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use gst;
use gl;
use gl::{Renderer, traits::Renderer as RendererT, Renderer2d};
use ::VideoAppSink;
use ::Frame;
use ::Video;
use std::sync::mpsc::{TryRecvError,RecvError};
use std::rc::Rc;
use na::*;
use util;
use graphics::{self, CoordinateOrigin};
use gl::RenderSurface;

pub struct Grabber{
    appsink: VideoAppSink,
}

impl Grabber{
    pub fn new(width: i32, height: i32, fps: i32, gl: &mut gl::Renderer) -> util::Result<Grabber>{
		Grabber::new_with_format(width, height, fps, None, gl)
    }

    pub fn new_with_format(width: i32, height: i32, fps: i32, out_format: Option<&str>, gl: &mut gl::Renderer) -> util::Result<Grabber>{
        gst::init();
		gst::mainloop::spawn();
        let pipeline_str = vec!("v4l2src ! video/x-raw,width=".to_string(), width.to_string(),
								",height=".to_string(), height.to_string(),
								",framerate=".to_string(), fps.to_string(),
								"/1 ! videoconvert ! videorate".to_string()).concat();

        match VideoAppSink::new_from_str(pipeline_str.as_ref(),false,out_format,gl){
			Ok(appsink) => {
				let mut grabber = Grabber{ appsink: appsink };
				grabber.appsink.start_pipeline();
				grabber.play();
				Ok(grabber)
			}

			Err(err) => {
				Err(util::Error::with_cause("grabber: couldn't create VideoAppsink",err))
			}
		}
    }

    pub fn play(&mut self) {
        self.appsink.play();
    }

    pub fn pause(&mut self){
        self.appsink.pause();
    }

    pub fn stop(&mut self){
        self.appsink.set_ready_state();
    }

    pub fn is_paused(&self) -> bool{
        self.appsink.is_paused()
    }

    pub fn is_stopped(&self) -> bool{
        self.appsink.is_ready_state()
    }

    pub fn appsink(&self) -> &VideoAppSink{
        &self.appsink
    }

    pub fn appsink_mut(&mut self) -> &mut VideoAppSink{
        &mut self.appsink
    }
}

impl Video for Grabber{
    fn recv_frame(&self) -> Result<Rc<Frame>,RecvError>{
        self.appsink.recv_frame()
    }

    fn try_recv_frame(&self) -> Result<Rc<Frame>,TryRecvError>{
        self.appsink.try_recv_frame()
    }

    fn recv_last_frame(&self) -> Result<Rc<Frame>,RecvError>{
        self.appsink.recv_last_frame()
    }

    fn try_recv_last_frame(&self) -> Result<Rc<Frame>,TryRecvError>{
        self.appsink.try_recv_last_frame()
    }

    fn update(&mut self){
        self.appsink.update();
    }

    fn last_frame(&self) -> Option<&Rc<Frame>>{
        self.appsink.last_frame()
    }

    fn width(&self) -> i32{
        self.appsink.width()
    }

    fn height(&self) -> i32{
        self.appsink.height()
    }

    fn fps(&self) -> f64{
        self.appsink.fps()
    }

    // TODO: calculate the real framerate, probably on the appsink
    fn real_fps(&self) -> f64{
        self.appsink.fps()
    }
}


impl<'a> gl::Render2d for &'a ::Grabber{
    type Material = ::frame::Material<'a>;
    fn default_material(&self) -> ::frame::Material<'a>{
        // self.last_frame().unwrap().default_material()
        ::frame::Material::new(&self.last_frame().unwrap())
    }

    fn render<R: RenderSurface>(&self, renderer: &Renderer<R>, pos: &Pnt2){
        if let Some(frame) = self.last_frame(){
            self.render_size_with_material(renderer, pos, &convert(frame.size()), &self.default_material());
        }
    }

    fn render_size<R: RenderSurface>(&self, renderer: &Renderer<R>, pos: &Pnt2, size: &Vec2){
        if let Some(_frame) = self.last_frame(){
            self.render_size_with_material(renderer, pos, size, &self.default_material());
        }
    }

    fn render_with_material<R: RenderSurface, M: gl::Material>(&self, renderer: &Renderer<R>, pos: &Pnt2, material: &M){
        if let Some(frame) = self.last_frame(){
            self.render_size_with_material(renderer, pos, &convert(frame.size()), material)
        }
    }

    fn render_size_with_material<R: RenderSurface, M: gl::Material>(&self, renderer: &Renderer<R>, pos: &Pnt2, size: &Vec2, material: &M){
        if let Some(_frame) = self.last_frame(){
            let quad = match renderer.origin() {
                CoordinateOrigin::TopLeft | CoordinateOrigin::CenterDown =>
                    graphics::rectangle_texcoords(pos.x,pos.y,size.x,size.y,0.0,1.0,1.0,0.0),
                CoordinateOrigin::BottomLeft | CoordinateOrigin::CenterUp =>
                    graphics::rectangle_texcoords(pos.x,pos.y,size.x,size.y,0.0,0.0,1.0,1.0),
            };
            renderer.draw_mesh_with_material(&quad, material);
        }
    }
}