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 the following text and disclaimers in all such redistributions of the Apple Software.
 Neither the name, trademarks, service marks or logos of Apple Computer, Inc. may be used
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 The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO WARRANTIES,
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 */

#include "wx/wxprec.h"

#if wxOSX_USE_COCOA_OR_CARBON

#include <CoreFoundation/CoreFoundation.h>
#include <ApplicationServices/ApplicationServices.h>
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>

#include "wx/osx/core/private.h"
#include "wx/osx/private/glgrab.h"

extern CGColorSpaceRef wxMacGetGenericRGBColorSpace();

/*
 * perform an in-place swap from Quadrant 1 to Quadrant III format
 * (upside-down PostScript/GL to right side up QD/CG raster format)
 * We do this in-place, which requires more copying, but will touch
 * only half the pages.  (Display grabs are BIG!)
 *
 * Pixel reformatting may optionally be done here if needed.
 */
static void swizzleBitmap(void * data, int rowBytes, int height)
{
    int top, bottom;
    void * buffer;
    void * topP;
    void * bottomP;
    void * base;


    top = 0;
    bottom = height - 1;
    base = data;
    buffer = malloc(rowBytes);


    while ( top < bottom )
    {
        topP = (void *)((top * rowBytes) + (intptr_t)base);
        bottomP = (void *)((bottom * rowBytes) + (intptr_t)base);


        /*
         * Save and swap scanlines.
         *
         * This code does a simple in-place exchange with a temp buffer.
         * If you need to reformat the pixels, replace the first two bcopy()
         * calls with your own custom pixel reformatter.
         */
        bcopy( topP, buffer, rowBytes );
        bcopy( bottomP, topP, rowBytes );
        bcopy( buffer, bottomP, rowBytes );

        ++top;
        --bottom;
    }
    free( buffer );
}


/*
 * Given a display ID and a rectangle on that display, generate a CGImageRef
 * containing the display contents.
 *
 * srcRect is display-origin relative.
 *
 * This function uses a full screen OpenGL read-only context.
 * By using OpenGL, we can read the screen using a DMA transfer
 * when it's in millions of colors mode, and we can correctly read
 * a microtiled full screen OpenGL context, such as a game or full
 * screen video display.
 *
 * Returns a CGImageRef. When you are done with the CGImageRef, release it
 * using CFRelease().
 * Returns NULL on an error.
 */

CGImageRef grabViaOpenGL(CGDirectDisplayID display, CGRect srcRect)
{
    CGContextRef bitmap;
    CGImageRef image;
    void * data;
    long bytewidth;
    GLint width, height;

    CGLContextObj    glContextObj;
    CGLPixelFormatObj pixelFormatObj ;
    GLint numPixelFormats ;
    CGLPixelFormatAttribute attribs[] =
    {
        kCGLPFAFullScreen,
        kCGLPFADisplayMask,
        (CGLPixelFormatAttribute) 0,    /* Display mask bit goes here */
        (CGLPixelFormatAttribute) 0
    } ;


    if ( display == kCGNullDirectDisplay )
        display = CGMainDisplayID();
    attribs[2] = (CGLPixelFormatAttribute) CGDisplayIDToOpenGLDisplayMask(display);


    /* Build a full-screen GL context */
    CGLChoosePixelFormat( attribs, &pixelFormatObj, &numPixelFormats );
    if ( pixelFormatObj == NULL )    // No full screen context support
        return NULL;
    CGLCreateContext( pixelFormatObj, NULL, &glContextObj ) ;
    CGLDestroyPixelFormat( pixelFormatObj ) ;
    if ( glContextObj == NULL )
        return NULL;


    CGLSetCurrentContext( glContextObj ) ;
    CGLSetFullScreen( glContextObj ) ;


    glReadBuffer(GL_FRONT);


    width = (GLint)srcRect.size.width;
    height = (GLint)srcRect.size.height;


    bytewidth = width * 4; // Assume 4 bytes/pixel for now
    bytewidth = (bytewidth + 3) & ~3; // Align to 4 bytes

    /* Build bitmap context */
    data = malloc(height * bytewidth);
    if ( data == NULL )
    {
        CGLSetCurrentContext( NULL );
        CGLClearDrawable( glContextObj ); // disassociate from full screen
        CGLDestroyContext( glContextObj ); // and destroy the context
        return NULL;
    }
    bitmap = CGBitmapContextCreate(data, width, height, 8, bytewidth,
                                   wxMacGetGenericRGBColorSpace(), kCGImageAlphaNoneSkipFirst /* XRGB */);


    /* Read framebuffer into our bitmap */
    glFinish(); /* Finish all OpenGL commands */
    glPixelStorei(GL_PACK_ALIGNMENT, 4); /* Force 4-byte alignment */
    glPixelStorei(GL_PACK_ROW_LENGTH, 0);
    glPixelStorei(GL_PACK_SKIP_ROWS, 0);
    glPixelStorei(GL_PACK_SKIP_PIXELS, 0);

    /*
     * Fetch the data in XRGB format, matching the bitmap context.
     */
    glReadPixels((GLint)srcRect.origin.x, (GLint)srcRect.origin.y, width, height,
                 GL_BGRA,
#ifdef __BIG_ENDIAN__
                 GL_UNSIGNED_INT_8_8_8_8_REV, // for PPC
#else
                 GL_UNSIGNED_INT_8_8_8_8, // for Intel! http://lists.apple.com/archives/quartz-dev/2006/May/msg00100.html
#endif
                 data);
    /*
     * glReadPixels generates a quadrant I raster, with origin in the lower left
     * This isn't a problem for signal processing routines such as compressors,
     * as they can simply use a negative 'advance' to move between scanlines.
     * CGImageRef and CGBitmapContext assume a quadrant III raster, though, so we need to
     * invert it. Pixel reformatting can also be done here.
     */
    swizzleBitmap(data, bytewidth, height);


    /* Make an image out of our bitmap; does a cheap vm_copy of the bitmap */
    image = CGBitmapContextCreateImage(bitmap);

    /* Get rid of bitmap */
    CFRelease(bitmap);
    free(data);


    /* Get rid of GL context */
    CGLSetCurrentContext( NULL );
    CGLClearDrawable( glContextObj ); // disassociate from full screen
    CGLDestroyContext( glContextObj ); // and destroy the context

    /* Returned image has a reference count of 1 */
    return image;
}

#endif
