#ifndef PROP_CACHE_H
#define PROP_CACHE_H

/*************************************************************************/
/*  prop_cache.h                                                         */
/*************************************************************************/
/*                         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,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "core/bind/core_bind.h"
#include "core/containers/hash_map.h"
#include "core/containers/vector.h"
#include "core/math/color.h"
#include "core/object/object.h"
#include "core/object/reference.h"

#include "scene/resources/material/material.h"

#include "core/os/mutex.h"

#include "../props/prop_data.h"

#include "modules/modules_enabled.gen.h"

class PropMaterialCache;
class TiledWallData;

class PropCache : public Object {
	GDCLASS(PropCache, Object);

public:
	static PropCache *get_singleton();

	StringName get_default_prop_material_cache_class();
	void set_default_prop_material_cache_class(const StringName &cls_name);

#ifdef MODULE_TEXTURE_PACKER_ENABLED
	int get_texture_flags() const;
	void set_texture_flags(const int flags);

	int get_max_atlas_size() const;
	void set_max_atlas_size(const int size);

	bool get_keep_original_atlases() const;
	void set_keep_original_atlases(const bool value);

	Color get_background_color() const;
	void set_background_color(const Color &color);

	int get_margin() const;
	void set_margin(const int margin);
#endif

	PoolStringArray material_paths_get() const;
	void material_paths_set(const PoolStringArray &array);

	void material_add(const Ref<Material> &value);
	Ref<Material> material_get(const int index);
	void material_set(const int index, const Ref<Material> &value);
	void material_remove(const int index);
	int material_get_num() const;
	void materials_clear();
	void materials_load();
	void ensure_materials_loaded();

	Vector<Variant> materials_get();
	void materials_set(const Vector<Variant> &materials);

	Ref<PropMaterialCache> material_cache_get(const Ref<PropData> &prop);
	void material_cache_unref(const Ref<PropData> &prop);

	Ref<PropMaterialCache> tiled_wall_material_cache_get(const Ref<TiledWallData> &twd);
	void tiled_wall_material_cache_unref(const Ref<TiledWallData> &twd);

	Ref<PropMaterialCache> material_cache_custom_key_get(const uint64_t key);
	void material_cache_custom_key_unref(const uint64_t key);

	Ref<Resource> load_resource(const String &path, const String &type_hint = "");

private:
	static PropCache *_instance;

public:
	PropCache();
	~PropCache();

protected:
	static void _bind_methods();

	StringName _default_prop_material_cache_class;

	RBMap<uint64_t, Ref<PropMaterialCache>> _material_cache;
	RBMap<uint64_t, Ref<PropMaterialCache>> _tiled_wall_material_cache;
	RBMap<uint64_t, Ref<PropMaterialCache>> _custom_keyed_material_cache;

	Mutex _material_cache_mutex;
	Mutex _tiled_wall_material_cache_mutex;
	Mutex _custom_keyed_material_cache_mutex;

#ifdef MODULE_TEXTURE_PACKER_ENABLED
	int _texture_flags;
	int _max_atlas_size;
	bool _keep_original_atlases;
	Color _background_color;
	int _margin;
#endif

	PoolStringArray _material_paths;
	Vector<Ref<Material>> _materials;
};

#endif