/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

 Header:       FGPropertyManager.h
 Author:       Tony Peden
               Based on work originally by David Megginson
 Date:         2/2002

 ------------- Copyright (C) 2002 -------------

 This program is free software; you can redistribute it and/or modify it under
 the terms of the GNU Lesser General Public License as published by the Free Software
 Foundation; either version 2 of the License, or (at your option) any later
 version.

 This program is distributed in the hope that it will be useful, but WITHOUT
 ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public License for more
 details.

 You should have received a copy of the GNU Lesser General Public License along with
 this program; if not, write to the Free Software Foundation, Inc., 59 Temple
 Place - Suite 330, Boston, MA  02111-1307, USA.

 Further information about the GNU Lesser General Public License can also be found on
 the world wide web at http://www.gnu.org.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SENTRY
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/

#ifndef FGPROPERTYMANAGER_H
#define FGPROPERTYMANAGER_H

/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
INCLUDES
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/

// This is needed by MSVC9 when included in FlightGear because of
// the new Vec4d class in props.hxx
#if defined( HAVE_CONFIG_H )
# include <config.h>
#endif

#include <string>
#include <list>
#include "simgear/props/propertyObject.hxx"
#if !PROPS_STANDALONE
# include "simgear/math/SGMath.hxx"
#endif

#include "FGJSBBase.h"

/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FORWARD DECLARATIONS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/

namespace JSBSim {

/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS DOCUMENTATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/

/** Class wrapper for property handling.
    @author David Megginson, Tony Peden
  */

/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS DECLARATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/

class JSBSIM_API FGPropertyNode : public SGPropertyNode
{
  public:
    /// Destructor
    virtual ~FGPropertyNode(void) {}

    /**
     * Get a property node.
     *
     * @param path The path of the node, relative to root.
     * @param create true to create the node if it doesn't exist.
     * @return The node, or 0 if none exists and none was created.
     */
    FGPropertyNode*
    GetNode (const std::string &path, bool create = false);

    FGPropertyNode*
    GetNode (const std::string &relpath, int index, bool create = false);

    /**
     * Test whether a given node exists.
     *
     * @param path The path of the node, relative to root.
     * @return true if the node exists, false otherwise.
     */
    bool HasNode (const std::string &path);

    /**
     * Get the name of a node
     */
    const std::string& GetName( void ) const { return getNameString(); }

    /**
     * Get the name of a node without underscores, etc.
     */
    std::string GetPrintableName( void ) const;

    /**
     * Get the fully qualified name of a node
     * This function is very slow, so is probably useful for debugging only.
     */
    std::string GetFullyQualifiedName(void) const;

    /**
     * Get the qualified name of a node relative to given base path,
     * otherwise the fully qualified name.
     * This function is very slow, so is probably useful for debugging only.
     *
     * @param path The path to strip off, if found.
     */
    std::string GetRelativeName( const std::string &path = "/fdm/jsbsim/" ) const;

    /**
     * Get a bool value for a property.
     *
     * This method is convenient but inefficient.  It should be used
     * infrequently (i.e. for initializing, loading, saving, etc.),
     * not in the main loop.  If you need to get a value frequently,
     * it is better to look up the node itself using GetNode and then
     * use the node's getBoolValue() method, to avoid the lookup overhead.
     *
     * @param name The property name.
     * @param defaultValue The default value to return if the property
     *        does not exist.
     * @return The property's value as a bool, or the default value provided.
     */
    bool GetBool (const std::string &name, bool defaultValue = false) const;


    /**
     * Get an int value for a property.
     *
     * This method is convenient but inefficient.  It should be used
     * infrequently (i.e. for initializing, loading, saving, etc.),
     * not in the main loop.  If you need to get a value frequently,
     * it is better to look up the node itself using GetNode and then
     * use the node's getIntValue() method, to avoid the lookup overhead.
     *
     * @param name The property name.
     * @param defaultValue The default value to return if the property
     *        does not exist.
     * @return The property's value as an int, or the default value provided.
     */
    int GetInt (const std::string &name, int defaultValue = 0) const;


    /**
     * Get a long value for a property.
     *
     * This method is convenient but inefficient.  It should be used
     * infrequently (i.e. for initializing, loading, saving, etc.),
     * not in the main loop.  If you need to get a value frequently,
     * it is better to look up the node itself using GetNode and then
     * use the node's getLongValue() method, to avoid the lookup overhead.
     *
     * @param name The property name.
     * @param defaultValue The default value to return if the property
     *        does not exist.
     * @return The property's value as a long, or the default value provided.
     */
    int GetLong (const std::string &name, long defaultValue = 0L) const;


    /**
     * Get a float value for a property.
     *
     * This method is convenient but inefficient.  It should be used
     * infrequently (i.e. for initializing, loading, saving, etc.),
     * not in the main loop.  If you need to get a value frequently,
     * it is better to look up the node itself using GetNode and then
     * use the node's getFloatValue() method, to avoid the lookup overhead.
     *
     * @param name The property name.
     * @param defaultValue The default value to return if the property
     *        does not exist.
     * @return The property's value as a float, or the default value provided.
     */
    float GetFloat (const std::string &name, float defaultValue = 0.0) const;


    /**
     * Get a double value for a property.
     *
     * This method is convenient but inefficient.  It should be used
     * infrequently (i.e. for initializing, loading, saving, etc.),
     * not in the main loop.  If you need to get a value frequently,
     * it is better to look up the node itself using GetNode and then
     * use the node's getDoubleValue() method, to avoid the lookup overhead.
     *
     * @param name The property name.
     * @param defaultValue The default value to return if the property
     *        does not exist.
     * @return The property's value as a double, or the default value provided.
     */
    double GetDouble (const std::string &name, double defaultValue = 0.0) const;


    /**
     * Get a string value for a property.
     *
     * This method is convenient but inefficient.  It should be used
     * infrequently (i.e. for initializing, loading, saving, etc.),
     * not in the main loop.  If you need to get a value frequently,
     * it is better to look up the node itself using GetNode and then
     * use the node's getStringValue() method, to avoid the lookup overhead.
     *
     * @param name The property name.
     * @param defaultValue The default value to return if the property
     *        does not exist.
     * @return The property's value as a string, or the default value provided.
     */
    std::string GetString (const std::string &name, std::string defaultValue = "") const;


    /**
     * Set a bool value for a property.
     *
     * Assign a bool value to a property.  If the property does not
     * yet exist, it will be created and its type will be set to
     * BOOL; if it has a type of UNKNOWN, the type will also be set to
     * BOOL; otherwise, the value type will be converted to the property's
     * type.
     *
     * @param name The property name.
     * @param val The new value for the property.
     * @return true if the assignment succeeded, false otherwise.
     */
    bool SetBool (const std::string &name, bool val);


    /**
     * Set an int value for a property.
     *
     * Assign an int value to a property.  If the property does not
     * yet exist, it will be created and its type will be set to
     * INT; if it has a type of UNKNOWN, the type will also be set to
     * INT; otherwise, the value type will be converted to the property's
     * type.
     *
     * @param name The property name.
     * @param val The new value for the property.
     * @return true if the assignment succeeded, false otherwise.
     */
    bool SetInt (const std::string &name, int val);


    /**
     * Set a long value for a property.
     *
     * Assign a long value to a property.  If the property does not
     * yet exist, it will be created and its type will be set to
     * LONG; if it has a type of UNKNOWN, the type will also be set to
     * LONG; otherwise, the value type will be converted to the property's
     * type.
     *
     * @param name The property name.
     * @param val The new value for the property.
     * @return true if the assignment succeeded, false otherwise.
     */
    bool SetLong (const std::string &name, long val);


    /**
     * Set a float value for a property.
     *
     * Assign a float value to a property.  If the property does not
     * yet exist, it will be created and its type will be set to
     * FLOAT; if it has a type of UNKNOWN, the type will also be set to
     * FLOAT; otherwise, the value type will be converted to the property's
     * type.
     *
     * @param name The property name.
     * @param val The new value for the property.
     * @return true if the assignment succeeded, false otherwise.
     */
    bool SetFloat (const std::string &name, float val);


    /**
     * Set a double value for a property.
     *
     * Assign a double value to a property.  If the property does not
     * yet exist, it will be created and its type will be set to
     * DOUBLE; if it has a type of UNKNOWN, the type will also be set to
     * DOUBLE; otherwise, the double value will be converted to the property's
     * type.
     *
     * @param name The property name.
     * @param val The new value for the property.
     * @return true if the assignment succeeded, false otherwise.
     */
    bool SetDouble (const std::string &name, double val);


    /**
     * Set a string value for a property.
     *
     * Assign a string value to a property.  If the property does not
     * yet exist, it will be created and its type will be set to
     * STRING; if it has a type of UNKNOWN, the type will also be set to
     * STRING; otherwise, the string value will be converted to the property's
     * type.
     *
     * @param name The property name.
     * @param val The new value for the property.
     * @return true if the assignment succeeded, false otherwise.
     */
    bool SetString (const std::string &name, const std::string &val);


    ////////////////////////////////////////////////////////////////////////
    // Convenience functions for setting property attributes.
    ////////////////////////////////////////////////////////////////////////


    /**
     * Set the state of the archive attribute for a property.
     *
     * If the archive attribute is true, the property will be written
     * when a flight is saved; if it is false, the property will be
     * skipped.
     *
     * A warning message will be printed if the property does not exist.
     *
     * @param name The property name.
     * @param state The state of the archive attribute (defaults to true).
     */
    void SetArchivable (const std::string &name, bool state = true);


    /**
     * Set the state of the read attribute for a property.
     *
     * If the read attribute is true, the property value will be readable;
     * if it is false, the property value will always be the default value
     * for its type.
     *
     * A warning message will be printed if the property does not exist.
     *
     * @param name The property name.
     * @param state The state of the read attribute (defaults to true).
     */
    void SetReadable (const std::string &name, bool state = true);


    /**
     * Set the state of the write attribute for a property.
     *
     * If the write attribute is true, the property value may be modified
     * (depending on how it is tied); if the write attribute is false, the
     * property value may not be modified.
     *
     * A warning message will be printed if the property does not exist.
     *
     * @param name The property name.
     * @param state The state of the write attribute (defaults to true).
     */
    void SetWritable (const std::string &name, bool state = true);
};

typedef SGSharedPtr<FGPropertyNode> FGPropertyNode_ptr;
typedef SGSharedPtr<const FGPropertyNode> FGConstPropertyNode_ptr;

class JSBSIM_API FGPropertyManager
{
  public:
    /// Default constructor
    FGPropertyManager(void) { root = new FGPropertyNode; }

    /// Constructor
    explicit FGPropertyManager(FGPropertyNode* _root) : root(_root) {};

    /// Destructor
    virtual ~FGPropertyManager(void) { Unbind(); }

    FGPropertyNode* GetNode(void) const { return root; }
    FGPropertyNode* GetNode(const std::string &path, bool create = false)
    { return root->GetNode(path, create); }
    FGPropertyNode* GetNode(const std::string &relpath, int index, bool create = false)
    { return root->GetNode(relpath, index, create); }
    bool HasNode(const std::string& path) const
    {
      std::string newPath = path;
      if (newPath[0] == '-') newPath.erase(0,1);
      return root->HasNode(newPath);
    }

    /** Property-ify a name
     *  replaces spaces with '-' and, optionally, makes name all lower case
     *  @param name string to change
     *  @param lowercase true to change all upper case chars to lower
     *  NOTE: this function changes its argument and thus relies
     *  on pass by value
     */
    std::string mkPropertyName(std::string name, bool lowercase);

    ////////////////////////////////////////////////////////////////////////
    // Convenience functions for tying properties, with logging.
    ////////////////////////////////////////////////////////////////////////


    /**
     * Untie a property from an external data source.
     *
     * Classes should use this function to release control of any
     * properties they are managing.
     *
     * @param name The property name to untie (full path).
     */
    void Untie (const std::string &name);

    /**
     * Untie a property from an external data source.
     *
     * Classes should use this function to release control of any
     * properties they are managing.
     *
     * @param property A pointer to the property to untie.
     */
    void Untie (SGPropertyNode* property);

    /// Unbind all properties bound by this manager to an external data source.
    void Unbind (void);

    /**
     * Unbind all properties bound by this manager to an instance.
     *
     * Classes should use this function to release control of any
     * properties they have bound using this property manager.
     * @param instance The instance which properties shall be unbound.
     */
    void Unbind(const void* instance);

    /**
     * Tie a property to an external variable.
     *
     * The property's value will automatically mirror the variable's
     * value, and vice-versa, until the property is untied.
     *
     * @param name The property name to tie (full path).
     * @param pointer A pointer to the variable.
     */
    template <typename T> void
    Tie (const std::string &name, T *pointer)
    {
      SGPropertyNode* property = root->getNode(name.c_str(), true);
      if (!property) {
        std::cerr << "Could not get or create property " << name << std::endl;
        return;
      }

      if (!property->tie(SGRawValuePointer<T>(pointer), false))
        std::cerr << "Failed to tie property " << name << " to a pointer" << std::endl;
      else {
        tied_properties.push_back(PropertyState(property, nullptr));
        if (FGJSBBase::debug_lvl & 0x20) std::cout << name << std::endl;
      }
    }

     /**
     * Tie a property to a pair of simple functions.
     *
     * Every time the property value is queried, the getter (if any) will
     * be invoked; every time the property value is modified, the setter
     * (if any) will be invoked.  The getter can be 0 to make the property
     * unreadable, and the setter can be 0 to make the property
     * unmodifiable.
     *
     * @param name The property name to tie (full path).
     * @param getter The getter function, or 0 if the value is unreadable.
     * @param setter The setter function, or 0 if the value is unmodifiable.
     */

    template <typename T> void
    Tie (const std::string &name, T (*getter)(), void (*setter)(T) = nullptr)
    {
      SGPropertyNode* property = root->getNode(name.c_str(), true);
      if (!property) {
        std::cerr << "Could not get or create property " << name << std::endl;
        return;
      }

      if (!property->tie(SGRawValueFunctions<T>(getter, setter), false))
        std::cerr << "Failed to tie property " << name << " to functions"
                  << std::endl;
      else {
        tied_properties.push_back(PropertyState(property, nullptr));
        if (!setter) property->setAttribute(SGPropertyNode::WRITE, false);
        if (!getter) property->setAttribute(SGPropertyNode::READ, false);
        if (FGJSBBase::debug_lvl & 0x20) std::cout << name << std::endl;
      }
    }

    /**
     * Tie a property to a pair of indexed functions.
     *
     * Every time the property value is queried, the getter (if any) will
     * be invoked with the index provided; every time the property value
     * is modified, the setter (if any) will be invoked with the index
     * provided.  The getter can be 0 to make the property unreadable, and
     * the setter can be 0 to make the property unmodifiable.
     *
     * @param name The property name to tie (full path).
     * @param index The integer argument to pass to the getter and
     *        setter functions.
     * @param getter The getter function, or 0 if the value is unreadable.
     * @param setter The setter function, or 0 if the value is unmodifiable.
     */
    template <typename T> void
    Tie (const std::string &name, int index, T (*getter)(int),
         void (*setter)(int, T) = nullptr)
    {
      SGPropertyNode* property = root->getNode(name.c_str(), true);
      if (!property) {
        std::cerr << "Could not get or create property " << name << std::endl;
        return;
      }

      if (!property->tie(SGRawValueFunctionsIndexed<T>(index, getter, setter),
                                                       false))
        std::cerr << "Failed to tie property " << name << " to indexed functions"
                  << std::endl;
      else {
        tied_properties.push_back(PropertyState(property, nullptr));
        if (!setter) property->setAttribute(SGPropertyNode::WRITE, false);
        if (!getter) property->setAttribute(SGPropertyNode::READ, false);
        if (FGJSBBase::debug_lvl & 0x20) std::cout << name << std::endl;
      }
    }

    /**
     * Tie a property to a pair of object methods.
     *
     * Every time the property value is queried, the getter (if any) will
     * be invoked; every time the property value is modified, the setter
     * (if any) will be invoked.  The getter can be 0 to make the property
     * unreadable, and the setter can be 0 to make the property
     * unmodifiable.
     *
     * @param name The property name to tie (full path).
     * @param obj The object whose methods should be invoked.
     * @param getter The object's getter method, or 0 if the value is
     *        unreadable.
     * @param setter The object's setter method, or 0 if the value is
     *        unmodifiable.
     */
    template <class T, class V> void
    Tie (const std::string &name, T * obj, V (T::*getter)() const,
         void (T::*setter)(V) = nullptr)
    {
      SGPropertyNode* property = root->getNode(name.c_str(), true);
      if (!property) {
        std::cerr << "Could not get or create property " << name << std::endl;
        return;
      }

      if (!property->tie(SGRawValueMethods<T,V>(*obj, getter, setter), false))
        std::cerr << "Failed to tie property " << name << " to object methods"
                  << std::endl;
      else {
        tied_properties.push_back(PropertyState(property, obj));
        if (!setter) property->setAttribute(SGPropertyNode::WRITE, false);
        if (!getter) property->setAttribute(SGPropertyNode::READ, false);
        if (FGJSBBase::debug_lvl & 0x20) std::cout << name << std::endl;
      }
    }

    /**
     * Tie a property to a pair of indexed object methods.
     *
     * Every time the property value is queried, the getter (if any) will
     * be invoked with the index provided; every time the property value
     * is modified, the setter (if any) will be invoked with the index
     * provided.  The getter can be 0 to make the property unreadable, and
     * the setter can be 0 to make the property unmodifiable.
     *
     * @param name The property name to tie (full path).
     * @param obj The object whose methods should be invoked.
     * @param index The integer argument to pass to the getter and
     *        setter methods.
     * @param getter The getter method, or 0 if the value is unreadable.
     * @param setter The setter method, or 0 if the value is unmodifiable.
     */
    template <class T, class V> void
    Tie (const std::string &name, T * obj, int index, V (T::*getter)(int) const,
         void (T::*setter)(int, V) = nullptr)
    {
      SGPropertyNode* property = root->getNode(name.c_str(), true);
      if (!property) {
        std::cerr << "Could not get or create property " << name << std::endl;
        return;
      }

      if (!property->tie(SGRawValueMethodsIndexed<T,V>(*obj, index, getter, setter),
                                                       false))
        std::cerr << "Failed to tie property " << name
                  << " to indexed object methods" << std::endl;
      else {
        tied_properties.push_back(PropertyState(property, obj));
        if (!setter) property->setAttribute(SGPropertyNode::WRITE, false);
        if (!getter) property->setAttribute(SGPropertyNode::READ, false);
        if (FGJSBBase::debug_lvl & 0x20) std::cout << name << std::endl;
      }
   }

    template <class T> simgear::PropertyObject<T>
    CreatePropertyObject(const std::string &path)
    { return simgear::PropertyObject<T>(root->GetNode(path, true)); }

  private:
    struct PropertyState {
      SGPropertyNode_ptr node;
      const void* BindingInstance = nullptr;
      bool WriteAttribute = true;
      bool ReadAttribute = true;
      PropertyState(SGPropertyNode* property, const void* instance)
        : node(property), BindingInstance(instance) {
        WriteAttribute = node->getAttribute(SGPropertyNode::WRITE);
        ReadAttribute = node->getAttribute(SGPropertyNode::READ);
      }
      void untie(void) {
        node->setAttribute(SGPropertyNode::WRITE, WriteAttribute);
        node->setAttribute(SGPropertyNode::READ, ReadAttribute);
        node->untie();
      }
    };
    std::list<PropertyState> tied_properties;
    FGPropertyNode_ptr root;
};
}
#endif // FGPROPERTYMANAGER_H
