/*************************************************************************/
/*  scene_main_loop.h                                                    */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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.                */
/*************************************************************************/
#ifndef SCENE_MAIN_LOOP_H
#define SCENE_MAIN_LOOP_H


#include "os/main_loop.h"
#include "scene/resources/world.h"
#include "scene/resources/world_2d.h"
#include "scene/main/scene_singleton.h"
#include "os/thread_safe.h"
#include "self_list.h"
/**
	@author Juan Linietsky <reduzio@gmail.com>
*/


class SceneTree;
class PackedScene;
class Node;
class Viewport;
class Material;
class Mesh;

class SceneTree : public MainLoop {

	_THREAD_SAFE_CLASS_

	OBJ_TYPE( SceneTree, MainLoop );
public:


	enum StretchMode {

		STRETCH_MODE_DISABLED,
		STRETCH_MODE_2D,
		STRETCH_MODE_VIEWPORT,
	};

	enum StretchAspect {

		STRETCH_ASPECT_IGNORE,
		STRETCH_ASPECT_KEEP,
		STRETCH_ASPECT_KEEP_WIDTH,
		STRETCH_ASPECT_KEEP_HEIGHT,
	};
private:


	struct Group {

		Vector<Node*> nodes;
		uint64_t last_tree_version;
		Group() { last_tree_version=0; };
	};

	Viewport *root;

	uint64_t tree_version;
	float fixed_process_time;
	float idle_process_time;
	bool accept_quit;
	uint32_t last_id;

	bool editor_hint;
	bool debug_collisions_hint;
	bool debug_navigation_hint;
	bool pause;
	int root_lock;

	Map<StringName,Group> group_map;
	bool _quit;
	bool initialized;
	bool input_handled;
	Size2 last_screen_size;
	StringName tree_changed_name;
	StringName node_removed_name;


	int64_t current_frame;
	int node_count;

#ifdef TOOLS_ENABLED
	Node *edited_scene_root;
#endif
	struct UGCall {

		StringName group;
		StringName call;

		bool operator<(const UGCall& p_with) const { return group==p_with.group?call<p_with.call:group<p_with.group; }
	};

	//safety for when a node is deleted while a group is being called
	int call_lock;
	Set<Node*> call_skip; //skip erased nodes


	StretchMode stretch_mode;
	StretchAspect stretch_aspect;
	Size2i stretch_min;

	void _update_root_rect();

	List<ObjectID> delete_queue;

	Map<UGCall,Vector<Variant> > unique_group_calls;
	bool ugc_locked;
	void _flush_ugc();
	void _flush_transform_notifications();

	void _update_group_order(Group& g);
	void _update_listener();

	Array _get_nodes_in_group(const StringName& p_group);

	Node *current_scene;

	Color debug_collisions_color;
	Color debug_collision_contact_color;
	Color debug_navigation_color;
	Color debug_navigation_disabled_color;
	Ref<Mesh> debug_contact_mesh;
	Ref<Material> navigation_material;
	Ref<Material> navigation_disabled_material;
	Ref<Material> collision_material;
	int collision_debug_contacts;

	void _change_scene(Node* p_to);
	//void _call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,const Variant& p_arg1,const Variant& p_arg2);

	static SceneTree *singleton;
friend class Node;

	void tree_changed();
	void node_removed(Node *p_node);


	void add_to_group(const StringName& p_group, Node *p_node);
	void remove_from_group(const StringName& p_group, Node *p_node);

	void _notify_group_pause(const StringName& p_group,int p_notification);
	void _call_input_pause(const StringName& p_group,const StringName& p_method,const InputEvent& p_input);
	Variant _call_group(const Variant** p_args, int p_argcount, Variant::CallError& r_error);


	static void _debugger_request_tree(void *self);
	void _flush_delete_queue();
//optimization
friend class CanvasItem;
friend class Spatial;
friend class Viewport;

	SelfList<Node>::List xform_change_list;

#ifdef DEBUG_ENABLED

	Map<int,NodePath> live_edit_node_path_cache;
	Map<int,String> live_edit_resource_cache;

	NodePath live_edit_root;
	String live_edit_scene;

	Map<String,Set<Node*> > live_scene_edit_cache;
	Map<Node*,Map<ObjectID,Node*> > live_edit_remove_list;

	ScriptDebugger::LiveEditFuncs live_edit_funcs;

	void _live_edit_node_path_func(const NodePath &p_path,int p_id) ;
	void _live_edit_res_path_func(const String &p_path,int p_id) ;

	void _live_edit_node_set_func(int p_id,const StringName& p_prop,const Variant& p_value) ;
	void _live_edit_node_set_res_func(int p_id,const StringName& p_prop,const String& p_value) ;
	void _live_edit_node_call_func(int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) ;
	void _live_edit_res_set_func(int p_id,const StringName& p_prop,const Variant& p_value) ;
	void _live_edit_res_set_res_func(int p_id,const StringName& p_prop,const String& p_value) ;
	void _live_edit_res_call_func(int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) ;
	void _live_edit_root_func(const NodePath& p_scene_path,const String& p_scene_from) ;

	void _live_edit_create_node_func(const NodePath& p_parent,const String& p_type,const String& p_name);
	void _live_edit_instance_node_func(const NodePath& p_parent,const String& p_path,const String& p_name);
	void _live_edit_remove_node_func(const NodePath& p_at);
	void _live_edit_remove_and_keep_node_func(const NodePath& p_at,ObjectID p_keep_id);
	void _live_edit_restore_node_func(ObjectID p_id,const NodePath& p_at,int p_at_pos);
	void _live_edit_duplicate_node_func(const NodePath& p_at,const String& p_new_name);
	void _live_edit_reparent_node_func(const NodePath& p_at,const NodePath& p_new_place,const String& p_new_name,int p_at_pos);

	static void _live_edit_node_path_funcs(void *self,const NodePath &p_path,int p_id) { reinterpret_cast<SceneTree*>(self)->_live_edit_node_path_func(p_path,p_id); }
	static void _live_edit_res_path_funcs(void *self,const String &p_path,int p_id) { reinterpret_cast<SceneTree*>(self)->_live_edit_res_path_func(p_path,p_id); }

	static void _live_edit_node_set_funcs(void *self,int p_id,const StringName& p_prop,const Variant& p_value) { reinterpret_cast<SceneTree*>(self)->_live_edit_node_set_func(p_id,p_prop,p_value); }
	static void _live_edit_node_set_res_funcs(void *self,int p_id,const StringName& p_prop,const String& p_value)  { reinterpret_cast<SceneTree*>(self)->_live_edit_node_set_res_func(p_id,p_prop,p_value); }
	static void _live_edit_node_call_funcs(void *self,int p_id,const StringName& p_method,VARIANT_ARG_DECLARE)   { reinterpret_cast<SceneTree*>(self)->_live_edit_node_call_func(p_id,p_method,VARIANT_ARG_PASS); }
	static void _live_edit_res_set_funcs(void *self,int p_id,const StringName& p_prop,const Variant& p_value) { reinterpret_cast<SceneTree*>(self)->_live_edit_res_set_func(p_id,p_prop,p_value); }
	static void _live_edit_res_set_res_funcs(void *self,int p_id,const StringName& p_prop,const String& p_value) { reinterpret_cast<SceneTree*>(self)->_live_edit_res_set_res_func(p_id,p_prop,p_value); }
	static void _live_edit_res_call_funcs(void *self,int p_id,const StringName& p_method,VARIANT_ARG_DECLARE)   { reinterpret_cast<SceneTree*>(self)->_live_edit_res_call_func(p_id,p_method,VARIANT_ARG_PASS); }
	static void _live_edit_root_funcs(void *self, const NodePath& p_scene_path,const String& p_scene_from) { reinterpret_cast<SceneTree*>(self)->_live_edit_root_func(p_scene_path,p_scene_from); }

	static void _live_edit_create_node_funcs(void* self,const NodePath& p_parent,const String& p_type,const String& p_name) { reinterpret_cast<SceneTree*>(self)->_live_edit_create_node_func(p_parent,p_type,p_name); }
	static void _live_edit_instance_node_funcs(void* self,const NodePath& p_parent,const String& p_path,const String& p_name) { reinterpret_cast<SceneTree*>(self)->_live_edit_instance_node_func(p_parent,p_path,p_name); }
	static void _live_edit_remove_node_funcs(void* self,const NodePath& p_at) { reinterpret_cast<SceneTree*>(self)->_live_edit_remove_node_func(p_at); }
	static void _live_edit_remove_and_keep_node_funcs(void* self,const NodePath& p_at,ObjectID p_keep_id) { reinterpret_cast<SceneTree*>(self)->_live_edit_remove_and_keep_node_func(p_at,p_keep_id); }
	static void _live_edit_restore_node_funcs(void* self,ObjectID p_id,const NodePath& p_at,int p_at_pos) { reinterpret_cast<SceneTree*>(self)->_live_edit_restore_node_func(p_id,p_at,p_at_pos); }
	static void _live_edit_duplicate_node_funcs(void* self,const NodePath& p_at,const String& p_new_name) { reinterpret_cast<SceneTree*>(self)->_live_edit_duplicate_node_func(p_at,p_new_name); }
	static void _live_edit_reparent_node_funcs(void* self,const NodePath& p_at,const NodePath& p_new_place,const String& p_new_name,int p_at_pos) { reinterpret_cast<SceneTree*>(self)->_live_edit_reparent_node_func(p_at,p_new_place,p_new_name,p_at_pos); }

#endif
protected:

	void _notification(int p_notification);
	static void _bind_methods();

public:

	enum {
		NOTIFICATION_TRANSFORM_CHANGED=29
	};

	enum CallGroupFlags {
		GROUP_CALL_DEFAULT=0,
		GROUP_CALL_REVERSE=1,
		GROUP_CALL_REALTIME=2,
		GROUP_CALL_UNIQUE=4,
		GROUP_CALL_MULIILEVEL=8,
	};

	_FORCE_INLINE_ Viewport *get_root() const { return root; }

	uint32_t get_last_event_id() const;

	void call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,VARIANT_ARG_LIST);
	void notify_group(uint32_t p_call_flags,const StringName& p_group,int p_notification);
	void set_group(uint32_t p_call_flags,const StringName& p_group,const String& p_name,const Variant& p_value);


	virtual void input_text( const String& p_text );
	virtual void input_event( const InputEvent& p_event );
	virtual void init();

	virtual bool iteration(float p_time);
	virtual bool idle(float p_time);

	virtual void finish();

	void set_auto_accept_quit(bool p_enable);

	void quit();

	void set_input_as_handled();
	_FORCE_INLINE_ float get_fixed_process_time() const { return fixed_process_time; }
	_FORCE_INLINE_ float get_idle_process_time() const { return idle_process_time; }

	void set_editor_hint(bool p_enabled);
	bool is_editor_hint() const;

	bool is_node_being_edited(const Node* p_node) const;

	void set_pause(bool p_enabled);
	bool is_paused() const;

	void set_camera(const RID& p_camera);
	RID get_camera() const;

	void set_debug_collisions_hint(bool p_enabled);
	bool is_debugging_collisions_hint() const;

	void set_debug_navigation_hint(bool p_enabled);
	bool is_debugging_navigation_hint() const;

	void set_debug_collisions_color(const Color& p_color);
	Color get_debug_collisions_color() const;

	void set_debug_collision_contact_color(const Color& p_color);
	Color get_debug_collision_contact_color() const;

	void set_debug_navigation_color(const Color& p_color);
	Color get_debug_navigation_color() const;

	void set_debug_navigation_disabled_color(const Color& p_color);
	Color get_debug_navigation_disabled_color() const;


	Ref<Material> get_debug_navigation_material();
	Ref<Material> get_debug_navigation_disabled_material();
	Ref<Material> get_debug_collision_material();
	Ref<Mesh> get_debug_contact_mesh();

	int get_collision_debug_contact_count() { return collision_debug_contacts; }

	int64_t get_frame() const;

	int get_node_count() const;

	void queue_delete(Object *p_object);

	void get_nodes_in_group(const StringName& p_group,List<Node*> *p_list);
	bool has_group(const StringName& p_identifier) const;


	void set_screen_stretch(StretchMode p_mode,StretchAspect p_aspect,const Size2 p_minsize);

	//void change_scene(const String& p_path);
	//Node *get_loaded_scene();

#ifdef TOOLS_ENABLED
	void set_edited_scene_root(Node *p_node);
	Node *get_edited_scene_root() const;
#endif

	void set_current_scene(Node* p_scene);
	Node* get_current_scene() const;
	Error change_scene(const String& p_path);
	Error change_scene_to(const Ref<PackedScene>& p_scene);
	Error reload_current_scene();

	//used by Main::start, don't use otherwise
	void add_current_scene(Node * p_current);

	static SceneTree* get_singleton() { return singleton; }


	SceneTree();
	~SceneTree();

};


VARIANT_ENUM_CAST( SceneTree::StretchMode );
VARIANT_ENUM_CAST( SceneTree::StretchAspect );



#endif