/*************************************************************************/
/*  shader_editor_plugin.cpp                                             */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2014 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.                */
/*************************************************************************/
#include "shader_editor_plugin.h"
#include "tools/editor/editor_settings.h"
 
#include "spatial_editor_plugin.h"
#include "io/resource_loader.h"
#include "io/resource_saver.h"
#include "os/keyboard.h"
#include "tools/editor/editor_node.h"
#include "tools/editor/property_editor.h"
#include "os/os.h"


/*** SETTINGS EDITOR ****/




/*** SCRIPT EDITOR ****/


Ref<Shader> ShaderTextEditor::get_edited_shader() const {

	return shader;
}
void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader,ShaderLanguage::ShaderType p_type) {

	shader=p_shader;	
	type=p_type;

	_load_theme_settings();

	if (p_type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
		get_text_edit()->set_text(shader->get_vertex_code());
	else
		get_text_edit()->set_text(shader->get_fragment_code());

	_line_col_changed();


}


void ShaderTextEditor::_load_theme_settings() {

	get_text_edit()->clear_colors();

	/* keyword color */

	get_text_edit()->set_custom_bg_color(EDITOR_DEF("text_editor/background_color",Color(0,0,0,0)));
	get_text_edit()->add_color_override("font_color",EDITOR_DEF("text_editor/text_color",Color(0,0,0)));
	get_text_edit()->add_color_override("font_selected_color",EDITOR_DEF("text_editor/text_selected_color",Color(1,1,1)));
	get_text_edit()->add_color_override("selection_color",EDITOR_DEF("text_editor/selection_color",Color(0.2,0.2,1)));

	Color keyword_color= EDITOR_DEF("text_editor/keyword_color",Color(0.5,0.0,0.2));

	get_text_edit()->set_syntax_coloring(true);


	List<String> keywords;
	ShaderLanguage::get_keyword_list(type,&keywords);


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

		get_text_edit()->add_keyword_color(E->get(),keyword_color);
	}

	//colorize core types
//	Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0));


	//colorize comments
	Color comment_color = EDITOR_DEF("text_editor/comment_color",Color::hex(0x797e7eff));

	get_text_edit()->add_color_region("/*","*/",comment_color,false);
	get_text_edit()->add_color_region("//","",comment_color,false);
	//colorize strings
	Color string_color = EDITOR_DEF("text_editor/string_color",Color::hex(0x6b6f00ff));
	/*
	List<String> strings;
	shader->get_shader_mode()->get_string_delimiters(&strings);

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

		String string = E->get();
		String beg = string.get_slice(" ",0);
		String end = string.get_slice_count(" ")>1?string.get_slice(" ",1):String();
		get_text_edit()->add_color_region(beg,end,string_color,end=="");
	}*/

	//colorize symbols
	Color symbol_color= EDITOR_DEF("text_editor/symbol_color",Color::hex(0x005291ff));
	get_text_edit()->set_symbol_color(symbol_color);

}


void ShaderTextEditor::_validate_script() {

	String errortxt;
	int line,col;

	String code;
	if (type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
		code=get_text_edit()->get_text();
	else
		code=get_text_edit()->get_text();

	//List<StringName> params;
	//shader->get_param_list(&params);

	Error err = ShaderLanguage::compile(code,type,NULL,NULL,&errortxt,&line,&col);

	if (err!=OK) {
		String error_text="error("+itos(line)+","+itos(col)+"): "+errortxt;
		set_error(error_text);

	} else {
		set_error("");
	}

	emit_signal("script_changed");
}

void ShaderTextEditor::_bind_methods() {


	ADD_SIGNAL( MethodInfo("script_changed") );

}

ShaderTextEditor::ShaderTextEditor() {


}

/*** SCRIPT EDITOR ******/



void ShaderEditor::_menu_option(int p_option) {

	int selected = tab_container->get_current_tab();
	if (selected<0 || selected>=tab_container->get_child_count())
		return;

	ShaderTextEditor *current = tab_container->get_child(selected)->cast_to<ShaderTextEditor>();
	if (!current)
		return;

	switch(p_option) {
		case EDIT_UNDO: {


			current->get_text_edit()->undo();
		} break;
		case EDIT_REDO: {
			current->get_text_edit()->redo();

		} break;
		case EDIT_CUT: {

			current->get_text_edit()->cut();
		} break;
		case EDIT_COPY: {
			current->get_text_edit()->copy();

		} break;
		case EDIT_PASTE: {
			current->get_text_edit()->paste();

		} break;
		case EDIT_SELECT_ALL: {

			current->get_text_edit()->select_all();

		} break;
		case SEARCH_FIND: {

			find_replace_dialog->set_text_edit(current->get_text_edit());
			find_replace_dialog->popup_search();
		} break;
		case SEARCH_FIND_NEXT: {

			find_replace_dialog->set_text_edit(current->get_text_edit());
			 find_replace_dialog->search_next();
		} break;
		case SEARCH_REPLACE: {

			find_replace_dialog->set_text_edit(current->get_text_edit());
			find_replace_dialog->popup_replace();
		} break;
//		case SEARCH_LOCATE_SYMBOL: {

//		} break;
		case SEARCH_GOTO_LINE: {

			goto_line_dialog->popup_find_line(current->get_text_edit());
		} break;
		case SHADER_POST_PROCESS_MODE:{

			fragment_editor->set_edited_shader(shader,ShaderLanguage::SHADER_POST_PROCESS);
			fragment_editor->_validate_script();
			apply_shaders();
			settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), false);
			settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), true);


		} break;
		case SHADER_MATERIAL_MODE: {

			fragment_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
			fragment_editor->_validate_script();
			apply_shaders();
			settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), true);
			settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), false);

		} break;
	}
}

void ShaderEditor::_tab_changed(int p_which) {

	ensure_select_current();
}

void ShaderEditor::_notification(int p_what) {

	if (p_what==NOTIFICATION_ENTER_SCENE) {

		close->set_normal_texture( get_icon("Close","EditorIcons"));
		close->set_hover_texture( get_icon("CloseHover","EditorIcons"));
		close->set_pressed_texture( get_icon("Close","EditorIcons"));
		close->connect("pressed",this,"_close_callback");

	}
	if (p_what==NOTIFICATION_DRAW) {

		RID ci = get_canvas_item();
		Ref<StyleBox> style = get_stylebox("panel","Panel");
		style->draw( ci, Rect2( Point2(), get_size() ) );

	}

}



Dictionary ShaderEditor::get_state() const {
#if 0
	apply_shaders();

	Dictionary state;

	Array paths;
	int open=-1;

	for(int i=0;i<tab_container->get_child_count();i++) {

		ShaderTextEditor *ste = tab_container->get_child(i)->cast_to<ShaderTextEditor>();
		if (!ste)
			continue;


		Ref<Shader> shader = ste->get_edited_shader();
		if (shader->get_path()!="" && shader->get_path().find("local://")==-1 && shader->get_path().find("::")==-1) {

			paths.push_back(shader->get_path());
		} else {


			const Node *owner = _find_node_with_shader(get_root_node(),shader.get_ref_ptr());
			if (owner)
				paths.push_back(owner->get_path());

		}

		if (i==tab_container->get_current_tab())
			open=i;
	}

	if (paths.size())
		state["sources"]=paths;
	if (open!=-1)
		state["current"]=open;


	return state;
#endif
	return Dictionary();
}
void ShaderEditor::set_state(const Dictionary& p_state) {
#if 0
	print_line("setting state..");
	if (!p_state.has("sources"))
		return; //bleh

	Array sources = p_state["sources"];
	for(int i=0;i<sources.size();i++) {

		Variant source=sources[i];

		Ref<Shader> shader;

		if (source.get_type()==Variant::NODE_PATH) {

			print_line("cain find owner at path "+String(source));
			Node *owner=get_root_node()->get_node(source);
			if (!owner)
				continue;

			shader = owner->get_shader();
		} else if (source.get_type()==Variant::STRING) {

			print_line("loading at path "+String(source));
			shader = ResourceLoader::load(source,"Shader");
		}

		print_line("found shader at "+String(source)+"? - "+itos(shader.is_null()));
		if (shader.is_null()) //ah well..
			continue;

		get_scene()->get_root_node()->call("_resource_selected",shader);
	}

	if (p_state.has("current"))
	tab_container->set_current_tab(p_state["current"]);
#endif
}
void ShaderEditor::clear() {

}

void ShaderEditor::_params_changed() {


	fragment_editor->_validate_script();
	vertex_editor->_validate_script();
}


void ShaderEditor::_bind_methods() {

	ObjectTypeDB::bind_method("_tab_changed",&ShaderEditor::_tab_changed);
	ObjectTypeDB::bind_method("_menu_option",&ShaderEditor::_menu_option);
	ObjectTypeDB::bind_method("_params_changed",&ShaderEditor::_params_changed);
	ObjectTypeDB::bind_method("_close_callback",&ShaderEditor::_close_callback);
	ObjectTypeDB::bind_method("apply_shaders",&ShaderEditor::apply_shaders);
//	ObjectTypeDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab);
}

void ShaderEditor::ensure_select_current() {

/*
	if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {

		ShaderTextEditor *ste = tab_container->get_child(tab_container->get_current_tab())->cast_to<ShaderTextEditor>();
		if (!ste)
			return;
		Ref<Shader> shader = ste->get_edited_shader();
		get_scene()->get_root_node()->call("_resource_selected",shader);
	}*/
}

void ShaderEditor::edit(const Ref<Shader>& p_shader) {

	if (p_shader.is_null())
		return;


	shader=p_shader;

	if (shader->get_mode()==Shader::MODE_MATERIAL) {
		fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
		settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), true);
		settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), false);
	} else {

		fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_POST_PROCESS);
		settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), false);
		settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), true);
	}

	vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
	// see if already has it


}

void ShaderEditor::save_external_data() {

	if (shader.is_null())
		return;
	apply_shaders();

	if (shader->get_path()!="" && shader->get_path().find("local://")==-1 &&shader->get_path().find("::")==-1) {
		//external shader, save it
		ResourceSaver::save(shader->get_path(),shader);
	}
}

void ShaderEditor::apply_shaders()  {


	if (shader.is_valid())
		shader->set_code(vertex_editor->get_text_edit()->get_text(),fragment_editor->get_text_edit()->get_text(),0,0);
}

void ShaderEditor::_close_callback() {

	hide();
}


ShaderEditor::ShaderEditor() {

	tab_container = memnew( TabContainer );
	add_child(tab_container);
	tab_container->set_area_as_parent_rect();
	tab_container->set_begin(Point2(0,0));
	//tab_container->set_begin(Point2(0,0));

	close = memnew( TextureButton );
	close->set_anchor_and_margin(MARGIN_LEFT,ANCHOR_END,20);
	close->set_anchor_and_margin(MARGIN_RIGHT,ANCHOR_END,4);
	close->set_anchor_and_margin(MARGIN_TOP,ANCHOR_BEGIN,2);
	add_child(close);



	edit_menu = memnew( MenuButton );
	add_child(edit_menu);
	edit_menu->set_pos(Point2(5,-1));
	edit_menu->set_text("Edit");
	edit_menu->get_popup()->add_item("Undo",EDIT_UNDO,KEY_MASK_CMD|KEY_Z);
	edit_menu->get_popup()->add_item("Redo",EDIT_REDO,KEY_MASK_CMD|KEY_MASK_SHIFT|KEY_Z);
	edit_menu->get_popup()->add_separator();
	edit_menu->get_popup()->add_item("Cut",EDIT_CUT,KEY_MASK_CMD|KEY_X);
	edit_menu->get_popup()->add_item("Copy",EDIT_COPY,KEY_MASK_CMD|KEY_C);
	edit_menu->get_popup()->add_item("Paste",EDIT_PASTE,KEY_MASK_CMD|KEY_V);
	edit_menu->get_popup()->add_separator();
	edit_menu->get_popup()->add_item("Select All",EDIT_SELECT_ALL,KEY_MASK_CMD|KEY_A);
	edit_menu->get_popup()->connect("item_pressed", this,"_menu_option");


	search_menu = memnew( MenuButton );
	add_child(search_menu);
	search_menu->set_pos(Point2(38,-1));
	search_menu->set_text("Search");
	search_menu->get_popup()->add_item("Find..",SEARCH_FIND,KEY_MASK_CMD|KEY_F);
	search_menu->get_popup()->add_item("Find Next",SEARCH_FIND_NEXT,KEY_F3);
	search_menu->get_popup()->add_item("Replace..",SEARCH_REPLACE,KEY_MASK_CMD|KEY_R);
	search_menu->get_popup()->add_separator();
//	search_menu->get_popup()->add_item("Locate Symbol..",SEARCH_LOCATE_SYMBOL,KEY_MASK_CMD|KEY_K);
	search_menu->get_popup()->add_item("Goto Line..",SEARCH_GOTO_LINE,KEY_MASK_CMD|KEY_G);
	search_menu->get_popup()->connect("item_pressed", this,"_menu_option");

	settings_menu = memnew( MenuButton );
	add_child(settings_menu);
	settings_menu->set_pos(Point2(90,-1));
	settings_menu->set_text("Shader");
	settings_menu->get_popup()->add_check_item("Material Mode",SHADER_MATERIAL_MODE);
	settings_menu->get_popup()->set_item_checked(settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE),true);
	settings_menu->get_popup()->add_check_item("Post Process Mode",SHADER_POST_PROCESS_MODE);

	settings_menu->get_popup()->connect("item_pressed", this,"_menu_option");

	tab_container->connect("tab_changed", this,"_tab_changed");

	find_replace_dialog = memnew(FindReplaceDialog);
	add_child(find_replace_dialog);

	erase_tab_confirm = memnew( ConfirmationDialog );
	add_child(erase_tab_confirm);
	erase_tab_confirm->connect("confirmed", this,"_close_current_tab");


	goto_line_dialog = memnew(GotoLineDialog);
	add_child(goto_line_dialog);

	vertex_editor = memnew( ShaderTextEditor );
	tab_container->add_child(vertex_editor);
	vertex_editor->set_name("Vertex");

	fragment_editor = memnew( ShaderTextEditor );
	tab_container->add_child(fragment_editor);
	fragment_editor->set_name("Fragment");

	tab_container->set_current_tab(1);


	vertex_editor->connect("script_changed", this,"apply_shaders");
	fragment_editor->connect("script_changed", this,"apply_shaders");
}


void ShaderEditorPlugin::edit(Object *p_object) {

	if (!p_object->cast_to<Shader>())
		return;

	shader_editor->edit(p_object->cast_to<Shader>());

}

bool ShaderEditorPlugin::handles(Object *p_object) const {

	return p_object->is_type("Shader");
}

void ShaderEditorPlugin::make_visible(bool p_visible) {

	if (p_visible) {
		shader_editor->show();
		//shader_editor->set_process(true);
	} else {

		shader_editor->apply_shaders();
		//shader_editor->hide();
		//shader_editor->set_process(false);
	}

}

void ShaderEditorPlugin::selected_notify() {

	shader_editor->ensure_select_current();
}

Dictionary ShaderEditorPlugin::get_state() const {

	return shader_editor->get_state();
}

void ShaderEditorPlugin::set_state(const Dictionary& p_state) {

	shader_editor->set_state(p_state);
}
void ShaderEditorPlugin::clear() {

	shader_editor->clear();
}

void ShaderEditorPlugin::save_external_data() {

	shader_editor->save_external_data();
}

void ShaderEditorPlugin::apply_changes() {

	shader_editor->apply_shaders();
}

ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node) {

	editor=p_node;
	shader_editor = memnew( ShaderEditor );

	SpatialEditor::get_singleton()->get_shader_split()->add_child(shader_editor);
//	editor->get_viewport()->add_child(shader_editor);
//	shader_editor->set_area_as_parent_rect();

	shader_editor->hide();

}


ShaderEditorPlugin::~ShaderEditorPlugin() {
}