/*
 * This file is part of the Dash-To-Panel extension for Gnome 3
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 *
 * Credits:
 * This file is based on code from the Dash to Dock extension by micheleg
 * and code from the Taskbar extension by Zorin OS
 * Some code was also adapted from the upstream Gnome Shell source code.
 */

import Clutter from 'gi://Clutter';
import Cogl from 'gi://Cogl';
import GdkPixbuf from 'gi://GdkPixbuf';
import Gio from 'gi://Gio';
import GLib from 'gi://GLib';
import Graphene from 'gi://Graphene';
import Meta from 'gi://Meta';
import Shell from 'gi://Shell';
import St from 'gi://St';
import * as Util from 'resource:///org/gnome/shell/misc/util.js';
import * as Main from 'resource:///org/gnome/shell/ui/main.js';
import * as MessageTray from 'resource:///org/gnome/shell/ui/messageTray.js';

const SCROLL_TIME = Util.SCROLL_TIME / (Util.SCROLL_TIME > 1 ? 1000 : 1);

// simplify global signals and function injections handling
// abstract class
export const  BasicHandler = class {

    constructor() {
        this._storage = new Object();
    }

    add(/*unlimited 3-long array arguments*/){

        // convert arguments object to array, concatenate with generic
        let args = [].concat('generic', [].slice.call(arguments));
        // call addWithLabel with ags as if they were passed arguments
        this.addWithLabel.apply(this, args);
    }

    destroy() {
        for( let label in this._storage )
            this.removeWithLabel(label);
    }

    addWithLabel( label /* plus unlimited 3-long array arguments*/) {

        if(this._storage[label] == undefined)
            this._storage[label] = new Array();

        // skip first element of the arguments
        for( let i = 1; i < arguments.length; i++ ) {
            let item = this._storage[label];
            let handlers = this._create(arguments[i]);

            for (let j = 0, l = handlers.length; j < l; ++j) {
                item.push(handlers[j]);
            }
        }

    }

    removeWithLabel(label){

        if(this._storage[label]) {
            for( let i = 0; i < this._storage[label].length; i++ ) {
                this._remove(this._storage[label][i]);
            }

            delete this._storage[label];
        }
    }

    /* Virtual methods to be implemented by subclass */
    // create single element to be stored in the storage structure
    _create(item){
      throw new Error('no implementation of _create in ' + this);
    }

    // correctly delete single element
    _remove(item){
      throw new Error('no implementation of _remove in ' + this);
    }
}

// Manage global signals
export const GlobalSignalsHandler = class extends BasicHandler {

    _create(item) {
        let handlers = [];

        item[1] = [].concat(item[1]);

        for (let i = 0, l = item[1].length; i < l; ++i) {
            let object = item[0];
            let event = item[1][i];
            let callback = item[2]
            try {
                let id = object.connect(event, callback);

                handlers.push([object, id]);
            } catch (e) 
            {

            }
        }

        return handlers;
    }

    _remove(item){
       item[0].disconnect(item[1]);
    }
};

/**
 * Manage function injection: both instances and prototype can be overridden
 * and restored
 */
export const InjectionsHandler = class extends BasicHandler {

    _create(item) {
        let object = item[0];
        let name = item[1];
        let injectedFunction = item[2];
        let original = object[name];

        object[name] = injectedFunction;
        return [[object, name, injectedFunction, original]];
    }

    _remove(item) {
        let object = item[0];
        let name = item[1];
        let original = item[3];
        object[name] = original;
    }
};

/**
 * Manage timeouts: the added timeouts have their id reset on completion
 */
export const TimeoutsHandler = class extends BasicHandler {

    _create(item) {
        let name = item[0];
        let delay = item[1];
        let timeoutHandler = item[2];

        this._remove(item);

        this[name] = GLib.timeout_add(GLib.PRIORITY_DEFAULT, delay, () => {
            this[name] = 0;
            timeoutHandler();

            return GLib.SOURCE_REMOVE;
        });

        return [[name]];
    }

    remove(name) {
        this._remove([name])
    }

    _remove(item) {
        let name = item[0];

        if (this[name]) {
            GLib.Source.remove(this[name]);
            this[name] = 0;
        }
    }

    getId(name) {
        return this[name] ? this[name] : 0;
    }
};

// This is wrapper to maintain compatibility with GNOME-Shell 3.30+ as well as
// previous versions.
export const DisplayWrapper = {
    getScreen() {
        return global.screen || global.display;
    },

    getWorkspaceManager() {
        return global.screen || global.workspace_manager;
    },

    getMonitorManager() {
        return global.screen || global.backend.get_monitor_manager();
    }
};

let unredirectEnabled = true
export const setDisplayUnredirect = (enable) => {
    if (enable && !unredirectEnabled)
        Meta.enable_unredirect_for_display(global.display);
    else if (!enable && unredirectEnabled)
        Meta.disable_unredirect_for_display(global.display);

    unredirectEnabled = enable;
};

export const getSystemMenuInfo = function() {
    return {
        name: 'quickSettings',
        constructor: Main.panel.statusArea.quickSettings.constructor
    };
}

export const getCurrentWorkspace = function() {
    return DisplayWrapper.getWorkspaceManager().get_active_workspace();
};

export const getWorkspaceByIndex = function(index) {
    return DisplayWrapper.getWorkspaceManager().get_workspace_by_index(index);
};

export const getWorkspaceCount = function() {
    return DisplayWrapper.getWorkspaceManager().n_workspaces;
};

export const getStageTheme = function() {
    return St.ThemeContext.get_for_stage(global.stage);
};

export const getScaleFactor = function() {
    return getStageTheme().scale_factor || 1;
};

export const findIndex = function(array, predicate) {
    if (array) {
        if (Array.prototype.findIndex) {
            return array.findIndex(predicate);
        }

        for (let i = 0, l = array.length; i < l; ++i) {
            if (predicate(array[i])) {
                return i;
            }
        }
    }

    return -1;
};

export const find = function(array, predicate) {
    let index = findIndex(array, predicate);

    if (index > -1) {
        return array[index];
    }
};

export const mergeObjects = function(main, bck) {
    for (const prop in bck) {
        if (!main.hasOwnProperty(prop) && bck.hasOwnProperty(prop)) {
            main[prop] = bck[prop];
        }
    }

    return main;
};

export const getTrackedActorData = (actor) => {
    let trackedIndex = Main.layoutManager._findActor(actor);
    
    if (trackedIndex >= 0)
        return Main.layoutManager._trackedActors[trackedIndex]
}

export const getTransformedAllocation = function(actor) {
    let extents = actor.get_transformed_extents();
    let topLeft = extents.get_top_left();
    let bottomRight = extents.get_bottom_right();

    return { x1: topLeft.x, x2: bottomRight.x, y1: topLeft.y, y2: bottomRight.y };
};

export const setClip = function(actor, x, y, width, height) {
    actor.set_clip(0, 0, width, height);
    actor.set_position(x, y);
    actor.set_size(width, height);
};

export const addKeybinding = function(key, settings, handler, modes) {
    if (!Main.wm._allowedKeybindings[key]) {
        Main.wm.addKeybinding(
            key, 
            settings,
            Meta.KeyBindingFlags.NONE,
            modes || (Shell.ActionMode.NORMAL | Shell.ActionMode.OVERVIEW),
            handler
        );
    }
};

export const removeKeybinding = function(key) {
    if (Main.wm._allowedKeybindings[key]) {
        Main.wm.removeKeybinding(key);
    }
};

export const getrgbColor = function(color) {
    color = typeof color === 'string' ? ColorUtils.color_from_string(color)[1] : color;

    return { red: color.red, green: color.green, blue: color.blue };
};

export const getrgbaColor = function(color, alpha, offset) {
    if (alpha <= 0) {
        return 'transparent; ';
    }

    let rgb = getrgbColor(color);

    if (offset) {
        ['red', 'green', 'blue'].forEach(k => {
            rgb[k] = Math.min(255, Math.max(0, rgb[k] + offset));

            if (rgb[k] == color[k]) {
                rgb[k] = Math.min(255, Math.max(0, rgb[k] - offset));
            }
        });
    }

    return 'rgba(' + rgb.red + ',' + rgb.green + ',' + rgb.blue + ',' + (Math.floor(alpha * 100) * 0.01) + '); ' ;
};

export const checkIfColorIsBright = function(color) {
    let rgb = getrgbColor(color);
    let brightness = 0.2126 * rgb.red + 0.7152 * rgb.green + 0.0722 * rgb.blue;

    return brightness > 128;
};

export const getMouseScrollDirection = function(event) {
    let direction;

    switch (event.get_scroll_direction()) {
        case Clutter.ScrollDirection.UP:
        case Clutter.ScrollDirection.LEFT:
            direction = 'up';
            break;
        case Clutter.ScrollDirection.DOWN:
        case Clutter.ScrollDirection.RIGHT:
            direction = 'down';
            break;
    }

    return direction;
};

export const checkIfWindowHasTransient = function(window) {
    let hasTransient;

    window.foreach_transient(t => !(hasTransient = true));

    return hasTransient;
};

export const activateSiblingWindow = function(windows, direction, startWindow) {
    let windowIndex = windows.indexOf(global.display.focus_window);
    let nextWindowIndex = windowIndex < 0 ?
                          startWindow ? windows.indexOf(startWindow) : 0 : 
                          windowIndex + (direction == 'up' ? -1 : 1);

    if (nextWindowIndex == windows.length) {
        nextWindowIndex = 0;
    } else if (nextWindowIndex < 0) {
        nextWindowIndex = windows.length - 1;
    }

    if (windowIndex != nextWindowIndex) {
        Main.activateWindow(windows[nextWindowIndex]);
    }
};

export const animateWindowOpacity = function(window, tweenOpts) {
    //there currently is a mutter bug with the windowactor opacity, starting with 3.34
    //https://gitlab.gnome.org/GNOME/mutter/issues/836

    //since 3.36, a workaround is to use the windowactor's child for the fade animation
    //this leaves a "shadow" on the desktop, so the windowactor needs to be hidden
    //when the animation is complete
    let visible = tweenOpts.opacity > 0;
    let windowActor = window;
    let initialOpacity = window.opacity;

    window = windowActor.get_first_child() || windowActor;

    if (!windowActor.visible && visible) {
        window.opacity = 0;
        windowActor.visible = visible;
        tweenOpts.opacity = Math.min(initialOpacity, tweenOpts.opacity);
    }
    
    if (!visible) {
        tweenOpts.onComplete = () => { 
            windowActor.visible = visible; 
            window.opacity = initialOpacity; 
        };
    }

    animate(window, tweenOpts);
};

export const animate = function(actor, options) {
    //the original animations used Tweener instead of Clutter animations, so we
    //use "time" and "delay" properties defined in seconds, as opposed to Clutter 
    //animations "duration" and "delay" which are defined in milliseconds
    if (options.delay) {
        options.delay = options.delay * 1000;
    }

    options.duration = options.time * 1000;
    delete options.time;

    if (options.transition) {
        //map Tweener easing equations to Clutter animation modes
        options.mode = {
            'easeInCubic': Clutter.AnimationMode.EASE_IN_CUBIC,
            'easeInOutCubic': Clutter.AnimationMode.EASE_IN_OUT_CUBIC,
            'easeInOutQuad': Clutter.AnimationMode.EASE_IN_OUT_QUAD,
            'easeOutQuad': Clutter.AnimationMode.EASE_OUT_QUAD
        }[options.transition] || Clutter.AnimationMode.LINEAR;

        delete options.transition;
    }

    let params = [options];

    if ('value' in options && actor instanceof St.Adjustment) {
        params.unshift(options.value);
        delete options.value;
    }

    actor.ease.apply(actor, params);
}

export const isAnimating = function(actor, prop) {
    return !!actor.get_transition(prop);
}

export const stopAnimations = function(actor) {
    actor.remove_all_transitions();
}

export const getIndicators = function(delegate) {
    if (delegate instanceof St.BoxLayout) {
        return delegate;
    }

    return delegate.indicators;
}

export const getPoint = function(coords) {
    return new Graphene.Point(coords);
}

export const notify = function(text, iconName, action, isTransient) {
    let source = new MessageTray.SystemNotificationSource();
    let notification = new MessageTray.Notification(source, 'Dash to Panel', text);
    let notifyFunc = source.showNotification || source.notify;
    
    if (iconName) {
        source.createIcon = function() {
            return new St.Icon({ icon_name: iconName });
        };
    }   

    if (action) {
        if (!(action instanceof Array)) {
            action = [action];
        }

        action.forEach(a => notification.addAction(a.text, a.func));
    }

    Main.messageTray.add(source);

    notification.setTransient(isTransient);
    notifyFunc.call(source, notification);
};

/*
 * This is a copy of the same function in utils.js, but also adjust horizontal scrolling
 * and perform few further cheks on the current value to avoid changing the values when
 * it would be clamp to the current one in any case.
 * Return the amount of shift applied
*/
export const ensureActorVisibleInScrollView = function(scrollView, actor, fadeSize, onComplete) {
    const vadjustment = scrollView.vadjustment;
    const hadjustment = scrollView.hadjustment;
    let [vvalue, vlower, vupper, vstepIncrement, vpageIncrement, vpageSize] = vadjustment.get_values();
    let [hvalue, hlower, hupper, hstepIncrement, hpageIncrement, hpageSize] = hadjustment.get_values();

    let [hvalue0, vvalue0] = [hvalue, vvalue];

    let voffset = fadeSize;
    let hoffset = fadeSize;
    
    let box = actor.get_allocation_box();
    let y1 = box.y1, y2 = box.y2, x1 = box.x1, x2 = box.x2;

    let parent = actor.get_parent();
    while (parent != scrollView) {
        if (!parent)
            throw new Error("actor not in scroll view");

        let box = parent.get_allocation_box();
        y1 += box.y1;
        y2 += box.y1;
        x1 += box.x1;
        x2 += box.x1;
        parent = parent.get_parent();
    }

    if (y1 < vvalue + voffset)
        vvalue = Math.max(0, y1 - voffset);
    else if (vvalue < vupper - vpageSize && y2 > vvalue + vpageSize - voffset)
        vvalue = Math.min(vupper -vpageSize, y2 + voffset - vpageSize);

    if (x1 < hvalue + hoffset)
        hvalue = Math.max(0, x1 - hoffset);
    else if (hvalue < hupper - hpageSize && x2 > hvalue + hpageSize - hoffset)
        hvalue = Math.min(hupper - hpageSize, x2 + hoffset - hpageSize);

    let tweenOpts = {
        time: SCROLL_TIME,
        onComplete: onComplete || (() => {}),
        transition: 'easeOutQuad'
    };

    if (vvalue !== vvalue0) {
        animate(vadjustment, mergeObjects(tweenOpts, { value: vvalue }));
    }

    if (hvalue !== hvalue0) {
        animate(hadjustment, mergeObjects(tweenOpts, { value: hvalue }));
    }

    return [hvalue- hvalue0, vvalue - vvalue0];
}
 
/**
 *  ColorUtils is adapted from https://github.com/micheleg/dash-to-dock
 */
let colorNs = Clutter.Color ? Clutter : Cogl

export const ColorUtils = {
    color_from_string: colorNs.color_from_string,
    Color: colorNs.Color,

    colorLuminance(r, g, b, dlum) {
        // Darken or brighten color by a fraction dlum
        // Each rgb value is modified by the same fraction.
        // Return "#rrggbb" strin

        let rgbString = '#';

        rgbString += ColorUtils._decimalToHex(Math.round(Math.min(Math.max(r*(1+dlum), 0), 255)), 2);
        rgbString += ColorUtils._decimalToHex(Math.round(Math.min(Math.max(g*(1+dlum), 0), 255)), 2);
        rgbString += ColorUtils._decimalToHex(Math.round(Math.min(Math.max(b*(1+dlum), 0), 255)), 2);

        return rgbString;
    },

    _decimalToHex(d, padding) {
        // Convert decimal to an hexadecimal string adding the desired padding

        let hex = d.toString(16);
        while (hex.length < padding)
            hex = '0'+ hex;
        return hex;
    },

    HSVtoRGB(h, s, v) {
        // Convert hsv ([0-1, 0-1, 0-1]) to rgb ([0-255, 0-255, 0-255]).
        // Following algorithm in https://en.wikipedia.org/wiki/HSL_and_HSV
        // here with h = [0,1] instead of [0, 360]
        // Accept either (h,s,v) independently or  {h:h, s:s, v:v} object.
        // Return {r:r, g:g, b:b} object.

        if (arguments.length === 1) {
            s = h.s;
            v = h.v;
            h = h.h;
        }

        let r,g,b;
        let c = v*s;
        let h1 = h*6;
        let x = c*(1 - Math.abs(h1 % 2 - 1));
        let m = v - c;

        if (h1 <=1)
            r = c + m, g = x + m, b = m;
        else if (h1 <=2)
            r = x + m, g = c + m, b = m;
        else if (h1 <=3)
            r = m, g = c + m, b = x + m;
        else if (h1 <=4)
            r = m, g = x + m, b = c + m;
        else if (h1 <=5)
            r = x + m, g = m, b = c + m;
        else
            r = c + m, g = m, b = x + m;

        return {
            r: Math.round(r * 255),
            g: Math.round(g * 255),
            b: Math.round(b * 255)
        };
    },

    RGBtoHSV(r, g, b) {
        // Convert rgb ([0-255, 0-255, 0-255]) to hsv ([0-1, 0-1, 0-1]).
        // Following algorithm in https://en.wikipedia.org/wiki/HSL_and_HSV
        // here with h = [0,1] instead of [0, 360]
        // Accept either (r,g,b) independently or {r:r, g:g, b:b} object.
        // Return {h:h, s:s, v:v} object.

        if (arguments.length === 1) {
            r = r.r;
            g = r.g;
            b = r.b;
        }

        let h,s,v;

        let M = Math.max(r, g, b);
        let m = Math.min(r, g, b);
        let c = M - m;

        if (c == 0)
            h = 0;
        else if (M == r)
            h = ((g-b)/c) % 6;
        else if (M == g)
            h = (b-r)/c + 2;
        else
            h = (r-g)/c + 4;

        h = h/6;
        v = M/255;
        if (M !== 0)
            s = c/M;
        else
            s = 0;

        return {h: h, s: s, v: v};
    }
};

/**
 *  DominantColorExtractor is adapted from https://github.com/micheleg/dash-to-dock
 */
let themeLoader = null;
let iconCacheMap = new Map();
const MAX_CACHED_ITEMS = 1000;
const BATCH_SIZE_TO_DELETE = 50;
const DOMINANT_COLOR_ICON_SIZE = 64;

export const DominantColorExtractor = class {

    constructor(app){
        this._app = app;
    }

    /**
     * Try to get the pixel buffer for the current icon, if not fail gracefully
     */
    _getIconPixBuf() {
        let iconTexture = this._app.create_icon_texture(16);

        if (themeLoader === null) {
            themeLoader = new St.IconTheme();
        }

        // Unable to load the icon texture, use fallback
        if (iconTexture instanceof St.Icon === false) {
            return null;
        }

        iconTexture = iconTexture.get_gicon();

        // Unable to load the icon texture, use fallback
        if (iconTexture === null) {
            return null;
        }

        if (iconTexture instanceof Gio.FileIcon) {
            // Use GdkPixBuf to load the pixel buffer from the provided file path
            return GdkPixbuf.Pixbuf.new_from_file(iconTexture.get_file().get_path());
        }

        // Get the pixel buffer from the icon theme
        if (iconTexture instanceof Gio.ThemedIcon) {
            let icon_info = themeLoader.lookup_icon(iconTexture.get_names()[0],
                DOMINANT_COLOR_ICON_SIZE, 0);
            
            if (icon_info !== null) {
                return icon_info.load_icon();
            }
        }

        return null;
    }

    /**
     * The backlight color choosing algorithm was mostly ported to javascript from the
     * Unity7 C++ source of Canonicals:
     * https://bazaar.launchpad.net/~unity-team/unity/trunk/view/head:/launcher/LauncherIcon.cpp
     * so it more or less works the same way.
     */
    _getColorPalette() {
        if (iconCacheMap.get(this._app.get_id())) {
            // We already know the answer
            return iconCacheMap.get(this._app.get_id());
        }

        let pixBuf = this._getIconPixBuf();
        if (pixBuf == null)
            return null;

        let pixels = pixBuf.get_pixels(),
            offset = 0;

        let total  = 0,
            rTotal = 0,
            gTotal = 0,
            bTotal = 0;

        let resample_y = 1,
            resample_x = 1;

        // Resampling of large icons
        // We resample icons larger than twice the desired size, as the resampling
        // to a size s
        // DOMINANT_COLOR_ICON_SIZE < s < 2*DOMINANT_COLOR_ICON_SIZE,
        // most of the case exactly DOMINANT_COLOR_ICON_SIZE as the icon size is tipycally
        // a multiple of it.
        let width = pixBuf.get_width();
        let height = pixBuf.get_height();

        // Resample
        if (height >= 2* DOMINANT_COLOR_ICON_SIZE)
            resample_y = Math.floor(height/DOMINANT_COLOR_ICON_SIZE);

        if (width >= 2* DOMINANT_COLOR_ICON_SIZE)
            resample_x = Math.floor(width/DOMINANT_COLOR_ICON_SIZE);

        if (resample_x !==1 || resample_y !== 1)
            pixels = this._resamplePixels(pixels, resample_x, resample_y);

        // computing the limit outside the for (where it would be repeated at each iteration)
        // for performance reasons
        let limit = pixels.length;
        for (let offset = 0; offset < limit; offset+=4) {
            let r = pixels[offset],
                g = pixels[offset + 1],
                b = pixels[offset + 2],
                a = pixels[offset + 3];

            let saturation = (Math.max(r,g, b) - Math.min(r,g, b));
            let relevance  = 0.1 * 255 * 255 + 0.9 * a * saturation;

            rTotal += r * relevance;
            gTotal += g * relevance;
            bTotal += b * relevance;

            total += relevance;
        }

        total = total * 255;

        let r = rTotal / total,
            g = gTotal / total,
            b = bTotal / total;

        let hsv = ColorUtils.RGBtoHSV(r * 255, g * 255, b * 255);

        if (hsv.s > 0.15)
            hsv.s = 0.65;
        hsv.v = 0.90;

        let rgb = ColorUtils.HSVtoRGB(hsv.h, hsv.s, hsv.v);

        // Cache the result.
        let backgroundColor = {
            lighter:  ColorUtils.colorLuminance(rgb.r, rgb.g, rgb.b, 0.2),
            original: ColorUtils.colorLuminance(rgb.r, rgb.g, rgb.b, 0),
            darker:   ColorUtils.colorLuminance(rgb.r, rgb.g, rgb.b, -0.5)
        };

        if (iconCacheMap.size >= MAX_CACHED_ITEMS) {
            //delete oldest cached values (which are in order of insertions)
            let ctr=0;
            for (let key of iconCacheMap.keys()) {
                if (++ctr > BATCH_SIZE_TO_DELETE)
                    break;
                iconCacheMap.delete(key);
            }
        }

        iconCacheMap.set(this._app.get_id(), backgroundColor);

        return backgroundColor;
    }

    /**
     * Downsample large icons before scanning for the backlight color to
     * improve performance.
     *
     * @param pixBuf
     * @param pixels
     * @param resampleX
     * @param resampleY
     *
     * @return [];
     */
    _resamplePixels(pixels, resampleX, resampleY) {
        let resampledPixels = [];
        // computing the limit outside the for (where it would be repeated at each iteration)
        // for performance reasons
        let limit = pixels.length / (resampleX * resampleY) / 4;
        for (let i = 0; i < limit; i++) {
            let pixel = i * resampleX * resampleY;

            resampledPixels.push(pixels[pixel * 4]);
            resampledPixels.push(pixels[pixel * 4 + 1]);
            resampledPixels.push(pixels[pixel * 4 + 2]);
            resampledPixels.push(pixels[pixel * 4 + 3]);
        }

        return resampledPixels;
    }

};

export const drawRoundedLine = function(cr, x, y, width, height, isRoundLeft, isRoundRight, stroke, fill) {
    if (height > width) {
        y += Math.floor((height - width) / 2.0);
        height = width;
    }
    
    height = 2.0 * Math.floor(height / 2.0);
    
    const leftRadius = isRoundLeft ? height / 2.0 : 0.0;
    const rightRadius = isRoundRight ? height / 2.0 : 0.0;
    
    cr.moveTo(x + width - rightRadius, y);
    cr.lineTo(x + leftRadius, y);
    if (isRoundLeft)
        cr.arcNegative(x + leftRadius, y + leftRadius, leftRadius, -Math.PI/2, Math.PI/2);
    else
        cr.lineTo(x, y + height);
    cr.lineTo(x + width - rightRadius, y + height);
    if (isRoundRight)
        cr.arcNegative(x + width - rightRadius, y + rightRadius, rightRadius, Math.PI/2, -Math.PI/2);
    else
        cr.lineTo(x + width, y);
    cr.closePath();
    
    if (fill != null) {
        cr.setSource(fill);
        cr.fillPreserve();
    }
    if (stroke != null)
        cr.setSource(stroke);
    cr.stroke();
}
