/*
 * (C) Copyright 1996-2016 ECMWF.
 *
 * This software is licensed under the terms of the Apache Licence Version 2.0
 * which can be obtained at http://www.apache.org/licenses/LICENSE-2.0.
 * In applying this licence, ECMWF does not waive the privileges and immunities
 * granted to it by virtue of its status as an intergovernmental organisation nor
 * does it submit to any jurisdiction.
 */

/*! \file CoastPlotting.h
    \brief Definition of the Template class CoastPlotting.

    Magics Team - ECMWF 2004

    Started: Mon 2-Feb-2004

    Changes:

*/


/*!
  \defgroup coastlines Coastlines

  \section overviewCoast Overview

  Coastlines are stored in SHP files and are stored in <i>share/magics/??m</i> directories.
  The shape files are downloaded from <a href="http://www.naturalearthdata.com/">http://www.naturalearthdata.com/</a>.

  \section sourceCode Coding

  - Parameters are defined in src/xml/CoastPlotting.xml

  - Generated files src/visualisers/BoundariesAttributes.cc src/visualisers/CoastPlottingAttributes.cc
src/visualisers/CitiesAttributes.cc

  - Code for shape file reading is in src/decoders/ShapeDecoder.cc

  - Code for coastline processing src/visualisers/CoastPlotting.cc

  \section Boundaries Boundaries

-   src/visualisers/Boundaries.cc

  \section readingOfShape Pre-processing and reading of Shape files

  Only the following extensions are required for shape files: [ dbf, shp, shx, prj ]. Extensions .sbn and sbx are
undocumented formats used only by ESRI software.

  The shape files are pre-processed in QGis (version 2.12 in Dec 2015) to make calculation at run time unnecessary.
  Following actions are performed:

  - The original Lake and Land files are corrected for errors (Vector -> Geometry Tools -> Check Geometry Validity ...)
  - The original Land geometries are simplified (Vector -> Geometry Tools -> Multipart to Singlepart ...)
  - The lakes are subtracted from the Land to create the new Land files to be used in Magics (Vector -> Geoprocessing
Tools -> Clip ...)

  The same is done with the Ocean and Lake files but in the third step "Union" is used.

*/


#ifndef CoastPlotting_H
#define CoastPlotting_H

#include "magics.h"

#include "BasicGraphicsObject.h"
#include "BasicSceneObject.h"
#include "CoastPlottingAttributes.h"
#include "Factory.h"
#include "Layer.h"
#include "MagTranslator.h"
#include "NoCoastPlottingAttributes.h"
#include "Polyline.h"
#include "UserPoint.h"

namespace magics {

class PreviewVisitor;

class NoCoastPlotting : public NoCoastPlottingAttributes {
public:
    NoCoastPlotting();
    virtual ~NoCoastPlotting() {}

    void set(const XmlNode& node) { NoCoastPlottingAttributes::set(node); }

    virtual void set(const map<string, string>& map) { NoCoastPlottingAttributes::set(map); }
    bool accept(const string& node) { return NoCoastPlottingAttributes::accept(node); }
    virtual NoCoastPlotting* clone() const { return new NoCoastPlotting(); }
    virtual void operator()(DrawingVisitor& parent);
    virtual void operator()(PreviewVisitor&) {}
    virtual void layer(BasicGraphicsObjectContainer*) {}
    virtual void visit(LegendVisitor&);
    virtual void visit(MetaDataCollector&);

protected:
    //! Method to print string about this class on to a stream of type ostream (virtual).
    virtual void print(ostream& out) const { out << "NoCoastPlotting\n"; }
    typedef void (NoCoastPlotting::*Action)(DrawingVisitor&);
    std::map<string, Action> riversMethods_;

    void rivers(DrawingVisitor&);
    void efas(DrawingVisitor&);
    void user(DrawingVisitor&);
    void ignore(DrawingVisitor&) {}


    void layers(map<string, Action>&, const string&, DrawingVisitor&);
    map<string, string> coastSet_;
    MetaDataCollector meta_;

private:
    //! Copy constructor - No copy allowed
    NoCoastPlotting(const NoCoastPlotting&);
    //! Overloaded << operator to copy - No copy allowed
    NoCoastPlotting& operator=(const NoCoastPlotting&);

    // -- Friends
    //! Overloaded << operator to call print().
    friend ostream& operator<<(ostream& s, const NoCoastPlotting& p) {
        p.print(s);
        return s;
    }
};


class CoastPlotting : public NoCoastPlotting, public CoastPlottingAttributes {
public:
    CoastPlotting();
    virtual ~CoastPlotting();
    void set(const XmlNode& node) {
        CoastPlottingAttributes::set(node);
        NoCoastPlottingAttributes::set(node);
    }

    virtual void set(const map<string, string>& map) {
        NoCoastPlottingAttributes::set(map);
        CoastPlottingAttributes::set(map);
    }
    bool accept(const string& node) { return NoCoastPlottingAttributes::accept(node); }

    virtual NoCoastPlotting* clone() const {
        CoastPlotting* object = new CoastPlotting();
        // object->copy(*this);
        return object;
    }

    virtual void visit(LegendVisitor&);
    virtual void operator()(DrawingVisitor&);
    virtual void operator()(PreviewVisitor&);


protected:
    //! Method to print string about this class on to a stream of type ostream (virtual).
    virtual void print(ostream&) const;

    void decode(const Layout&);
    void clip(const Transformation&, const vector<Polyline*>&, vector<Polyline*>&) const;
    void clipAndClose(const Transformation&, const vector<Polyline*>&, vector<Polyline*>&) const;
    void landsea(Layout&);
    void landonly(Layout&);
    void seaonly(Layout&);
    void nolandsea(Layout&);
    void setLine(Polyline&);
    void setSeaShading(Polyline&);
    void setLandShading(Polyline&);
    void release(vector<Polyline*>&);
    string coast_resolution_;

    vector<Polyline*> coast_;
    vector<Polyline*> ocean_;
};


template <>
class MagTranslator<string, NoCoastPlotting> {
public:
    NoCoastPlotting* operator()(const string& val) { return SimpleObjectMaker<NoCoastPlotting>::create(val); }

    NoCoastPlotting* magics(const string& param) {
        string val;
        ParameterManager::get(param, val);
        return (*this)(val);
    }
};

}  // namespace magics
#endif
