#ifndef VisualSCRIPT_EDITOR_H
#define VisualSCRIPT_EDITOR_H

#include "tools/editor/plugins/script_editor_plugin.h"
#include "visual_script.h"
#include "tools/editor/property_editor.h"
#include "scene/gui/graph_edit.h"
#include "tools/editor/create_dialog.h"
#include "tools/editor/property_selector.h"
class VisualScriptEditorSignalEdit;
class VisualScriptEditorVariableEdit;


#ifdef TOOLS_ENABLED


class VisualScriptEditor : public ScriptEditorBase {
	GDCLASS(VisualScriptEditor,ScriptEditorBase)

	enum {
		TYPE_SEQUENCE=1000,
		INDEX_BASE_SEQUENCE=1024


	};

	enum {
		EDIT_DELETE_NODES,
		EDIT_TOGGLE_BREAKPOINT,
		EDIT_FIND_NODE_TYPE,
		EDIT_COPY_NODES,
		EDIT_CUT_NODES,
		EDIT_PASTE_NODES,
	};

	enum PortAction {

		CREATE_CALL,
		CREATE_SET,
		CREATE_GET,
		CREATE_COND,
		CREATE_SEQUENCE,
		CREATE_SWITCH,
		CREATE_ITERATOR,
		CREATE_WHILE,
		CREATE_RETURN,
	};

	MenuButton *edit_menu;

	Ref<VisualScript> script;

	Button *base_type_select;

	HSplitContainer *main_hsplit;
	VSplitContainer *left_vsplit;

	GraphEdit *graph;

	LineEdit *node_filter;
	TextureFrame *node_filter_icon;

	VisualScriptEditorSignalEdit *signal_editor;

	AcceptDialog *edit_signal_dialog;
	PropertyEditor *edit_signal_edit;

	PropertySelector *method_select;
	PropertySelector *new_connect_node_select;

	VisualScriptEditorVariableEdit *variable_editor;

	AcceptDialog *edit_variable_dialog;
	PropertyEditor *edit_variable_edit;

	CustomPropertyEditor *default_value_edit;

	UndoRedo *undo_redo;

	Tree *members;
	Tree *nodes;

	Label *hint_text;
	Timer *hint_text_timer;

	Label *select_func_text;

	bool updating_graph;

	void _show_hint(const String& p_hint);
	void _hide_timer();

	CreateDialog *select_base_type;

	struct VirtualInMenu {
		String name;
		Variant::Type ret;
		bool ret_variant;
		Vector< Pair<Variant::Type,String> > args;
	};

	Map<int,VirtualInMenu> virtuals_in_menu;

	PopupMenu *new_function_menu;


	StringName edited_func;

	void _update_graph_connections();
	void _update_graph(int p_only_id=-1);

	bool updating_members;

	void _update_members();

	StringName selected;

	String _validate_name(const String& p_name) const;

	struct Clipboard {

		Map<int,Ref<VisualScriptNode> > nodes;
		Map<int,Vector2 > nodes_positions;

		Set<VisualScript::SequenceConnection> sequence_connections;
		Set<VisualScript::DataConnection> data_connections;
	};

	static Clipboard *clipboard;

	PopupMenu *port_action_popup;

	PortAction port_action;
	int port_action_node;
	int port_action_output;
	Vector2 port_action_pos;
	int port_action_new_node;
	void _port_action_menu(int p_option);
	void _selected_connect_node_method_or_setget(const String& p_text);


	int error_line;

	void _node_selected(Node* p_node);
	void _center_on_node(int p_id);

	void _node_filter_changed(const String& p_text);
	void _change_base_type_callback();
	void _change_base_type();
	void _member_selected();
	void _member_edited();
	void _override_pressed(int p_id);

	void _begin_node_move();
	void _end_node_move();
	void _move_node(String func,int p_id,const Vector2& p_to);

	void _node_moved(Vector2 p_from,Vector2 p_to, int p_id);
	void _remove_node(int p_id);
	void _graph_connected(const String& p_from,int p_from_slot,const String& p_to,int p_to_slot);
	void _graph_disconnected(const String& p_from,int p_from_slot,const String& p_to,int p_to_slot);
	void _graph_connect_to_empty(const String& p_from,int p_from_slot,const Vector2& p_release_pos);

	void _node_ports_changed(const String& p_func,int p_id);
	void _available_node_doubleclicked();

	void _update_available_nodes();

	void _member_button(Object *p_item, int p_column, int p_button);

	void _expression_text_changed(const String& p_text,int p_id);


	String revert_on_drag;

	void _input(const InputEvent& p_event);
	void _on_nodes_delete();
	void _on_nodes_duplicate();

	Variant get_drag_data_fw(const Point2& p_point,Control* p_from);
	bool can_drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from) const;
	void drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from);


	int editing_id;
	int editing_input;

	void _default_value_changed();
	void _default_value_edited(Node * p_button,int p_id,int p_input_port);

	void _menu_option(int p_what);

	void _graph_ofs_changed(const Vector2& p_ofs);
	void _comment_node_resized(const Vector2& p_new_size,int p_node);

	int selecting_method_id;
	void _selected_method(const String& p_method);

	void _draw_color_over_button(Object* obj,Color p_color);
	void _button_resource_previewed(const String& p_path,const Ref<Texture>& p_preview,Variant p_ud);

	VisualScriptNode::TypeGuess  _guess_output_type(int p_port_action_node,int p_port_action_output,Set<int> &visited_nodes);


protected:

	void _notification(int p_what);
	static void _bind_methods();
public:

	virtual void apply_code();
	virtual Ref<Script> get_edited_script() const;
	virtual Vector<String> get_functions();
	virtual void set_edited_script(const Ref<Script>& p_script);
	virtual void reload_text();
	virtual String get_name();
	virtual Ref<Texture> get_icon();
	virtual bool is_unsaved();
	virtual Variant get_edit_state();
	virtual void set_edit_state(const Variant& p_state);
	virtual void goto_line(int p_line,bool p_with_error=false);
	virtual void trim_trailing_whitespace();
	virtual void ensure_focus();
	virtual void tag_saved_version();
	virtual void reload(bool p_soft);
	virtual void get_breakpoints(List<int> *p_breakpoints);
	virtual bool goto_method(const String& p_method);
	virtual void add_callback(const String& p_function,StringArray p_args);
	virtual void update_settings();
	virtual void set_debugger_active(bool p_active);
	virtual void set_tooltip_request_func(String p_method,Object* p_obj);
	virtual Control *get_edit_menu();
	virtual bool can_lose_focus_on_node_selection() { return false; }

	static void register_editor();

	static void free_clipboard();

	VisualScriptEditor();
	~VisualScriptEditor();
};
#endif

#endif // VisualSCRIPT_EDITOR_H
