/*************************************************************************/
/*                       This file is part of:                           */
/*                           BLENDOT ENGINE                              */
/*                      https://blendot.org                              */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* 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.                */
/*************************************************************************/

import "engine.h"

#ifdef BLENDOT
	import "core/authors.gen.h"
	import "core/donors.gen.h"
	import "core/license.gen.h"
	import "core/version.h"
	import "core/version_hash.gen.h"
#else
	define(VERSION_MAJOR=0)
	define(VERSION_MINOR=0)
	define(VERSION_PATCH=0)
	define(VERSION_HEX=0)
	define(VERSION_STATUS=0)
	define(VERSION_BUILD=0)
	define(VERSION_YEAR=0)
	define(VERSION_HASH="")
#endif



def Engine::set_iterations_per_second(int p_ips):
	ERR_FAIL_COND(p_ips <= 0)
	ips = p_ips

@const
def Engine::get_iterations_per_second() ->int:
	return ips


def Engine::set_physics_jitter_fix(float p_threshold):
	if p_threshold < 0:
		p_threshold = 0
	physics_jitter_fix = p_threshold

@const
def Engine::get_physics_jitter_fix() ->float:
	return physics_jitter_fix


def Engine::set_target_fps(int p_fps):
	_target_fps = p_fps > 0 ? p_fps : 0

@const
def Engine::get_target_fps() ->float:
	return _target_fps


def Engine::get_frames_drawn() -> uint64_t:
	return frames_drawn


def Engine::set_frame_delay(uint32_t p_msec):
	_frame_delay = p_msec

@const
def Engine::get_frame_delay() ->uint32_t:
	return _frame_delay


def Engine::set_time_scale(float p_scale):
	_time_scale = p_scale

@const
def Engine::get_time_scale() ->float:
	return _time_scale

@const
def Engine::get_version_info() ->Dictionary:
	Dictionary dict
	dict["major"] = VERSION_MAJOR
	dict["minor"] = VERSION_MINOR
	#ifdef VERSION_PATCH
	  dict["patch"] = VERSION_PATCH
	#else
	  dict["patch"] = 0
	#endif
	dict["hex"] = VERSION_HEX
	dict["status"] = VERSION_STATUS
	dict["build"] = VERSION_BUILD
	dict["year"] = VERSION_YEAR
	String hash = VERSION_HASH
	dict["hash"] = hash.length() == 0 ? String("unknown") : hash
	String stringver = String(dict["major"]) + "." + String(dict["minor"])
	if (int)dict["patch"] != 0:
		stringver += "." + String(dict["patch"])
	stringver += "-" + String(dict["status"]) + " (" + String(dict["build"]) + ")"
	dict["string"] = stringver
	return dict

@static
def array_from_info(const char *const *info_list) ->Array:
	Array arr
	for (int i = 0; info_list[i] != NULL; i++):
		arr.push_back(info_list[i])
	return arr

@static
def array_from_info_count(const char *const *info_list, int info_count) ->Array:
	Array arr
	for (int i = 0; i < info_count; i++):
		arr.push_back(info_list[i])
	return arr

@const
def Engine::get_author_info() ->Dictionary:
	Dictionary dict
	#ifdef BLENDOT
	dict["lead_developers"] = array_from_info(AUTHORS_LEAD_DEVELOPERS)
	dict["project_managers"] = array_from_info(AUTHORS_PROJECT_MANAGERS)
	dict["founders"] = array_from_info(AUTHORS_FOUNDERS)
	dict["developers"] = array_from_info(AUTHORS_DEVELOPERS)
	#endif
	return dict

@const
def Engine::get_copyright_info() ->Array:
	Array components
	#ifdef BLENDOT
	for (int component_index = 0; component_index < COPYRIGHT_INFO_COUNT; component_index++):
		const ComponentCopyright &cp_info = COPYRIGHT_INFO[component_index]
		Dictionary component_dict
		component_dict["name"] = cp_info.name
		Array parts
		for (int i = 0; i < cp_info.part_count; i++):
			const ComponentCopyrightPart &cp_part = cp_info.parts[i]
			Dictionary part_dict
			part_dict["files"] = array_from_info_count(cp_part.files, cp_part.file_count)
			part_dict["copyright"] = array_from_info_count(cp_part.copyright_statements, cp_part.copyright_count)
			part_dict["license"] = cp_part.license
			parts.push_back(part_dict)
		component_dict["parts"] = parts
		components.push_back(component_dict)
	#endif
	return components

@const
def Engine::get_donor_info() ->Dictionary:
	Dictionary donors
	#ifdef BLENDOT
	donors["platinum_sponsors"] = array_from_info(DONORS_SPONSOR_PLAT)
	donors["gold_sponsors"] = array_from_info(DONORS_SPONSOR_GOLD)
	donors["mini_sponsors"] = array_from_info(DONORS_SPONSOR_MINI)
	donors["gold_donors"] = array_from_info(DONORS_GOLD)
	donors["silver_donors"] = array_from_info(DONORS_SILVER)
	donors["bronze_donors"] = array_from_info(DONORS_BRONZE)
	#endif
	return donors

@const
def Engine::get_license_info() ->Dictionary:
	Dictionary licenses
	#ifdef BLENDOT
	for (int i = 0; i < LICENSE_COUNT; i++):
		licenses[LICENSE_NAMES[i]] = LICENSE_BODIES[i]
	#endif
	return licenses

@const
def Engine::get_license_text() ->String:
	#ifdef BLENDOT
	return String(GODOT_LICENSE_TEXT)
	#endif


def Engine::add_singleton(const Singleton &p_singleton):
	singletons.push_back(p_singleton)
	singleton_ptrs[p_singleton.name] = p_singleton.ptr

@const
def Engine::get_singleton_object(const String &p_name) ->Object*:
	const Map<StringName, Object *>::Element *E = singleton_ptrs.find(p_name)
	ERR_FAIL_COND_V_MSG(!E, NULL, "Failed to retrieve non-existent singleton '" + p_name + "'.")
	return E->get()

@const
def Engine::has_singleton(const String &p_name) ->bool:
	return singleton_ptrs.has(p_name)


def Engine::get_singletons(List<Singleton> *p_singletons):
	for (List<Singleton>::Element *E = singletons.front(); E; E = E->next()):
		p_singletons->push_back(E->get())


Engine *Engine::singleton = NULL

def Engine::get_singleton() -> Engine*:
	return singleton


def Engine::Engine():
	singleton = this
	frames_drawn = 0
	ips = 60
	physics_jitter_fix = 0.5
	_physics_interpolation_fraction = 0.0f
	_frame_delay = 0
	_fps = 1
	_target_fps = 0
	_time_scale = 1.0
	_pixel_snap = false
	_physics_frames = 0
	_idle_frames = 0
	_in_physics = false
	_frame_ticks = 0
	_frame_step = 0
	editor_hint = false


