/*************************************************************************/
/*  multi_node_edit.cpp                                                  */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#include "multi_node_edit.h"

#include "core/helper/math_fieldwise.h"
#include "editor_node.h"

bool MultiNodeEdit::_set(const StringName &p_name, const Variant &p_value) {

	return _set_impl(p_name, p_value, "");
}

bool MultiNodeEdit::_set_impl(const StringName &p_name, const Variant &p_value, const String &p_field) {

	Node *es = EditorNode::get_singleton()->get_edited_scene();
	if (!es)
		return false;

	String name = p_name;

	if (name == "scripts") { // script set is intercepted at object level (check Variant Object::get() ) ,so use a different name
		name = "script";
	}

	UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();

	ur->create_action(TTR("MultiNode Set") + " " + String(name));
	for (const List<NodePath>::Element *E = nodes.front(); E; E = E->next()) {

		if (!es->has_node(E->get()))
			continue;

		Node *n = es->get_node(E->get());
		if (!n)
			continue;

		if (p_value.get_type() == Variant::NODE_PATH) {
			Node *tonode = n->get_node(p_value);
			NodePath p_path = n->get_path_to(tonode);
			ur->add_do_property(n, name, p_path);
		} else {
			Variant new_value;
			if (p_field == "") {
				// whole value
				new_value = p_value;
			} else {
				// only one field
				new_value = fieldwise_assign(n->get(name), p_value, p_field);
			}
			ur->add_do_property(n, name, new_value);
		}

		ur->add_undo_property(n, name, n->get(name));
	}
	ur->add_do_method(EditorNode::get_singleton()->get_property_editor(), "refresh");
	ur->add_undo_method(EditorNode::get_singleton()->get_property_editor(), "refresh");

	ur->commit_action();
	return true;
}

bool MultiNodeEdit::_get(const StringName &p_name, Variant &r_ret) const {

	Node *es = EditorNode::get_singleton()->get_edited_scene();
	if (!es)
		return false;

	String name = p_name;
	if (name == "scripts") { // script set is intercepted at object level (check Variant Object::get() ) ,so use a different name
		name = "script";
	}

	for (const List<NodePath>::Element *E = nodes.front(); E; E = E->next()) {

		if (!es->has_node(E->get()))
			continue;

		const Node *n = es->get_node(E->get());
		if (!n)
			continue;

		bool found;
		r_ret = n->get(name, &found);
		if (found)
			return true;
	}

	return false;
}

void MultiNodeEdit::_get_property_list(List<PropertyInfo> *p_list) const {

	HashMap<String, PLData> usage;

	Node *es = EditorNode::get_singleton()->get_edited_scene();
	if (!es)
		return;

	int nc = 0;

	List<PLData *> datas;

	for (const List<NodePath>::Element *E = nodes.front(); E; E = E->next()) {

		if (!es->has_node(E->get()))
			continue;

		Node *n = es->get_node(E->get());
		if (!n)
			continue;

		List<PropertyInfo> plist;
		n->get_property_list(&plist, true);

		for (List<PropertyInfo>::Element *F = plist.front(); F; F = F->next()) {

			if (F->get().name == "script")
				continue; //added later manually, since this is intercepted before being set (check Variant Object::get() )
			if (!usage.has(F->get().name)) {
				PLData pld;
				pld.uses = 0;
				pld.info = F->get();
				usage[F->get().name] = pld;
				datas.push_back(usage.getptr(F->get().name));
			}

			usage[F->get().name].uses++;
		}

		nc++;
	}

	for (List<PLData *>::Element *E = datas.front(); E; E = E->next()) {

		if (nc == E->get()->uses) {
			p_list->push_back(E->get()->info);
		}
	}

	p_list->push_back(PropertyInfo(Variant::OBJECT, "scripts", PROPERTY_HINT_RESOURCE_TYPE, "Script"));
}

void MultiNodeEdit::clear_nodes() {

	nodes.clear();
}

void MultiNodeEdit::add_node(const NodePath &p_node) {

	nodes.push_back(p_node);
}

void MultiNodeEdit::set_property_field(const StringName &p_property, const Variant &p_value, const String &p_field) {

	_set_impl(p_property, p_value, p_field);
}

MultiNodeEdit::MultiNodeEdit() {
}