/**
* Copyright (c) 2006-2010 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
*    claim that you wrote the original software. If you use this software
*    in a product, an acknowledgment in the product documentation would be
*    appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
*    misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/

#include <common/config.h>

#include <common/utf8.h>
#include <common/b64.h>

#include "Filesystem.h"

namespace love
{
namespace filesystem
{
namespace physfs
{
	Filesystem::Filesystem()
		: open_count(0), buffer(0), isInited(false)
	{
	}

	Filesystem::~Filesystem()
	{
		if(isInited)
		{
			isInited = false;
			PHYSFS_deinit();
		}
	}

	const char * Filesystem::getName() const
	{
		return "love.filesystem.physfs";
	}

	void Filesystem::init(const char * arg0)
	{
		if(!PHYSFS_init(arg0))
			throw Exception(PHYSFS_getLastError());
		isInited = true;
	}

	bool Filesystem::setIdentity( const char * ident )
	{
		if(!isInited)
			return false;

		// Store the save directory.
		save_identity = std::string(ident);

		// Generate the relative path to the game save folder.
		save_path_relative = std::string(LOVE_APPDATA_FOLDER LOVE_PATH_SEPARATOR) + save_identity;

		// Generate the full path to the game save folder.
		save_path_full = std::string(getAppdataDirectory()) + std::string(LOVE_PATH_SEPARATOR);
		save_path_full += save_path_relative;

		// We now have something like:
		// save_identity: game
		// save_path_relative: ./LOVE/game
		// save_path_full: C:\Documents and Settings\user\Application Data/LOVE/game

		// Try to add the save directory to the search path.
		// (No error on fail, it means that the path doesn't exist).
		PHYSFS_addToSearchPath(save_path_full.c_str(), 0);

		return true;
	}

	bool Filesystem::setSource(const char * source)
	{
		if(!isInited)
			return false;

		// Check whether directory is already set.
		if(!game_source.empty())
			return false;

		// Add the directory.
		if(!PHYSFS_addToSearchPath(source, 1))
			return false;

		// Save the game source.
		game_source = std::string(source);

		return true;
	}

	bool Filesystem::setupWriteDirectory()
	{
		if(!isInited)
			return false;

		// These must all be set.
		if(save_identity.empty() || save_path_full.empty() || save_path_relative.empty())
			return false;

		// Set the appdata folder as writable directory.
		// (We must create the save folder before mounting it).
		if(!PHYSFS_setWriteDir(getAppdataDirectory()))
			return false;

		// Create the save folder. (We're now "at" %APPDATA%).
		if(!mkdir(save_path_relative.c_str()))
		{
			PHYSFS_setWriteDir(0); // Clear the write directory in case of error.
			return false;
		}

		// Set the final write directory.
		if(!PHYSFS_setWriteDir(save_path_full.c_str()))
			return false;

		// Add the directory. (Will not be readded if already present).
		if(!PHYSFS_addToSearchPath(save_path_full.c_str(), 0))
		{
			PHYSFS_setWriteDir(0); // Clear the write directory in case of error.
			return false;
		}

		return true;
	}

	File * Filesystem::newFile(const char *filename)
	{
		return new File(filename);
	}

	FileData * Filesystem::newFileData(void * data, int size, const char * filename)
	{
		FileData * fd = new FileData(size, std::string(filename));

		// Copy the data into FileData.
		memcpy(fd->getData(), data, size);

		return fd;
	}

	FileData * Filesystem::newFileData(const char * b64, const char * filename)
	{
		int size = strlen(b64);
		int outsize = 0;
		char * dst = b64_decode(b64, size, outsize);
		FileData * fd = new FileData(outsize, std::string(filename));

		// Copy the data into FileData.
		memcpy(fd->getData(), dst, outsize);
		delete [] dst;

		return fd;
	}

	const char * Filesystem::getWorkingDirectory()
	{
		if(cwd.empty())
		{
#ifdef LOVE_WINDOWS

			WCHAR w_cwd[LOVE_MAX_PATH];
			_wgetcwd(w_cwd, LOVE_MAX_PATH);
			cwd = to_utf8(w_cwd);
			replace_char(cwd, '\\', '/');
#else
			char * cwd_char = new char[LOVE_MAX_PATH];

			if(getcwd(cwd_char, LOVE_MAX_PATH))
				cwd = cwd_char; // if getcwd fails, cwd_char (and thus cwd) will still be empty

			delete [] cwd_char;
#endif
		}

		return cwd.c_str();
	}

	const char * Filesystem::getUserDirectory()
	{
		return PHYSFS_getUserDir();
	}

	const char * Filesystem::getAppdataDirectory()
	{
#ifdef LOVE_WINDOWS
		if(appdata.empty())
		{
			wchar_t * w_appdata = _wgetenv(TEXT("APPDATA"));
			appdata = to_utf8(w_appdata);
			replace_char(appdata, '\\', '/');
		}
		return appdata.c_str();
#elif defined(LOVE_MACOSX)
		if(appdata.empty())
		{
			std::string udir = getUserDirectory();
			udir.append("/Library/Application Support");
			appdata = udir;
		}
		return appdata.c_str();
#elif defined(LOVE_LINUX)
		if(appdata.empty())
		{
			char * xdgdatahome = getenv("XDG_DATA_HOME");
			if (!xdgdatahome)
				appdata = std::string(getUserDirectory()) + "/.local/share/";
			else
				appdata = xdgdatahome;
		}
		return appdata.c_str();
#else
		return getUserDirectory();
#endif
	}


	const char * Filesystem::getSaveDirectory()
	{
		return save_path_full.c_str();
	}

	bool Filesystem::exists(const char * file)
	{
		if(PHYSFS_exists(file))
			return true;
		return false;
	}

	bool Filesystem::isDirectory(const char * file)
	{
		if(PHYSFS_isDirectory(file))
			return true;
		return false;
	}

	bool Filesystem::isFile(const char * file)
	{
		return exists(file) && !isDirectory(file);
	}

	bool Filesystem::mkdir(const char * file)
	{
		if(PHYSFS_getWriteDir() == 0 && !setupWriteDirectory())
			return false;

		if(!PHYSFS_mkdir(file))
			return false;
		return true;
	}

	bool Filesystem::remove(const char * file)
	{
		if(PHYSFS_getWriteDir() == 0 && !setupWriteDirectory())
			return false;

		if(!PHYSFS_delete(file))
			return false;
		return true;
	}

	int Filesystem::read(lua_State * L)
	{
		// The file to read from. The file must either be created
		// on-the-fly, or passed as a parameter.
		File * file;

        if(lua_isstring(L, 1))
		{
			// Create the file.
			file = newFile(lua_tostring(L, 1));
		}
		else
			return luaL_error(L, "Expected filename.");

		// Optionally, the caller can specify whether to read
		// the whole file, or just a part of it.
		int count = luaL_optint(L, 2, file->getSize());

		// Read the data.
		Data * data = file->read(count);

		// Error check.
		if(data == 0)
			return luaL_error(L, "File could not be read.");

		// Close and delete the file, if we created it.
		// (I.e. if the first parameter is a string).
		if(lua_isstring(L, 1))
			file->release();

		// Push the string.
		lua_pushlstring(L, (char*)data->getData(), data->getSize());

		// Push the size.
		lua_pushinteger(L, data->getSize());

		// Lua has a copy now, so we can free it.
		data->release();

		return 2;
	}

	int Filesystem::write(lua_State * L)
	{
		// The file to write to. The file must either be created
		// on-the-fly, or passed as a parameter.
		File * file;

		// We know for sure that we need a second parameter, so
		// let's check that first.
		if(lua_isnoneornil(L, 2))
			return luaL_error(L, "Second argument needed.");

		if(lua_isstring(L, 1))
		{
			// Create the file.
			file = newFile(lua_tostring(L, 1));
		}
		else
			return luaL_error(L, "Expected filename.");

		// Get the current mode of the file.
		File::Mode mode = file->getMode();

		if(mode == File::CLOSED)
		{
			// It should be possible to use append mode, but
			// normal File::Mode::Write is the default.
			int mode = luaL_optint(L, 4, File::WRITE);

			// Open the file.
			if(!file->open((File::Mode)mode))
				return luaL_error(L, "Could not open file.");
		}

		size_t length = 0;
		const char * input;
		if(lua_isstring(L, 2)) {
			input = lua_tolstring(L, 2, &length);
		} else if (luax_istype(L, 2, DATA_T)) {
			love::Data * data = luax_totype<love::Data>(L, 2, "Data", DATA_T);
			length = data->getSize();
			input = (char *)data->getData();
		} else {
			return luaL_error(L, "Expected string or data for argument #2.");
		}

		// Get how much we should write. Length of string default.
		length = luaL_optint(L, 3, length);

		// Write the data.
		bool success = file->write(input, length);

		// Close and delete the file, if we created
		// it in this function.
		if(lua_isstring(L, 1))
		{
			// Kill the file if "we" created it.
			file->close();
			file->release();
		}

		if(!success)
			return luaL_error(L, "Data could not be written.");

		lua_pushboolean(L, success);
		return 1;
	}

	int Filesystem::enumerate(lua_State * L)
	{
		int n = lua_gettop(L);

		if( n != 1 )
			return luaL_error(L, "Function requires a single parameter.");

		int type = lua_type(L, 1);

		if(type != LUA_TSTRING)
			return luaL_error(L, "Function requires parameter of type string.");

		const char * dir = lua_tostring(L, 1);
		char **rc = PHYSFS_enumerateFiles(dir);
		char **i;
		int index = 1;

		lua_newtable(L);

		for (i = rc; *i != 0; i++)
		{
			lua_pushinteger(L, index);
			lua_pushstring(L, *i);
			lua_settable(L, -3);
			index++;
		}

		PHYSFS_freeList(rc);

		return 1;
	}

	int Filesystem::lines(lua_State * L)
	{
		File * file;

		if(lua_isstring(L, 1))
		{
			file = newFile(lua_tostring(L, 1));
			if(!file->open(File::READ))
				return luaL_error(L, "Could not open file %s.\n", lua_tostring(L, 1));
			lua_pop(L, 1);

			luax_newtype(L, "File", FILESYSTEM_FILE_T, file, false);
			lua_pushboolean(L, 1); // 1 = autoclose.
		}
		else
			return luaL_error(L, "Expected filename.");

		// Reset the file position.
		if(!file->seek(0))
			return luaL_error(L, "File does not appear to be open.\n");

		lua_pushcclosure(L, lines_i, 2);
		return 1;
	}

	int Filesystem::lines_i(lua_State * L)
	{
		// We're using a 1k buffer.
		const static int bufsize = 8;
		static char buf[bufsize];

		File * file = luax_checktype<File>(L, lua_upvalueindex(1), "File", FILESYSTEM_FILE_T);
		int close = (int)lua_tointeger(L, lua_upvalueindex(2));

		// Find the next newline.
		// pos must be at the start of the line we're trying to find.
		int pos = file->tell();
		int newline = -1;
		int totalread = 0;

		while(!file->eof())
		{
			int current = file->tell();
			int read = file->read(buf, bufsize);
			totalread += read;

			if(read < 0)
				return luaL_error(L, "Readline failed!");

			for(int i = 0;i<read;i++)
			{
				if(buf[i] == '\n')
				{
					newline = current+i;
					break;
				}
			}

			if(newline > 0)
				break;
		}

		// Special case for the last "line".
		if(newline <= 0 && file->eof() && totalread > 0)
			newline = pos + totalread;

		// We've got a newline.
		if(newline > 0)
		{
			// Ok, we've got a line.
			int linesize = (newline-pos);

			// Allocate memory for the string.
			char * str = new char[linesize];

			// Read it.
			file->seek(pos);
			if(file->read(str, linesize) == -1)
				return luaL_error(L, "Read error.");

			if(str[linesize-1]=='\r')
				linesize -= 1;

			lua_pushlstring(L, str, linesize);

			// Free the memory. Lua has a copy now.
			delete[] str;

			// Set the beginning of the next line.
			if(!file->eof())
				file->seek(newline+1);

			return 1;
		}

		if(close)
		{
			file->close();
			file->release();
		}

		// else: (newline <= 0)
		return 0;
	}

	int Filesystem::load(lua_State * L)
	{
		// Need only one arg.
		luax_assert_argc(L, 1, 1);

		// Must be string.
		if(!lua_isstring(L, -1))
			return luaL_error(L, "The argument must be a string.");

		const char * filename = lua_tostring(L, -1);

		// The file must exist.
		if(!exists(filename))
			return luaL_error(L, "File %s does not exist.", filename);

		// Create the file.
		File * file = newFile(filename);

		// Get the data from the file.
		Data * data = file->read();

		int status = luaL_loadbuffer(L, (const char *)data->getData(), data->getSize(), filename);

		data->release();
		file->release();

		// Load the chunk, but don't run it.
		switch (status)
		{
		case LUA_ERRMEM:
			return luaL_error(L, "Memory allocation error: %s\n", lua_tostring(L, -1));
		case LUA_ERRSYNTAX:
			return luaL_error(L, "Syntax error: %s\n", lua_tostring(L, -1));
		default: // success
			return 1;
		}
	}

} // physfs
} // filesystem
} // love
