// Copyright (c) 2020 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.

#ifndef _SelectMgr_SelectionImageFiller_HeaderFile
#define _SelectMgr_SelectionImageFiller_HeaderFile

#include <Image_PixMap.hxx>
#include <math_BullardGenerator.hxx>
#include <NCollection_Map.hxx>
#include <StdSelect_TypeOfSelectionImage.hxx>
#include <Quantity_ColorHasher.hxx>

class SelectMgr_ViewerSelector;

//! Abstract class for filling pixel with color.
//! This is internal tool for SelectMgr_ViewerSelector3d::ToPixMap().
class SelectMgr_SelectionImageFiller : public Standard_Transient
{
public:
  //! Create filler of specified type.
  static Handle(SelectMgr_SelectionImageFiller) CreateFiller (Image_PixMap& thePixMap,
                                                              SelectMgr_ViewerSelector* theSelector,
                                                              StdSelect_TypeOfSelectionImage theType);

public:

  //! Main constructor.
  SelectMgr_SelectionImageFiller (Image_PixMap& thePixMap,
                                  SelectMgr_ViewerSelector* theSelector)
  : myImage  (&thePixMap),
    myMainSel(theSelector) {}

  //! Fill pixel at specified position.
  virtual void Fill (const Standard_Integer theCol,
                     const Standard_Integer theRow,
                     const Standard_Integer thePicked) = 0;

  //! Flush results into final image.
  virtual void Flush() {}

protected:

  //! Find the new unique random color.
  void randomPastelColor (Quantity_Color& theColor)
  {
    for (;;)
    {
      nextRandomPastelColor (theColor);
      if (myUniqueColors.Add (theColor))
      {
        return;
      }
    }
  }

  //! Fills the given color as random.
  void nextRandomPastelColor (Quantity_Color& theColor)
  {
    theColor = Quantity_Color (Standard_Real(myBullardGenerator.NextInt() % 256) / 255.0,
                               Standard_Real(myBullardGenerator.NextInt() % 256) / 255.0,
                               Standard_Real(myBullardGenerator.NextInt() % 256) / 255.0,
                               Quantity_TOC_sRGB);
  }

protected:
  Image_PixMap*             myImage;
  SelectMgr_ViewerSelector* myMainSel;
  math_BullardGenerator     myBullardGenerator;
  NCollection_Map<Quantity_Color, Quantity_ColorHasher> myUniqueColors;
};

#endif
