(function() {

  /**
   * PencilBrush class
   * @class fabric.PencilBrush
   * @extends fabric.BaseBrush
   */
  fabric.PencilBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.PencilBrush.prototype */ {

    /**
     * Constructor
     * @param {fabric.Canvas} canvas
     * @return {fabric.PencilBrush} Instance of a pencil brush
     */
    initialize: function(canvas) {
      this.canvas = canvas;
      this._points = [];
    },

    /**
     * Invoked inside on mouse down and mouse move
     * @param {Object} pointer
     */
    _drawSegment: function (ctx, p1, p2) {
      var midPoint = p1.midPointFrom(p2);
      ctx.quadraticCurveTo(p1.x, p1.y, midPoint.x, midPoint.y);
      return midPoint;
    },

    /**
     * Inovoked on mouse down
     * @param {Object} pointer
     */
    onMouseDown: function(pointer) {
      this._prepareForDrawing(pointer);
      // capture coordinates immediately
      // this allows to draw dots (when movement never occurs)
      this._captureDrawingPath(pointer);
      this._render();
    },

    /**
     * Inovoked on mouse move
     * @param {Object} pointer
     */
    onMouseMove: function(pointer) {
      if (this._captureDrawingPath(pointer) && this._points.length > 1) {
        if (this.needsFullRender) {
          // redraw curve
          // clear top canvas
          this.canvas.clearContext(this.canvas.contextTop);
          this._render();
        }
        else {
          var points = this._points, length = points.length, ctx = this.canvas.contextTop;
          // draw the curve update
          this._saveAndTransform(ctx);
          if (this.oldEnd) {
            ctx.beginPath();
            ctx.moveTo(this.oldEnd.x, this.oldEnd.y);
          }
          this.oldEnd = this._drawSegment(ctx, points[length - 2], points[length - 1], true);
          ctx.stroke();
          ctx.restore();
        }
      }
    },

    /**
     * Invoked on mouse up
     */
    onMouseUp: function() {
      this.oldEnd = undefined;
      this._finalizeAndAddPath();
    },

    /**
     * @private
     * @param {Object} pointer Actual mouse position related to the canvas.
     */
    _prepareForDrawing: function(pointer) {

      var p = new fabric.Point(pointer.x, pointer.y);

      this._reset();
      this._addPoint(p);
      this.canvas.contextTop.moveTo(p.x, p.y);
    },

    /**
     * @private
     * @param {fabric.Point} point Point to be added to points array
     */
    _addPoint: function(point) {
      if (this._points.length > 1 && point.eq(this._points[this._points.length - 1])) {
        return false;
      }
      this._points.push(point);
      return true;
    },

    /**
     * Clear points array and set contextTop canvas style.
     * @private
     */
    _reset: function() {
      this._points.length = 0;
      this._setBrushStyles();
      var color = new fabric.Color(this.color);
      this.needsFullRender = (color.getAlpha() < 1);
      this._setShadow();
    },

    /**
     * @private
     * @param {Object} pointer Actual mouse position related to the canvas.
     */
    _captureDrawingPath: function(pointer) {
      var pointerPoint = new fabric.Point(pointer.x, pointer.y);
      return this._addPoint(pointerPoint);
    },

    /**
     * Draw a smooth path on the topCanvas using quadraticCurveTo
     * @private
     */
    _render: function() {
      var ctx  = this.canvas.contextTop, i, len,
          p1 = this._points[0],
          p2 = this._points[1];

      this._saveAndTransform(ctx);
      ctx.beginPath();
      //if we only have 2 points in the path and they are the same
      //it means that the user only clicked the canvas without moving the mouse
      //then we should be drawing a dot. A path isn't drawn between two identical dots
      //that's why we set them apart a bit
      if (this._points.length === 2 && p1.x === p2.x && p1.y === p2.y) {
        var width = this.width / 1000;
        p1 = new fabric.Point(p1.x, p1.y);
        p2 = new fabric.Point(p2.x, p2.y);
        p1.x -= width;
        p2.x += width;
      }
      ctx.moveTo(p1.x, p1.y);

      for (i = 1, len = this._points.length; i < len; i++) {
        // we pick the point between pi + 1 & pi + 2 as the
        // end point and p1 as our control point.
        this._drawSegment(ctx, p1, p2);
        p1 = this._points[i];
        p2 = this._points[i + 1];
      }
      // Draw last line as a straight line while
      // we wait for the next point to be able to calculate
      // the bezier control point
      ctx.lineTo(p1.x, p1.y);
      ctx.stroke();
      ctx.restore();
    },

    /**
     * Converts points to SVG path
     * @param {Array} points Array of points
     * @return {String} SVG path
     */
    convertPointsToSVGPath: function(points) {
      var path = [], i, width = this.width / 1000,
          p1 = new fabric.Point(points[0].x, points[0].y),
          p2 = new fabric.Point(points[1].x, points[1].y),
          len = points.length, multSignX = 1, multSignY = 1, manyPoints = len > 2;

      if (manyPoints) {
        multSignX = points[2].x < p2.x ? -1 : points[2].x === p2.x ? 0 : 1;
        multSignY = points[2].y < p2.y ? -1 : points[2].y === p2.y ? 0 : 1;
      }
      path.push('M ', p1.x - multSignX * width, ' ', p1.y - multSignY * width, ' ');
      for (i = 1; i < len; i++) {
        if (!p1.eq(p2)) {
          var midPoint = p1.midPointFrom(p2);
          // p1 is our bezier control point
          // midpoint is our endpoint
          // start point is p(i-1) value.
          path.push('Q ', p1.x, ' ', p1.y, ' ', midPoint.x, ' ', midPoint.y, ' ');
        }
        p1 = points[i];
        if ((i + 1) < points.length) {
          p2 = points[i + 1];
        }
      }
      if (manyPoints) {
        multSignX = p1.x > points[i - 2].x ? 1 : p1.x === points[i - 2].x ? 0 : -1;
        multSignY = p1.y > points[i - 2].y ? 1 : p1.y === points[i - 2].y ? 0 : -1;
      }
      path.push('L ', p1.x + multSignX * width, ' ', p1.y + multSignY * width);
      return path;
    },

    /**
     * Creates fabric.Path object to add on canvas
     * @param {String} pathData Path data
     * @return {fabric.Path} Path to add on canvas
     */
    createPath: function(pathData) {
      var path = new fabric.Path(pathData, {
        fill: null,
        stroke: this.color,
        strokeWidth: this.width,
        strokeLineCap: this.strokeLineCap,
        strokeMiterLimit: this.strokeMiterLimit,
        strokeLineJoin: this.strokeLineJoin,
        strokeDashArray: this.strokeDashArray,
      });
      var position = new fabric.Point(path.left + path.width / 2, path.top + path.height / 2);
      position = path.translateToGivenOrigin(position, 'center', 'center', path.originX, path.originY);
      path.top = position.y;
      path.left = position.x;
      if (this.shadow) {
        this.shadow.affectStroke = true;
        path.setShadow(this.shadow);
      }

      return path;
    },

    /**
     * On mouseup after drawing the path on contextTop canvas
     * we use the points captured to create an new fabric path object
     * and add it to the fabric canvas.
     */
    _finalizeAndAddPath: function() {
      var ctx = this.canvas.contextTop;
      ctx.closePath();

      var pathData = this.convertPointsToSVGPath(this._points).join('');
      if (pathData === 'M 0 0 Q 0 0 0 0 L 0 0') {
        // do not create 0 width/height paths, as they are
        // rendered inconsistently across browsers
        // Firefox 4, for example, renders a dot,
        // whereas Chrome 10 renders nothing
        this.canvas.requestRenderAll();
        return;
      }

      var path = this.createPath(pathData);
      this.canvas.clearContext(this.canvas.contextTop);
      this.canvas.add(path);
      this.canvas.renderAll();
      path.setCoords();
      this._resetShadow();


      // fire event 'path' created
      this.canvas.fire('path:created', { path: path });
    }
  });
})();
