/*************************************************************************/
/*  editor_run.cpp                                                       */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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#include "editor_run.h"

#include "plugins/script_editor_plugin.h"
#include "script_editor_debugger.h"

#include "core/project_settings.h"
#include "editor_settings.h"

EditorRun::Status EditorRun::get_status() const {
	return status;
}

String EditorRun::get_running_scene() const {
	return running_scene;
}

Error EditorRun::run(const String &p_scene, const String &p_custom_args, const List<String> &p_breakpoints, const bool &p_skip_breakpoints) {
	List<String> args;

	String resource_path = ProjectSettings::get_singleton()->get_resource_path();

	if (resource_path != "") {
		args.push_back("--path");
		args.push_back(resource_path.replace(" ", "%20"));
	}

	args.push_back("--remote-debug");

	const String conn_string = ScriptEditor::get_singleton()->get_debugger()->get_connection_string();
	if (!conn_string.empty()) {
		args.push_back(ScriptEditor::get_singleton()->get_debugger()->get_connection_string());
	} else { // Try anyway with default settings
		const String remote_host = EditorSettings::get_singleton()->get("network/debug/remote_host");
		const int remote_port = (int)EditorSettings::get_singleton()->get("network/debug/remote_port");
		args.push_back(remote_host + ":" + String::num(remote_port));
	}
	args.push_back("--allow_focus_steal_pid");
	args.push_back(itos(OS::get_singleton()->get_process_id()));

	if (debug_collisions) {
		args.push_back("--debug-collisions");
	}

	if (debug_navigation) {
		args.push_back("--debug-navigation");
	}

	if (debug_shader_fallbacks) {
		args.push_back("--debug-shader-fallbacks");
	}

	int screen = EditorSettings::get_singleton()->get("run/window_placement/screen");
	if (screen == 0) {
		// Same as editor
		screen = OS::get_singleton()->get_current_screen();
	} else if (screen == 1) {
		// Previous monitor (wrap to the other end if needed)
		screen = Math::wrapi(
				OS::get_singleton()->get_current_screen() - 1,
				0,
				OS::get_singleton()->get_screen_count());
	} else if (screen == 2) {
		// Next monitor (wrap to the other end if needed)
		screen = Math::wrapi(
				OS::get_singleton()->get_current_screen() + 1,
				0,
				OS::get_singleton()->get_screen_count());
	} else {
		// Fixed monitor ID
		// There are 3 special options, so decrement the option ID by 3 to get the monitor ID
		screen -= 3;
	}

	if (OS::get_singleton()->is_disable_crash_handler()) {
		args.push_back("--disable-crash-handler");
	}

	Rect2 screen_rect;
	screen_rect.position = OS::get_singleton()->get_screen_position(screen);
	screen_rect.size = OS::get_singleton()->get_screen_size(screen);

	Size2 desired_size;
	desired_size.x = ProjectSettings::get_singleton()->get("display/window/size/width");
	desired_size.y = ProjectSettings::get_singleton()->get("display/window/size/height");

	Size2 test_size;
	test_size.x = ProjectSettings::get_singleton()->get("display/window/size/test_width");
	test_size.y = ProjectSettings::get_singleton()->get("display/window/size/test_height");
	if (test_size.x > 0 && test_size.y > 0) {
		desired_size = test_size;
	}

	int window_placement = EditorSettings::get_singleton()->get("run/window_placement/rect");
	bool hidpi_proj = ProjectSettings::get_singleton()->get("display/window/dpi/allow_hidpi");
	int display_scale = 1;
	if (OS::get_singleton()->is_hidpi_allowed()) {
		if (hidpi_proj) {
			display_scale = 1; // Both editor and project runs in hiDPI mode, do not scale.
		} else {
			display_scale = OS::get_singleton()->get_screen_max_scale(); // Editor is in hiDPI mode, project is not, scale down.
		}
	} else {
		if (hidpi_proj) {
			display_scale = (1.f / OS::get_singleton()->get_screen_max_scale()); // Editor is not in hiDPI mode, project is, scale up.
		} else {
			display_scale = 1; // Both editor and project runs in lowDPI mode, do not scale.
		}
	}
	screen_rect.position /= display_scale;
	screen_rect.size /= display_scale;

	switch (window_placement) {
		case 0: { // top left
			args.push_back("--position");
			args.push_back(itos(screen_rect.position.x) + "," + itos(screen_rect.position.y));
		} break;
		case 1: { // centered
			Vector2 pos = screen_rect.position + ((screen_rect.size - desired_size) / 2).floor();
			args.push_back("--position");
			args.push_back(itos(pos.x) + "," + itos(pos.y));
		} break;
		case 2: { // custom pos
			Vector2 pos = EditorSettings::get_singleton()->get("run/window_placement/rect_custom_position");
			pos += screen_rect.position;
			args.push_back("--position");
			args.push_back(itos(pos.x) + "," + itos(pos.y));
		} break;
		case 3: { // force maximized
			Vector2 pos = screen_rect.position;
			args.push_back("--position");
			args.push_back(itos(pos.x) + "," + itos(pos.y));
			args.push_back("--maximized");
		} break;
		case 4: { // force fullscreen
			Vector2 pos = screen_rect.position;
			args.push_back("--position");
			args.push_back(itos(pos.x) + "," + itos(pos.y));
			args.push_back("--fullscreen");
		} break;
	}

	if (p_breakpoints.size()) {
		args.push_back("--breakpoints");
		String bpoints;
		for (const List<String>::Element *E = p_breakpoints.front(); E; E = E->next()) {
			bpoints += E->get().replace(" ", "%20");
			if (E->next()) {
				bpoints += ",";
			}
		}

		args.push_back(bpoints);
	}

	if (p_skip_breakpoints) {
		args.push_back("--skip-breakpoints");
	}

	if (p_scene != "") {
		args.push_back(p_scene);
	}

	String exec = OS::get_singleton()->get_executable_path();

	if (p_custom_args != "") {
		// Allow the user to specify a command to run, similar to Steam's launch options.
		// In this case, Godot will no longer be run directly; it's up to the underlying command
		// to run it. For instance, this can be used on Linux to force a running project
		// to use Optimus using `prime-run` or similar.
		// Example: `prime-run %command% --time-scale 0.5`
		const int placeholder_pos = p_custom_args.find("%command%");

		Vector<String> custom_args;

		if (placeholder_pos != -1) {
			// Prepend executable-specific custom arguments.
			// If nothing is placed before `%command%`, behave as if no placeholder was specified.
			Vector<String> exec_args = p_custom_args.substr(0, placeholder_pos).split(" ", false);
			if (exec_args.size() >= 1) {
				exec = exec_args[0];
				exec_args.remove(0);

				// Append the Godot executable name before we append executable arguments
				// (since the order is reversed when using `push_front()`).
				args.push_front(OS::get_singleton()->get_executable_path());
			}

			for (int i = exec_args.size() - 1; i >= 0; i--) {
				// Iterate backwards as we're pushing items in the reverse order.
				args.push_front(exec_args[i].replace(" ", "%20"));
			}

			// Append Godot-specific custom arguments.
			custom_args = p_custom_args.substr(placeholder_pos + String("%command%").size()).split(" ", false);
			for (int i = 0; i < custom_args.size(); i++) {
				args.push_back(custom_args[i].replace(" ", "%20"));
			}
		} else {
			// Append Godot-specific custom arguments.
			custom_args = p_custom_args.split(" ", false);
			for (int i = 0; i < custom_args.size(); i++) {
				args.push_back(custom_args[i].replace(" ", "%20"));
			}
		}
	}

	printf("Running: %ls", exec.c_str());
	for (List<String>::Element *E = args.front(); E; E = E->next()) {
		printf(" %ls", E->get().c_str());
	};
	printf("\n");

	pid = 0;
	Error err = OS::get_singleton()->execute(exec, args, false, &pid);
	ERR_FAIL_COND_V(err, err);

	status = STATUS_PLAY;
	if (p_scene != "") {
		running_scene = p_scene;
	}

	return OK;
}

void EditorRun::stop() {
	if (status != STATUS_STOP && pid != 0) {
		OS::get_singleton()->kill(pid);
	}

	status = STATUS_STOP;
	running_scene = "";
}

void EditorRun::set_debug_collisions(bool p_debug) {
	debug_collisions = p_debug;
}

bool EditorRun::get_debug_collisions() const {
	return debug_collisions;
}

void EditorRun::set_debug_navigation(bool p_debug) {
	debug_navigation = p_debug;
}

bool EditorRun::get_debug_navigation() const {
	return debug_navigation;
}

void EditorRun::set_debug_shader_fallbacks(bool p_debug) {
	debug_shader_fallbacks = p_debug;
}

bool EditorRun::get_debug_shader_fallbacks() const {
	return debug_shader_fallbacks;
}

EditorRun::EditorRun() {
	status = STATUS_STOP;
	running_scene = "";
	debug_collisions = false;
	debug_navigation = false;
	debug_shader_fallbacks = false;
}