/*************************************************************************/
/*  sprite_frames.cpp                                                    */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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#include "sprite_frames.h"

#include "scene/scene_string_names.h"

void SpriteFrames::add_frame(const StringName &p_anim, const Ref<Texture2D> &p_frame, int p_at_pos) {
	Map<StringName, Anim>::Element *E = animations.find(p_anim);
	ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");

	if (p_at_pos >= 0 && p_at_pos < E->get().frames.size()) {
		E->get().frames.insert(p_at_pos, p_frame);
	} else {
		E->get().frames.push_back(p_frame);
	}

	emit_changed();
}

int SpriteFrames::get_frame_count(const StringName &p_anim) const {
	const Map<StringName, Anim>::Element *E = animations.find(p_anim);
	ERR_FAIL_COND_V_MSG(!E, 0, "Animation '" + String(p_anim) + "' doesn't exist.");

	return E->get().frames.size();
}

void SpriteFrames::remove_frame(const StringName &p_anim, int p_idx) {
	Map<StringName, Anim>::Element *E = animations.find(p_anim);
	ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");

	E->get().frames.remove(p_idx);
	emit_changed();
}

void SpriteFrames::clear(const StringName &p_anim) {
	Map<StringName, Anim>::Element *E = animations.find(p_anim);
	ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");

	E->get().frames.clear();
	emit_changed();
}

void SpriteFrames::clear_all() {
	animations.clear();
	add_animation("default");
}

void SpriteFrames::add_animation(const StringName &p_anim) {
	ERR_FAIL_COND_MSG(animations.has(p_anim), "SpriteFrames already has animation '" + p_anim + "'.");

	animations[p_anim] = Anim();
}

bool SpriteFrames::has_animation(const StringName &p_anim) const {
	return animations.has(p_anim);
}

void SpriteFrames::remove_animation(const StringName &p_anim) {
	animations.erase(p_anim);
}

void SpriteFrames::rename_animation(const StringName &p_prev, const StringName &p_next) {
	ERR_FAIL_COND_MSG(!animations.has(p_prev), "SpriteFrames doesn't have animation '" + String(p_prev) + "'.");
	ERR_FAIL_COND_MSG(animations.has(p_next), "Animation '" + String(p_next) + "' already exists.");

	Anim anim = animations[p_prev];
	animations.erase(p_prev);
	animations[p_next] = anim;
}

Vector<String> SpriteFrames::_get_animation_list() const {
	Vector<String> ret;
	List<StringName> al;
	get_animation_list(&al);
	for (List<StringName>::Element *E = al.front(); E; E = E->next()) {
		ret.push_back(E->get());
	}

	return ret;
}

void SpriteFrames::get_animation_list(List<StringName> *r_animations) const {
	for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
		r_animations->push_back(E->key());
	}
}

Vector<String> SpriteFrames::get_animation_names() const {
	Vector<String> names;
	for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
		names.push_back(E->key());
	}
	names.sort();
	return names;
}

void SpriteFrames::set_animation_speed(const StringName &p_anim, float p_fps) {
	ERR_FAIL_COND_MSG(p_fps < 0, "Animation speed cannot be negative (" + itos(p_fps) + ").");
	Map<StringName, Anim>::Element *E = animations.find(p_anim);
	ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
	E->get().speed = p_fps;
}

float SpriteFrames::get_animation_speed(const StringName &p_anim) const {
	const Map<StringName, Anim>::Element *E = animations.find(p_anim);
	ERR_FAIL_COND_V_MSG(!E, 0, "Animation '" + String(p_anim) + "' doesn't exist.");
	return E->get().speed;
}

void SpriteFrames::set_animation_loop(const StringName &p_anim, bool p_loop) {
	Map<StringName, Anim>::Element *E = animations.find(p_anim);
	ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
	E->get().loop = p_loop;
}

bool SpriteFrames::get_animation_loop(const StringName &p_anim) const {
	const Map<StringName, Anim>::Element *E = animations.find(p_anim);
	ERR_FAIL_COND_V_MSG(!E, false, "Animation '" + String(p_anim) + "' doesn't exist.");
	return E->get().loop;
}

void SpriteFrames::_set_frames(const Array &p_frames) {
	clear_all();
	Map<StringName, Anim>::Element *E = animations.find(SceneStringNames::get_singleton()->_default);
	ERR_FAIL_COND(!E);

	E->get().frames.resize(p_frames.size());
	for (int i = 0; i < E->get().frames.size(); i++) {
		E->get().frames.write[i] = p_frames[i];
	}
}

Array SpriteFrames::_get_frames() const {
	return Array();
}

Array SpriteFrames::_get_animations() const {
	Array anims;
	for (Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
		Dictionary d;
		d["name"] = E->key();
		d["speed"] = E->get().speed;
		d["loop"] = E->get().loop;
		Array frames;
		for (int i = 0; i < E->get().frames.size(); i++) {
			frames.push_back(E->get().frames[i]);
		}
		d["frames"] = frames;
		anims.push_back(d);
	}

	return anims;
}

void SpriteFrames::_set_animations(const Array &p_animations) {
	animations.clear();
	for (int i = 0; i < p_animations.size(); i++) {
		Dictionary d = p_animations[i];

		ERR_CONTINUE(!d.has("name"));
		ERR_CONTINUE(!d.has("speed"));
		ERR_CONTINUE(!d.has("loop"));
		ERR_CONTINUE(!d.has("frames"));

		Anim anim;
		anim.speed = d["speed"];
		anim.loop = d["loop"];
		Array frames = d["frames"];
		for (int j = 0; j < frames.size(); j++) {
			RES res = frames[j];
			anim.frames.push_back(res);
		}

		animations[d["name"]] = anim;
	}
}

void SpriteFrames::_bind_methods() {
	ClassDB::bind_method(D_METHOD("add_animation", "anim"), &SpriteFrames::add_animation);
	ClassDB::bind_method(D_METHOD("has_animation", "anim"), &SpriteFrames::has_animation);
	ClassDB::bind_method(D_METHOD("remove_animation", "anim"), &SpriteFrames::remove_animation);
	ClassDB::bind_method(D_METHOD("rename_animation", "anim", "newname"), &SpriteFrames::rename_animation);

	ClassDB::bind_method(D_METHOD("get_animation_names"), &SpriteFrames::get_animation_names);

	ClassDB::bind_method(D_METHOD("set_animation_speed", "anim", "speed"), &SpriteFrames::set_animation_speed);
	ClassDB::bind_method(D_METHOD("get_animation_speed", "anim"), &SpriteFrames::get_animation_speed);

	ClassDB::bind_method(D_METHOD("set_animation_loop", "anim", "loop"), &SpriteFrames::set_animation_loop);
	ClassDB::bind_method(D_METHOD("get_animation_loop", "anim"), &SpriteFrames::get_animation_loop);

	ClassDB::bind_method(D_METHOD("add_frame", "anim", "frame", "at_position"), &SpriteFrames::add_frame, DEFVAL(-1));
	ClassDB::bind_method(D_METHOD("get_frame_count", "anim"), &SpriteFrames::get_frame_count);
	ClassDB::bind_method(D_METHOD("get_frame", "anim", "idx"), &SpriteFrames::get_frame);
	ClassDB::bind_method(D_METHOD("set_frame", "anim", "idx", "txt"), &SpriteFrames::set_frame);
	ClassDB::bind_method(D_METHOD("remove_frame", "anim", "idx"), &SpriteFrames::remove_frame);
	ClassDB::bind_method(D_METHOD("clear", "anim"), &SpriteFrames::clear);
	ClassDB::bind_method(D_METHOD("clear_all"), &SpriteFrames::clear_all);

	ClassDB::bind_method(D_METHOD("_set_frames"), &SpriteFrames::_set_frames);
	ClassDB::bind_method(D_METHOD("_get_frames"), &SpriteFrames::_get_frames);

	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "frames", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "_set_frames", "_get_frames"); //compatibility

	ClassDB::bind_method(D_METHOD("_set_animations"), &SpriteFrames::_set_animations);
	ClassDB::bind_method(D_METHOD("_get_animations"), &SpriteFrames::_get_animations);

	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_animations", "_get_animations"); //compatibility
}

SpriteFrames::SpriteFrames() {
	add_animation(SceneStringNames::get_singleton()->_default);
}