/*************************************************************************/
/*  packed_scene.h                                                       */
/*************************************************************************/
/*                       This file is part of:                           */
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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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/*************************************************************************/

#ifndef PACKED_SCENE_H
#define PACKED_SCENE_H

#include "core/resource.h"
#include "scene/main/node.h"

class SceneState : public Reference {

	GDCLASS(SceneState, Reference);

	Vector<StringName> names;
	Vector<Variant> variants;
	Vector<NodePath> node_paths;
	Vector<NodePath> editable_instances;
	mutable HashMap<NodePath, int> node_path_cache;
	mutable Map<int, int> base_scene_node_remap;

	int base_scene_idx;

	enum {
		NO_PARENT_SAVED = 0x7FFFFFFF,
		NAME_INDEX_BITS = 18,
		NAME_MASK = (1 << NAME_INDEX_BITS) - 1,
	};

	struct NodeData {

		int parent;
		int owner;
		int type;
		int name;
		int instance;
		int index;

		struct Property {

			int name;
			int value;
		};

		Vector<Property> properties;
		Vector<int> groups;
	};

	struct PackState {
		Ref<SceneState> state;
		int node;
		PackState() { node = -1; }
	};

	Vector<NodeData> nodes;

	struct ConnectionData {

		int from;
		int to;
		int signal;
		int method;
		int flags;
		Vector<int> binds;
	};

	Vector<ConnectionData> connections;

	Error _parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map);
	Error _parse_connections(Node *p_owner, Node *p_node, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map);

	String path;

	uint64_t last_modified_time;

	_FORCE_INLINE_ Ref<SceneState> _get_base_scene_state() const;

	static bool disable_placeholders;

	PoolVector<String> _get_node_groups(int p_idx) const;

	int _find_base_scene_node_remap_key(int p_idx) const;

protected:
	static void _bind_methods();

public:
	enum {
		FLAG_ID_IS_PATH = (1 << 30),
		TYPE_INSTANCED = 0x7FFFFFFF,
		FLAG_INSTANCE_IS_PLACEHOLDER = (1 << 30),
		FLAG_MASK = (1 << 24) - 1,
	};

	enum GenEditState {
		GEN_EDIT_STATE_DISABLED,
		GEN_EDIT_STATE_INSTANCE,
		GEN_EDIT_STATE_MAIN,
	};

	static void set_disable_placeholders(bool p_disable);

	int find_node_by_path(const NodePath &p_node) const;
	Variant get_property_value(int p_node, const StringName &p_property, bool &found) const;
	bool is_node_in_group(int p_node, const StringName &p_group) const;
	bool is_connection(int p_node, const StringName &p_signal, int p_to_node, const StringName &p_to_method) const;

	void set_bundled_scene(const Dictionary &p_dictionary);
	Dictionary get_bundled_scene() const;

	Error pack(Node *p_scene);

	void set_path(const String &p_path);
	String get_path() const;

	void clear();

	bool can_instance() const;
	Node *instance(GenEditState p_edit_state) const;

	//unbuild API

	int get_node_count() const;
	StringName get_node_type(int p_idx) const;
	StringName get_node_name(int p_idx) const;
	NodePath get_node_path(int p_idx, bool p_for_parent = false) const;
	NodePath get_node_owner_path(int p_idx) const;
	Ref<PackedScene> get_node_instance(int p_idx) const;
	String get_node_instance_placeholder(int p_idx) const;
	bool is_node_instance_placeholder(int p_idx) const;
	Vector<StringName> get_node_groups(int p_idx) const;
	int get_node_index(int p_idx) const;

	int get_node_property_count(int p_idx) const;
	StringName get_node_property_name(int p_idx, int p_prop) const;
	Variant get_node_property_value(int p_idx, int p_prop) const;

	int get_connection_count() const;
	NodePath get_connection_source(int p_idx) const;
	StringName get_connection_signal(int p_idx) const;
	NodePath get_connection_target(int p_idx) const;
	StringName get_connection_method(int p_idx) const;
	int get_connection_flags(int p_idx) const;
	Array get_connection_binds(int p_idx) const;

	bool has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method);

	Vector<NodePath> get_editable_instances() const;

	//build API

	int add_name(const StringName &p_name);
	int find_name(const StringName &p_name) const;
	int add_value(const Variant &p_value);
	int add_node_path(const NodePath &p_path);
	int add_node(int p_parent, int p_owner, int p_type, int p_name, int p_instance, int p_index);
	void add_node_property(int p_node, int p_name, int p_value);
	void add_node_group(int p_node, int p_group);
	void set_base_scene(int p_idx);
	void add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, const Vector<int> &p_binds);
	void add_editable_instance(const NodePath &p_path);

	virtual void set_last_modified_time(uint64_t p_time) { last_modified_time = p_time; }
	uint64_t get_last_modified_time() const { return last_modified_time; }

	SceneState();
};

VARIANT_ENUM_CAST(SceneState::GenEditState)

class PackedScene : public Resource {

	GDCLASS(PackedScene, Resource);
	RES_BASE_EXTENSION("scn");

	Ref<SceneState> state;

	void _set_bundled_scene(const Dictionary &p_scene);
	Dictionary _get_bundled_scene() const;

protected:
	virtual bool editor_can_reload_from_file() { return false; } // this is handled by editor better
	static void _bind_methods();

public:
	enum GenEditState {
		GEN_EDIT_STATE_DISABLED,
		GEN_EDIT_STATE_INSTANCE,
		GEN_EDIT_STATE_MAIN,
	};

	Error pack(Node *p_scene);

	void clear();

	bool can_instance() const;
	Node *instance(GenEditState p_edit_state = GEN_EDIT_STATE_DISABLED) const;

	void recreate_state();
	void replace_state(Ref<SceneState> p_by);

	virtual void set_path(const String &p_path, bool p_take_over = false);
#ifdef TOOLS_ENABLED
	virtual void set_last_modified_time(uint64_t p_time) { state->set_last_modified_time(p_time); }

#endif
	Ref<SceneState> get_state();

	PackedScene();
};

VARIANT_ENUM_CAST(PackedScene::GenEditState)

#endif // SCENE_PRELOADER_H
