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use DrawState;
use types::{self, Matrix2d, Scalar};
use {CircleArc, Ellipse, Image, ImageSize, Line, Polygon, Rectangle};

/// Implemented by all graphics back-ends.
///
/// [An example back-end using raw OpenGL](https://github.com/PistonDevelopers/opengl_graphics)
///
/// By default, this design uses triangles as graphics primitives.
/// This is supported by all GPUs and easy to implement in shader languages.
///
/// Default trait methods can be overridden for better performance or higher
/// quality.
///
/// When drawing, use this trait as generic constraint:
///
/// ```
/// use graphics::{Graphics, Context};
///
/// fn draw<G: Graphics>(c: &Context, g: &mut G) {
///     //...
/// }
/// ```
///
/// Color space is sRGB.
///
/// ### Notice for back-end authors
///
/// When sRGB is enabled for a back-end shader, the gamma must be converted
/// to linear space when used as vertex color or uniform parameter.
/// To convert gamma, use `color::gamma_srgb_to_linear`.
///
/// For more information, see
/// https://github.com/PistonDevelopers/piston/issues/1014.
pub trait Graphics: Sized {
    /// The texture type associated with the back-end.
    ///
    /// In generic code, this type is often unknown.
    /// This might lead to more boilerplate code:
    ///
    /// ```
    /// use graphics::{Graphics, Context, ImageSize};
    ///
    /// fn draw_texture<G, T>(c: &Context, g: &mut G)
    ///     where G: Graphics<Texture = T>, T: ImageSize {
    ///     //...
    /// }
    /// ```
    ///
    /// Code written specifically for one back-end can be easier to write.
    /// Later, when the code is done, it can be refactored into generic code.
    type Texture: ImageSize;

    /// Clears background with a color.
    ///
    /// The color should replace the values in the buffer.
    ///
    /// Color space is sRGB.
    fn clear_color(&mut self, color: types::Color);

    /// Clears stencil buffer with a value, usually 0.
    ///
    /// A stencil buffer contains values that are not visible on the screen.
    /// These values are used to test against the pixel to paint.
    ///
    /// If you are drawing a shape for clipping and forgot to clear the
    /// stencil buffer, then the clipping shape will carry over in next frame
    /// and cause artifacts.
    fn clear_stencil(&mut self, value: u8);

    /// Renders list of 2d triangles using a solid color.
    ///
    /// All vertices share the same color.
    ///
    /// The back-end calls the closure with a closure to receive vertices.
    /// First, the back-end sets up shaders and such to prepare.
    /// Then it calls the closure, which calls back with chunks of vertices.
    /// The number of vertices per chunk never exceeds
    /// `BACK_END_MAX_VERTEX_COUNT`.
    /// Vertex positions are encoded `[[x0, y0], [x1, y1], ...]`.
    ///
    /// Color space is sRGB.
    fn tri_list<F>(&mut self, draw_state: &DrawState, color: &[f32; 4], f: F)
        where F: FnMut(&mut FnMut(&[[f32; 2]]));

    /// Renders list of 2d triangles using a color and a texture.
    ///
    /// All vertices share the same color.
    ///
    /// Tip: For objects of different colors, use grayscale textures.
    /// The texture color gets multiplied with the color.
    ///
    /// A texture coordinate is assigned per vertex (from [0, 0] to [1, 1]).
    ///
    /// The back-end calls the closure with a closure to receive vertices.
    /// First, the back-end sets up shaders and such to prepare.
    /// Then it calls the closure, which calls back with chunks of vertices.
    /// The number of vertices per chunk never exceeds
    /// `BACK_END_MAX_VERTEX_COUNT`.
    /// Vertex positions are encoded `[[x0, y0], [x1, y1], ...]`.
    /// Texture coordinates are encoded `[[u0, v0], [u1, v1], ...]`.
    ///
    /// Chunks uses separate buffer for vertex positions and texture coordinates.
    /// Arguments are `|vertices: &[f32], texture_coords: &[f32]`.
    ///
    /// Color space is sRGB.
    fn tri_list_uv<F>(&mut self,
                      draw_state: &DrawState,
                      color: &[f32; 4],
                      texture: &<Self as Graphics>::Texture,
                      f: F)
        where F: FnMut(&mut FnMut(&[[f32; 2]], &[[f32; 2]]));

    /// Draws a rectangle.
    ///
    /// Can be overriden in the back-end for higher performance.
    ///
    /// Instead of calling this directly, use `Rectangle::draw`.
    #[inline(always)]
    fn rectangle<R: Into<types::Rectangle>>(&mut self,
                                            r: &Rectangle,
                                            rectangle: R,
                                            draw_state: &DrawState,
                                            transform: Matrix2d) {
        r.draw_tri(rectangle, draw_state, transform, self);
    }

    /// Draws a polygon.
    ///
    /// Can be overridden in the back-end for higher performance.
    ///
    /// Instead of calling this directly, use `Polygon::draw`.
    #[inline(always)]
    fn polygon(&mut self,
               p: &Polygon,
               polygon: types::Polygon,
               draw_state: &DrawState,
               transform: Matrix2d) {
        p.draw_tri(polygon, draw_state, transform, self);
    }

    /// Draws a tweened polygon using linear interpolation.
    ///
    /// Can be overridden in the back-end for higher performance.
    ///
    /// Instead of calling this directly, use `Polygon::draw_tween_lerp`.
    #[inline(always)]
    fn polygon_tween_lerp(&mut self,
                          p: &Polygon,
                          polygons: types::Polygons,
                          tween_factor: Scalar,
                          draw_state: &DrawState,
                          transform: Matrix2d) {
        p.draw_tween_lerp_tri(polygons, tween_factor, draw_state, transform, self);
    }

    /// Draws image.
    ///
    /// Can be overridden in the back-end for higher performance.
    ///
    /// Instead of calling this directly, use `Image::draw`.
    #[inline(always)]
    fn image(&mut self,
             image: &Image,
             texture: &Self::Texture,
             draw_state: &DrawState,
             transform: Matrix2d) {
        image.draw_tri(texture, draw_state, transform, self);
    }

    /// Draws ellipse.
    ///
    /// Can be overridden in the back-end for higher performance.
    ///
    /// Instead of calling this directly, use `Ellipse::draw`.
    #[inline(always)]
    fn ellipse<R: Into<types::Rectangle>>(&mut self,
                                          e: &Ellipse,
                                          rectangle: R,
                                          draw_state: &DrawState,
                                          transform: Matrix2d) {
        e.draw_tri(rectangle, draw_state, transform, self);
    }

    /// Draws line.
    ///
    /// Can be overridden in the back-end for higher performance.
    ///
    /// Instead of calling this directly, use `Line::draw`.
    #[inline(always)]
    fn line<L: Into<types::Line>>(&mut self,
                                  l: &Line,
                                  line: L,
                                  draw_state: &DrawState,
                                  transform: Matrix2d) {
        l.draw_tri(line, draw_state, transform, self);
    }

    /// Draws circle arc.
    ///
    /// Can be overriden in the back-end for higher performance.
    ///
    /// Instead of calling this directly, use `CircleArc::draw`.
    #[inline(always)]
    fn circle_arc<R: Into<types::Rectangle>>(&mut self,
                                             c: &CircleArc,
                                             rectangle: R,
                                             draw_state: &DrawState,
                                             transform: Matrix2d) {
        c.draw_tri(rectangle, draw_state, transform, self);
    }
}