/*************************************************************************/
/*  debugger_editor_plugin.cpp                                           */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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#include "debugger_editor_plugin.h"

#include "core/os/keyboard.h"
#include "editor/debugger/editor_debugger_node.h"
#include "editor/editor_node.h"
#include "editor/fileserver/editor_file_server.h"
#include "scene/gui/menu_button.h"

DebuggerEditorPlugin::DebuggerEditorPlugin(EditorNode *p_editor, MenuButton *p_debug_menu) {
	ED_SHORTCUT("debugger/step_into", TTR("Step Into"), KEY_F11);
	ED_SHORTCUT("debugger/step_over", TTR("Step Over"), KEY_F10);
	ED_SHORTCUT("debugger/break", TTR("Break"));
	ED_SHORTCUT("debugger/continue", TTR("Continue"), KEY_F12);
	ED_SHORTCUT("debugger/keep_debugger_open", TTR("Keep Debugger Open"));
	ED_SHORTCUT("debugger/debug_with_external_editor", TTR("Debug with External Editor"));

	// File Server for deploy with remote fs.
	file_server = memnew(EditorFileServer);

	EditorDebuggerNode *debugger = memnew(EditorDebuggerNode);
	Button *db = EditorNode::get_singleton()->add_bottom_panel_item(TTR("Debugger"), debugger);
	debugger->set_tool_button(db);

	// Main editor debug menu.
	debug_menu = p_debug_menu;
	PopupMenu *p = debug_menu->get_popup();
	p->set_hide_on_checkable_item_selection(false);
	p->add_check_shortcut(ED_SHORTCUT("editor/deploy_with_remote_debug", TTR("Deploy with Remote Debug")), RUN_DEPLOY_REMOTE_DEBUG);
	p->set_item_tooltip(p->get_item_count() - 1, TTR("When exporting or deploying, the resulting executable will attempt to connect to the IP of this computer in order to be debugged."));
	p->add_check_shortcut(ED_SHORTCUT("editor/small_deploy_with_network_fs", TTR("Small Deploy with Network FS")), RUN_FILE_SERVER);
	p->set_item_tooltip(p->get_item_count() - 1, TTR("When this option is enabled, export or deploy will produce a minimal executable.\nThe filesystem will be provided from the project by the editor over the network.\nOn Android, deploy will use the USB cable for faster performance. This option speeds up testing for games with a large footprint."));
	p->add_separator();
	p->add_check_shortcut(ED_SHORTCUT("editor/visible_collision_shapes", TTR("Visible Collision Shapes")), RUN_DEBUG_COLLISONS);
	p->set_item_tooltip(p->get_item_count() - 1, TTR("Collision shapes and raycast nodes (for 2D and 3D) will be visible on the running game if this option is turned on."));
	p->add_check_shortcut(ED_SHORTCUT("editor/visible_navigation", TTR("Visible Navigation")), RUN_DEBUG_NAVIGATION);
	p->set_item_tooltip(p->get_item_count() - 1, TTR("Navigation meshes and polygons will be visible on the running game if this option is turned on."));
	p->add_separator();
	//those are now on by default, since they are harmless
	p->add_check_shortcut(ED_SHORTCUT("editor/sync_scene_changes", TTR("Sync Scene Changes")), RUN_LIVE_DEBUG);
	p->set_item_tooltip(p->get_item_count() - 1, TTR("When this option is turned on, any changes made to the scene in the editor will be replicated in the running game.\nWhen used remotely on a device, this is more efficient with network filesystem."));
	p->set_item_checked(p->get_item_count() - 1, true);
	p->add_check_shortcut(ED_SHORTCUT("editor/sync_script_changes", TTR("Sync Script Changes")), RUN_RELOAD_SCRIPTS);
	p->set_item_tooltip(p->get_item_count() - 1, TTR("When this option is turned on, any script that is saved will be reloaded on the running game.\nWhen used remotely on a device, this is more efficient with network filesystem."));
	p->set_item_checked(p->get_item_count() - 1, true);

	// Multi-instance, start/stop
	instances_menu = memnew(PopupMenu);
	instances_menu->set_name("run_instances");
	instances_menu->set_hide_on_checkable_item_selection(false);

	p->add_child(instances_menu);
	p->add_separator();
	p->add_submenu_item(TTR("Run Multiple Instances"), "run_instances");

	instances_menu->add_radio_check_item(TTR("Run 1 Instance"));
	instances_menu->set_item_metadata(0, 1);
	instances_menu->add_radio_check_item(TTR("Run 2 Instances"));
	instances_menu->set_item_metadata(1, 2);
	instances_menu->add_radio_check_item(TTR("Run 3 Instances"));
	instances_menu->set_item_metadata(2, 3);
	instances_menu->add_radio_check_item(TTR("Run 4 Instances"));
	instances_menu->set_item_metadata(3, 4);
	instances_menu->set_item_checked(0, true);
	instances_menu->connect("index_pressed", callable_mp(this, &DebuggerEditorPlugin::_select_run_count));
	p->connect("id_pressed", callable_mp(this, &DebuggerEditorPlugin::_menu_option));
}

DebuggerEditorPlugin::~DebuggerEditorPlugin() {
	memdelete(file_server);
}

void DebuggerEditorPlugin::_select_run_count(int p_index) {
	int len = instances_menu->get_item_count();
	for (int idx = 0; idx < len; idx++) {
		instances_menu->set_item_checked(idx, idx == p_index);
	}
	EditorSettings::get_singleton()->set_project_metadata("debug_options", "run_debug_instances", instances_menu->get_item_metadata(p_index));
}

void DebuggerEditorPlugin::_menu_option(int p_option) {
	switch (p_option) {
		case RUN_FILE_SERVER: {

			bool ischecked = debug_menu->get_popup()->is_item_checked(debug_menu->get_popup()->get_item_index(RUN_FILE_SERVER));

			if (ischecked) {
				file_server->stop();
			} else {
				file_server->start();
			}

			debug_menu->get_popup()->set_item_checked(debug_menu->get_popup()->get_item_index(RUN_FILE_SERVER), !ischecked);
			EditorSettings::get_singleton()->set_project_metadata("debug_options", "run_file_server", !ischecked);

		} break;
		case RUN_LIVE_DEBUG: {

			bool ischecked = debug_menu->get_popup()->is_item_checked(debug_menu->get_popup()->get_item_index(RUN_LIVE_DEBUG));

			debug_menu->get_popup()->set_item_checked(debug_menu->get_popup()->get_item_index(RUN_LIVE_DEBUG), !ischecked);
			EditorDebuggerNode::get_singleton()->set_live_debugging(!ischecked);
			EditorSettings::get_singleton()->set_project_metadata("debug_options", "run_live_debug", !ischecked);

		} break;
		case RUN_DEPLOY_REMOTE_DEBUG: {

			bool ischecked = debug_menu->get_popup()->is_item_checked(debug_menu->get_popup()->get_item_index(RUN_DEPLOY_REMOTE_DEBUG));
			debug_menu->get_popup()->set_item_checked(debug_menu->get_popup()->get_item_index(RUN_DEPLOY_REMOTE_DEBUG), !ischecked);
			EditorSettings::get_singleton()->set_project_metadata("debug_options", "run_deploy_remote_debug", !ischecked);

		} break;
		case RUN_DEBUG_COLLISONS: {

			bool ischecked = debug_menu->get_popup()->is_item_checked(debug_menu->get_popup()->get_item_index(RUN_DEBUG_COLLISONS));
			debug_menu->get_popup()->set_item_checked(debug_menu->get_popup()->get_item_index(RUN_DEBUG_COLLISONS), !ischecked);
			EditorSettings::get_singleton()->set_project_metadata("debug_options", "run_debug_collisons", !ischecked);

		} break;
		case RUN_DEBUG_NAVIGATION: {

			bool ischecked = debug_menu->get_popup()->is_item_checked(debug_menu->get_popup()->get_item_index(RUN_DEBUG_NAVIGATION));
			debug_menu->get_popup()->set_item_checked(debug_menu->get_popup()->get_item_index(RUN_DEBUG_NAVIGATION), !ischecked);
			EditorSettings::get_singleton()->set_project_metadata("debug_options", "run_debug_navigation", !ischecked);

		} break;
		case RUN_RELOAD_SCRIPTS: {

			bool ischecked = debug_menu->get_popup()->is_item_checked(debug_menu->get_popup()->get_item_index(RUN_RELOAD_SCRIPTS));
			debug_menu->get_popup()->set_item_checked(debug_menu->get_popup()->get_item_index(RUN_RELOAD_SCRIPTS), !ischecked);

			ScriptEditor::get_singleton()->set_live_auto_reload_running_scripts(!ischecked);
			EditorSettings::get_singleton()->set_project_metadata("debug_options", "run_reload_scripts", !ischecked);

		} break;
	}
}

void DebuggerEditorPlugin::_notification(int p_what) {
	if (p_what == NOTIFICATION_READY)
		_update_debug_options();
}

void DebuggerEditorPlugin::_update_debug_options() {
	bool check_deploy_remote = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_deploy_remote_debug", false);
	bool check_file_server = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_file_server", false);
	bool check_debug_collisions = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_collisons", false);
	bool check_debug_navigation = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_navigation", false);
	bool check_live_debug = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_live_debug", false);
	bool check_reload_scripts = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_reload_scripts", false);
	int instances = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_instances", 1);

	if (check_deploy_remote) _menu_option(RUN_DEPLOY_REMOTE_DEBUG);
	if (check_file_server) _menu_option(RUN_FILE_SERVER);
	if (check_debug_collisions) _menu_option(RUN_DEBUG_COLLISONS);
	if (check_debug_navigation) _menu_option(RUN_DEBUG_NAVIGATION);
	if (check_live_debug) _menu_option(RUN_LIVE_DEBUG);
	if (check_reload_scripts) _menu_option(RUN_RELOAD_SCRIPTS);

	int len = instances_menu->get_item_count();
	for (int idx = 0; idx < len; idx++) {
		bool checked = (int)instances_menu->get_item_metadata(idx) == instances;
		instances_menu->set_item_checked(idx, checked);
	}
}
