/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

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*/

/** @file FBXExportNode.h
* Declares the FBX::Node helper class for fbx export.
*/
#ifndef AI_FBXEXPORTNODE_H_INC
#define AI_FBXEXPORTNODE_H_INC

#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER

#include "FBXExportProperty.h"

#include <assimp/StreamWriter.h> // StreamWriterLE

#include <string>
#include <utility>
#include <vector>

namespace Assimp {
namespace FBX {
    class Node;
}

class FBX::Node {
public:
    // TODO: accessors
    std::string name; // node name
    std::vector<FBX::FBXExportProperty> properties; // node properties
    std::vector<FBX::Node> children; // child nodes

    // some nodes always pretend they have children...
    bool force_has_children = false;

public: // constructors
    /// The default class constructor.
    Node() = default;

    /// The class constructor with the name.
    Node(const std::string& n)
    : name(n)
    , force_has_children( false ) {
        // empty
    }

    // convenience template to construct with properties directly
    template <typename... More>
    Node(const std::string& n, More&&... more)
    : name(n)
    , force_has_children(false) {
        AddProperties(std::forward<More>(more)...);
    }

public: // functions to add properties or children
    // add a single property to the node
    template <typename T>
    void AddProperty(T&& value) {
        properties.emplace_back(std::forward<T>(value));
    }

    // convenience function to add multiple properties at once
    template <typename T, typename... More>
    void AddProperties(T&& value, More&&... more) {
        properties.emplace_back(std::forward<T>(value));
        AddProperties(std::forward<More>(more)...);
    }
    void AddProperties() {}

    // add a child node directly
    void AddChild(const Node& node) { children.push_back(node); }

    // convenience function to add a child node with a single property
    template <typename... More>
    void AddChild(
        const std::string& name,
        More&&... more
    ) {
        FBX::Node c(name);
        c.AddProperties(std::forward<More>(more)...);
        children.push_back(std::move(c));
    }

public: // support specifically for dealing with Properties70 nodes

    // it really is simpler to make these all separate functions.
    // the versions with 'A' suffixes are for animatable properties.
    // those often follow a completely different format internally in FBX.
    void AddP70int(const std::string& name, int32_t value);
    void AddP70bool(const std::string& name, bool value);
    void AddP70double(const std::string& name, double value);
    void AddP70numberA(const std::string& name, double value);
    void AddP70color(const std::string& name, double r, double g, double b);
    void AddP70colorA(const std::string& name, double r, double g, double b);
    void AddP70vector(const std::string& name, double x, double y, double z);
    void AddP70vectorA(const std::string& name, double x, double y, double z);
    void AddP70string(const std::string& name, const std::string& value);
    void AddP70enum(const std::string& name, int32_t value);
    void AddP70time(const std::string& name, int64_t value);

    // template for custom P70 nodes.
    // anything that doesn't fit in the above can be created manually.
    template <typename... More>
    void AddP70(
        const std::string& name,
        const std::string& type,
        const std::string& type2,
        const std::string& flags,
        More&&... more
    ) {
        Node n("P");
        n.AddProperties(name, type, type2, flags, std::forward<More>(more)...);
        AddChild(n);
    }

public: // member functions for writing data to a file or stream

    // write the full node to the given file or stream
    void Dump(
            const std::shared_ptr<Assimp::IOStream> &outfile,
            bool binary, int indent);
    void Dump(Assimp::StreamWriterLE &s, bool binary, int indent);

    // these other functions are for writing data piece by piece.
    // they must be used carefully.
    // for usage examples see FBXExporter.cpp.
    void Begin(Assimp::StreamWriterLE &s, bool binary, int indent);
    void DumpProperties(Assimp::StreamWriterLE& s, bool binary, int indent);
    void EndProperties(Assimp::StreamWriterLE &s, bool binary, int indent);
    void EndProperties(
        Assimp::StreamWriterLE &s, bool binary, int indent,
        size_t num_properties
    );
    void BeginChildren(Assimp::StreamWriterLE &s, bool binary, int indent);
    void DumpChildren(Assimp::StreamWriterLE& s, bool binary, int indent);
    void End(
        Assimp::StreamWriterLE &s, bool binary, int indent,
        bool has_children
    );

private: // internal functions used for writing

    void DumpBinary(Assimp::StreamWriterLE &s);
    void DumpAscii(Assimp::StreamWriterLE &s, int indent);
    void DumpAscii(std::ostream &s, int indent);

    void BeginBinary(Assimp::StreamWriterLE &s);
    void DumpPropertiesBinary(Assimp::StreamWriterLE& s);
    void EndPropertiesBinary(Assimp::StreamWriterLE &s);
    void EndPropertiesBinary(Assimp::StreamWriterLE &s, size_t num_properties);
    void DumpChildrenBinary(Assimp::StreamWriterLE& s);
    void EndBinary(Assimp::StreamWriterLE &s, bool has_children);

    void BeginAscii(std::ostream &s, int indent);
    void DumpPropertiesAscii(std::ostream &s, int indent);
    void BeginChildrenAscii(std::ostream &s, int indent);
    void DumpChildrenAscii(std::ostream &s, int indent);
    void EndAscii(std::ostream &s, int indent, bool has_children);

private: // data used for binary dumps
    size_t start_pos; // starting position in stream
    size_t end_pos; // ending position in stream
    size_t property_start; // starting position of property section

public: // static member functions

    // convenience function to create a node with a single property,
    // and write it to the stream.
    template <typename T>
    static void WritePropertyNode(
        const std::string& name,
        const T value,
        Assimp::StreamWriterLE& s,
        bool binary, int indent
    ) {
        FBX::FBXExportProperty p(value);
        FBX::Node node(name, std::move(p));
        node.Dump(s, binary, indent);
    }

    // convenience function to create and write a property node,
    // holding a single property which is an array of values.
    // does not copy the data, so is efficient for large arrays.
    static void WritePropertyNode(
        const std::string& name,
        const std::vector<double>& v,
        Assimp::StreamWriterLE& s,
        bool binary, int indent
    );

    // convenience function to create and write a property node,
    // holding a single property which is an array of values.
    // does not copy the data, so is efficient for large arrays.
    static void WritePropertyNode(
        const std::string& name,
        const std::vector<int32_t>& v,
        Assimp::StreamWriterLE& s,
        bool binary, int indent
    );

private: // static helper functions
    static void WritePropertyNodeAscii(
        const std::string& name,
        const std::vector<double>& v,
        Assimp::StreamWriterLE& s,
        int indent
    );
    static void WritePropertyNodeAscii(
        const std::string& name,
        const std::vector<int32_t>& v,
        Assimp::StreamWriterLE& s,
        int indent
    );
    static void WritePropertyNodeBinary(
        const std::string& name,
        const std::vector<double>& v,
        Assimp::StreamWriterLE& s
    );
    static void WritePropertyNodeBinary(
        const std::string& name,
        const std::vector<int32_t>& v,
        Assimp::StreamWriterLE& s
    );

};
}

#endif // ASSIMP_BUILD_NO_FBX_EXPORTER

#endif // AI_FBXEXPORTNODE_H_INC
