/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
 *
 * SPDX-License-Identifier: GPL-2.0-or-later */

/** \file
 * \ingroup edarmature
 */

#include "MEM_guardedalloc.h"

#include "CLG_log.h"

#include "DNA_armature_types.h"
#include "DNA_layer_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"

#include "BLI_array_utils.h"
#include "BLI_listbase.h"
#include "BLI_map.hh"
#include "BLI_string.h"

#include "BKE_armature.hh"
#include "BKE_context.hh"
#include "BKE_layer.hh"
#include "BKE_main.hh"
#include "BKE_object.hh"
#include "BKE_undo_system.hh"

#include "DEG_depsgraph.hh"

#include "ED_armature.hh"
#include "ED_object.hh"
#include "ED_undo.hh"
#include "ED_util.hh"

#include "ANIM_bone_collections.hh"

#include "WM_api.hh"
#include "WM_types.hh"

namespace blender {

using namespace blender::animrig;

/** We only need this locally. */
static CLG_LogRef LOG = {"undo.armature"};

/* Utility functions. */

/**
 * Remaps edit-bone collection membership.
 *
 * This is intended to be used in combination with ED_armature_ebone_listbase_copy()
 * and ANIM_bonecoll_listbase_copy() to make a full duplicate of both edit
 * bones and collections together.
 */
static void remap_ebone_bone_collection_references(
    ListBaseT<EditBone> *edit_bones, const Map<BoneCollection *, BoneCollection *> &bcoll_map)
{
  for (EditBone &ebone : *edit_bones) {
    for (BoneCollectionReference &bcoll_ref : ebone.bone_collections) {
      bcoll_ref.bcoll = bcoll_map.lookup(bcoll_ref.bcoll);
    }
  }
}

/* -------------------------------------------------------------------- */
/** \name Undo Conversion
 * \{ */

struct UndoArmature {
  EditBone *act_edbone;
  char active_collection_name[MAX_NAME];
  ListBaseT<EditBone> ebones;
  BoneCollection **collection_array;
  int collection_array_num;
  int collection_root_count;
  size_t undo_size;
};

static void undoarm_to_editarm(UndoArmature *uarm, bArmature *arm)
{
  /* Copy edit bones. */
  ED_armature_ebone_listbase_free(arm->edbo, true);
  ED_armature_ebone_listbase_copy(arm->edbo, &uarm->ebones, true);

  /* Active bone. */
  if (uarm->act_edbone) {
    EditBone *ebone;
    ebone = uarm->act_edbone;
    arm->act_edbone = ebone->temp.ebone;
  }
  else {
    arm->act_edbone = nullptr;
  }

  ED_armature_ebone_listbase_temp_clear(arm->edbo);

  /* Before freeing the old bone collections, copy their 'expanded' flag. This
   * flag is not supposed to be restored with any undo steps. */
  bonecolls_copy_expanded_flag(Span(uarm->collection_array, uarm->collection_array_num),
                               arm->collections_span());

  /* Copy bone collections. */
  ANIM_bonecoll_array_free(&arm->collection_array, &arm->collection_array_num, true);
  auto bcoll_map = ANIM_bonecoll_array_copy_no_membership(&arm->collection_array,
                                                          &arm->collection_array_num,
                                                          uarm->collection_array,
                                                          uarm->collection_array_num,
                                                          true);
  arm->collection_root_count = uarm->collection_root_count;

  /* Always do a lookup-by-name and assignment. Even when the name of the active collection is
   * still the same, the order may have changed and thus the index needs to be updated. */
  BoneCollection *active_bcoll = ANIM_armature_bonecoll_get_by_name(arm,
                                                                    uarm->active_collection_name);
  ANIM_armature_bonecoll_active_set(arm, active_bcoll);

  remap_ebone_bone_collection_references(arm->edbo, bcoll_map);

  ANIM_armature_runtime_refresh(arm);
}

static void *undoarm_from_editarm(UndoArmature *uarm, bArmature *arm)
{
  BLI_assert(BLI_array_is_zeroed(uarm, 1));

  /* Copy edit bones. */
  ED_armature_ebone_listbase_copy(&uarm->ebones, arm->edbo, false);

  /* Active bone. */
  if (arm->act_edbone) {
    EditBone *ebone = arm->act_edbone;
    uarm->act_edbone = ebone->temp.ebone;
  }

  ED_armature_ebone_listbase_temp_clear(&uarm->ebones);

  /* Copy bone collections. */
  auto bcoll_map = ANIM_bonecoll_array_copy_no_membership(&uarm->collection_array,
                                                          &uarm->collection_array_num,
                                                          arm->collection_array,
                                                          arm->collection_array_num,
                                                          false);
  STRNCPY(uarm->active_collection_name, arm->active_collection_name);
  uarm->collection_root_count = arm->collection_root_count;

  /* Point the new edit bones at the new collections. */
  remap_ebone_bone_collection_references(&uarm->ebones, bcoll_map);

  /* Undo size.
   * TODO: include size of ID-properties. */
  uarm->undo_size = 0;
  for (EditBone &ebone : uarm->ebones) {
    uarm->undo_size += sizeof(EditBone);
    uarm->undo_size += sizeof(BoneCollectionReference) * ebone.bone_collections.count();
  }
  /* Size of the bone collections + the size of the pointers to those
   * bone collections in the bone collection array. */
  uarm->undo_size += (sizeof(BoneCollection) + sizeof(BoneCollection *)) *
                     uarm->collection_array_num;

  return uarm;
}

static void undoarm_free_data(UndoArmature *uarm)
{
  ED_armature_ebone_listbase_free(&uarm->ebones, false);
  ANIM_bonecoll_array_free(&uarm->collection_array, &uarm->collection_array_num, false);
}

static Object *editarm_object_from_context(bContext *C)
{
  const Main *bmain = CTX_data_main(C);
  Scene *scene = CTX_data_scene(C);
  ViewLayer *view_layer = CTX_data_view_layer(C);
  BKE_view_layer_synced_ensure(*bmain, scene, view_layer);
  Object *obedit = BKE_view_layer_edit_object_get(view_layer);
  if (obedit && obedit->type == OB_ARMATURE) {
    bArmature *arm = id_cast<bArmature *>(obedit->data);
    if (arm->edbo != nullptr) {
      return obedit;
    }
  }
  return nullptr;
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name Implements ED Undo System
 *
 * \note This is similar for all edit-mode types.
 * \{ */

struct ArmatureUndoStep_Elem {
  ArmatureUndoStep_Elem *next, *prev;
  UndoRefID_Object obedit_ref;
  UndoArmature data;
};

struct ArmatureUndoStep {
  UndoStep step;
  /** See #ED_undo_object_editmode_validate_scene_from_windows code comment for details. */
  UndoRefID_Scene scene_ref;
  ArmatureUndoStep_Elem *elems;
  uint elems_len;
};

static bool armature_undosys_poll(bContext *C)
{
  return editarm_object_from_context(C) != nullptr;
}

static bool armature_undosys_step_encode(bContext *C, Main *bmain, UndoStep *us_p)
{
  ArmatureUndoStep *us = reinterpret_cast<ArmatureUndoStep *>(us_p);

  /* Important not to use the 3D view when getting objects because all objects
   * outside of this list will be moved out of edit-mode when reading back undo steps. */
  Scene *scene = CTX_data_scene(C);
  ViewLayer *view_layer = CTX_data_view_layer(C);
  Vector<Object *> objects = ED_undo_editmode_objects_from_view_layer(*bmain, scene, view_layer);

  us->scene_ref.ptr = scene;
  us->elems = MEM_new_array_zeroed<ArmatureUndoStep_Elem>(objects.size(), __func__);
  us->elems_len = objects.size();

  for (uint i = 0; i < objects.size(); i++) {
    Object *ob = objects[i];
    ArmatureUndoStep_Elem *elem = &us->elems[i];

    elem->obedit_ref.ptr = ob;
    bArmature *arm = id_cast<bArmature *>(elem->obedit_ref.ptr->data);
    undoarm_from_editarm(&elem->data, arm);
    arm->needs_flush_to_id = 1;
    us->step.data_size += elem->data.undo_size;
  }

  bmain->is_memfile_undo_flush_needed = true;

  return true;
}

static void armature_undosys_step_decode(
    bContext *C, Main *bmain, UndoStep *us_p, const eUndoStepDir /*dir*/, bool /*is_final*/)
{
  ArmatureUndoStep *us = reinterpret_cast<ArmatureUndoStep *>(us_p);
  Scene *scene = CTX_data_scene(C);
  ViewLayer *view_layer = CTX_data_view_layer(C);

  ED_undo_object_editmode_validate_scene_from_windows(
      CTX_wm_manager(C), us->scene_ref.ptr, &scene, &view_layer);
  ED_undo_object_editmode_restore_helper(
      scene, view_layer, &us->elems[0].obedit_ref.ptr, us->elems_len, sizeof(*us->elems));

  BLI_assert(BKE_object_is_in_editmode(us->elems[0].obedit_ref.ptr));

  for (uint i = 0; i < us->elems_len; i++) {
    ArmatureUndoStep_Elem *elem = &us->elems[i];
    Object *obedit = elem->obedit_ref.ptr;
    bArmature *arm = id_cast<bArmature *>(obedit->data);
    if (arm->edbo == nullptr) {
      /* Should never fail, may not crash but can give odd behavior. */
      CLOG_ERROR(&LOG,
                 "name='%s', failed to enter edit-mode for object '%s', undo state invalid",
                 us_p->name,
                 obedit->id.name);
      continue;
    }
    undoarm_to_editarm(&elem->data, arm);
    arm->needs_flush_to_id = 1;
    DEG_id_tag_update(&arm->id, ID_RECALC_GEOMETRY);
  }

  /* The first element is always active */
  ED_undo_object_set_active_or_warn(
      *bmain, scene, view_layer, us->elems[0].obedit_ref.ptr, us_p->name, &LOG);

  /* Check after setting active (unless undoing into another scene). */
  BLI_assert(armature_undosys_poll(C) || (scene != CTX_data_scene(C)));

  bmain->is_memfile_undo_flush_needed = true;

  WM_event_add_notifier(C, NC_GEOM | ND_DATA, nullptr);
}

static void armature_undosys_step_free(UndoStep *us_p)
{
  ArmatureUndoStep *us = reinterpret_cast<ArmatureUndoStep *>(us_p);

  for (uint i = 0; i < us->elems_len; i++) {
    ArmatureUndoStep_Elem *elem = &us->elems[i];
    undoarm_free_data(&elem->data);
  }
  MEM_delete(us->elems);
}

static void armature_undosys_foreach_ID_ref(UndoStep *us_p,
                                            UndoTypeForEachIDRefFn foreach_ID_ref_fn,
                                            void *user_data)
{
  ArmatureUndoStep *us = reinterpret_cast<ArmatureUndoStep *>(us_p);

  foreach_ID_ref_fn(user_data, reinterpret_cast<UndoRefID *>(&us->scene_ref));
  for (uint i = 0; i < us->elems_len; i++) {
    ArmatureUndoStep_Elem *elem = &us->elems[i];
    foreach_ID_ref_fn(user_data, reinterpret_cast<UndoRefID *>(&elem->obedit_ref));
  }
}

void ED_armature_undosys_type(UndoType *ut)
{
  ut->name = "Edit Armature";
  ut->poll = armature_undosys_poll;
  ut->step_encode = armature_undosys_step_encode;
  ut->step_decode = armature_undosys_step_decode;
  ut->step_free = armature_undosys_step_free;

  ut->step_foreach_ID_ref = armature_undosys_foreach_ID_ref;

  ut->flags = UNDOTYPE_FLAG_NEED_CONTEXT_FOR_ENCODE;

  ut->step_size = sizeof(ArmatureUndoStep);
}

/** \} */

}  // namespace blender
