/*
 * (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 "NoCoastPlottingAttributes.h"
#include "CoastPlottingAttributes.h"
#include "BasicSceneObject.h"
#include "BasicGraphicsObject.h"
#include "UserPoint.h"
#include "Factory.h"
#include "MagTranslator.h"
#include "Polyline.h"
#include "Layer.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&);

	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
