
    }

/* Pretty good idea from Tom Duff :-). */
#define LOOP_UNROLLED4(code, n, width) \
    n = (width + 3) / 4;               \
    switch (width & 3) {               \
        case 0:                        \
            do {                       \
                code;                  \
                case 3:                \
                    code;              \
                case 2:                \
                    code;              \
                case 1:                \
                    code;              \
            } while (--n > 0);         \
    }

/* Used in the srcbpp == dstbpp == 1 blend functions */
#define REPEAT_3(code) \
    code;              \
    code;              \
    code;

#define REPEAT_4(code) \
    code;              \
    code;              \
    code;              \
    code;

#define BLEND_ADD(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \
    tmp = dR + sR;                                     \
    dR = (tmp <= 255 ? tmp : 255);                     \
    tmp = dG + sG;                                     \
    dG = (tmp <= 255 ? tmp : 255);                     \
    tmp = dB + sB;                                     \
    dB = (tmp <= 255 ? tmp : 255);

#define BLEND_SUB(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \
    tmp = dR - sR;                                     \
    dR = (tmp >= 0 ? tmp : 0);                         \
    tmp = dG - sG;                                     \
    dG = (tmp >= 0 ? tmp : 0);                         \
    tmp = dB - sB;                                     \
    dB = (tmp >= 0 ? tmp : 0);

#define BLEND_MULT(sR, sG, sB, sA, dR, dG, dB, dA) \
    dR = (dR && sR) ? ((dR * sR) + 255) >> 8 : 0;  \
    dG = (dG && sG) ? ((dG * sG) + 255) >> 8 : 0;  \
    dB = (dB && sB) ? ((dB * sB) + 255) >> 8 : 0;

#define BLEND_MIN(sR, sG, sB, sA, dR, dG, dB, dA) \
    if (sR < dR) {                                \
        dR = sR;                                  \
    }                                             \
    if (sG < dG) {                                \
        dG = sG;                                  \
    }                                             \
    if (sB < dB) {                                \
        dB = sB;                                  \
    }

#define BLEND_MAX(sR, sG, sB, sA, dR, dG, dB, dA) \
    if (sR > dR) {                                \
        dR = sR;                                  \
    }                                             \
    if (sG > dG) {                                \
        dG = sG;                                  \
    }                                             \
    if (sB > dB) {                                \
        dB = sB;                                  \
    }

#define BLEND_RGBA_ADD(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \
    tmp = dR + sR;                                          \
    dR = (tmp <= 255 ? tmp : 255);                          \
    tmp = dG + sG;                                          \
    dG = (tmp <= 255 ? tmp : 255);                          \
    tmp = dB + sB;                                          \
    dB = (tmp <= 255 ? tmp : 255);                          \
    tmp = dA + sA;                                          \
    dA = (tmp <= 255 ? tmp : 255);

#define BLEND_RGBA_SUB(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \
    tmp = dR - sR;                                          \
    dR = (tmp >= 0 ? tmp : 0);                              \
    tmp = dG - sG;                                          \
    dG = (tmp >= 0 ? tmp : 0);                              \
    tmp = dB - sB;                                          \
    dB = (tmp >= 0 ? tmp : 0);                              \
    tmp = dA - sA;                                          \
    dA = (tmp >= 0 ? tmp : 0);

#define BLEND_RGBA_MULT(sR, sG, sB, sA, dR, dG, dB, dA) \
    dR = (dR && sR) ? ((dR * sR) + 255) >> 8 : 0;       \
    dG = (dG && sG) ? ((dG * sG) + 255) >> 8 : 0;       \
    dB = (dB && sB) ? ((dB * sB) + 255) >> 8 : 0;       \
    dA = (dA && sA) ? ((dA * sA) + 255) >> 8 : 0;

#define BLEND_RGBA_MIN(sR, sG, sB, sA, dR, dG, dB, dA) \
    if (sR < dR) {                                     \
        dR = sR;                                       \
    }                                                  \
    if (sG < dG) {                                     \
        dG = sG;                                       \
    }                                                  \
    if (sB < dB) {                                     \
        dB = sB;                                       \
    }                                                  \
    if (sA < dA) {                                     \
        dA = sA;                                       \
    }

#define BLEND_RGBA_MAX(sR, sG, sB, sA, dR, dG, dB, dA) \
    if (sR > dR) {                                     \
        dR = sR;                                       \
    }                                                  \
    if (sG > dG) {                                     \
        dG = sG;                                       \
    }                                                  \
    if (sB > dB) {                                     \
        dB = sB;                                       \
    }                                                  \
    if (sA > dA) {                                     \
        dA = sA;                                       \
    }

#if 1
/* Choose an alpha blend equation. If the sign is preserved on a right shift
 * then use a specialized, faster, equation. Otherwise a more general form,
 * where all additions are done before the shift, is needed.
 */
#if (-1 >> 1) < 0
#define ALPHA_BLEND_COMP(sC, dC, sA) ((((sC - dC) * sA + sC) >> 8) + dC)
#else
#define ALPHA_BLEND_COMP(sC, dC, sA) (((dC << 8) + (sC - dC) * sA + sC) >> 8)
#endif

#define ALPHA_BLEND(sR, sG, sB, sA, dR, dG, dB, dA) \
    do {                                            \
        if (dA) {                                   \
            dR = ALPHA_BLEND_COMP(sR, dR, sA);      \
            dG = ALPHA_BLEND_COMP(sG, dG, sA);      \
            dB = ALPHA_BLEND_COMP(sB, dB, sA);      \
            dA = sA + dA - ((sA * dA) / 255);       \
        }                                           \
        else {                                      \
            dR = sR;                                \
            dG = sG;                                \
            dB = sB;                                \
            dA = sA;                                \
        }                                           \
    } while (0)

#define ALPHA_BLEND_PREMULTIPLIED_COMP(sC, dC, sA) \
    (sC + dC - ((dC + 1) * sA >> 8))

#define ALPHA_BLEND_PREMULTIPLIED(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \
    do {                                                               \
        dR = ALPHA_BLEND_PREMULTIPLIED_COMP(sR, dR, sA);               \
        dG = ALPHA_BLEND_PREMULTIPLIED_COMP(sG, dG, sA);               \
        dB = ALPHA_BLEND_PREMULTIPLIED_COMP(sB, dB, sA);               \
        dA = ALPHA_BLEND_PREMULTIPLIED_COMP(sA, dA, sA);               \
    } while (0)
#elif 0

#define ALPHA_BLEND(sR, sG, sB, sA, dR, dG, dB, dA)   \
    do {                                              \
        if (sA) {                                     \
            if (dA && sA < 255) {                     \
                int dContrib = dA * (255 - sA) / 255; \
                dA = sA + dA - ((sA * dA) / 255);     \
                dR = (dR * dContrib + sR * sA) / dA;  \
                dG = (dG * dContrib + sG * sA) / dA;  \
                dB = (dB * dContrib + sB * sA) / dA;  \
            }                                         \
            else {                                    \
                dR = sR;                              \
                dG = sG;                              \
                dB = sB;                              \
                dA = sA;                              \
            }                                         \
        }                                             \
    } while (0)
#endif

int
surface_fill_blend(SDL_Surface *surface, SDL_Rect *rect, Uint32 color,
                   int blendargs);

void
surface_respect_clip_rect(SDL_Surface *surface, SDL_Rect *rect);

int
pygame_AlphaBlit(SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst,
                 SDL_Rect *dstrect, int blend_flags);

int
pygame_Blit(SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst,
            SDL_Rect *dstrect, int blend_flags);

int
premul_surf_color_by_alpha(SDL_Surface *src, SDL_Surface *dst);

int
pg_warn_simd_at_runtime_but_uncompiled();

#endif /* SURFACE_H */
