/*************************************************************************/
/*  prop_editor_plugin.cpp                                               */
/*************************************************************************/
/*                         This file is part of:                         */
/*                          PANDEMONIUM ENGINE                           */
/*             https://github.com/Relintai/pandemonium_engine            */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar.                              */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/* Copyright (c) 2007-2022 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,  */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "prop_editor_plugin.h"

#include "../props/prop_data.h"
#include "../singleton/prop_utils.h"
#include "core/os/keyboard.h"

#include "core/input/input.h"

#include "editor/editor_settings.h"
#include "scene/gui/box_container.h"
#include "scene/gui/separator.h"

void PropEditorPlugin::convert_active_scene_to_prop_data() {
	SceneTree *st = SceneTree::get_singleton();

	if (st) {
		Node *scene = st->get_edited_scene_root();

		if (scene) {
			EditorData &ed = EditorNode::get_editor_data();
			String path = ed.get_scene_path(ed.get_edited_scene());

			convert_scene(scene, path.get_basename() + ".tres");
		}
	}
}
void PropEditorPlugin::convert_selected_scene_to_prop_data() {
}

void PropEditorPlugin::convert_scene(Node *root, const String &path) {
	Ref<PropData> data = PropUtils::get_singleton()->convert_tree(root);

	ERR_FAIL_COND(!data.is_valid());

	ResourceLoader l;
	if (l.exists(path)) {
		Ref<PropData> res = l.load(path, "PropData");

		ERR_FAIL_COND(!res.is_valid());

		res->copy_from(data);

		ResourceSaver s;
		s.save(path, res);

		res.unref();
	} else {
		ResourceSaver s;
		s.save(path, data);
	}
}

void PropEditorPlugin::find_room_points(Variant param) {
	SceneTree *st = SceneTree::get_singleton();

	if (st) {
		Node *scene = st->get_edited_scene_root();

		if (scene) {
			PropUtils::get_singleton()->generate_room_points_node(scene);
		}
	}
}

void PropEditorPlugin::_quick_convert_button_pressed() {
	convert_active_scene_to_prop_data();
}

void PropEditorPlugin::_convert_active_scene_to_prop_data(Variant param) {
	convert_active_scene_to_prop_data();
}
void PropEditorPlugin::_convert_selected_scene_to_prop_data(Variant param) {
	convert_selected_scene_to_prop_data();
}

PropEditorPlugin::PropEditorPlugin(EditorNode *p_node) {
	editor = p_node;

	editor->add_tool_menu_item("Convert active scene to PropData", this, "convert_active_scene_to_prop_data");
	editor->add_tool_menu_item("Convert selected scene(s) to PropData", this, "convert_selected_scene_to_prop_data");
	editor->add_tool_menu_item("(Prop) Find room points.", this, "find_room_points");

	HBoxContainer *bc = memnew(HBoxContainer);
	bc->add_child(memnew(VSeparator));

	Button *b = memnew(Button);
	bc->add_child(b);
	b->set_flat(true);

	b->connect("pressed", this, "_quick_convert_button_pressed");
	b->set_icon(editor->get_scene_tree_dock()->get_theme_icon("AssetLib", "EditorIcons"));
	//b->set_text("To Prop");
	b->set_tooltip(TTR("Quick convert this scene to a Prop Resource."));
	b->set_shortcut(ED_SHORTCUT("spatial_editor/quick_prop_convert", "Quick convert scene to Prop.", KEY_MASK_ALT + KEY_U));

	add_control_to_container(EditorPlugin::CONTAINER_SPATIAL_EDITOR_MENU, bc);
}

PropEditorPlugin::~PropEditorPlugin() {
}

void PropEditorPlugin::_bind_methods() {
	ClassDB::bind_method(D_METHOD("convert_active_scene_to_prop_data"), &PropEditorPlugin::_convert_active_scene_to_prop_data);
	ClassDB::bind_method(D_METHOD("convert_selected_scene_to_prop_data"), &PropEditorPlugin::_convert_active_scene_to_prop_data);

	ClassDB::bind_method(D_METHOD("find_room_points"), &PropEditorPlugin::find_room_points);

	ClassDB::bind_method(D_METHOD("_quick_convert_button_pressed"), &PropEditorPlugin::_quick_convert_button_pressed);
}