/**************************************************************************/
/*  fbx_importer_manager.cpp                                              */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
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/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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#include "fbx_importer_manager.h"

#include "core/config/project_settings.h"
#include "core/object/callable_mp.h"
#include "core/os/os.h"
#include "editor/editor_node.h"
#include "editor/editor_string_names.h"
#include "editor/settings/editor_settings.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/link_button.h"

void FBXImporterManager::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_THEME_CHANGED: {
			fbx_path_browse->set_button_icon(get_editor_theme_icon(SNAME("FileBrowse")));
		} break;

		case NOTIFICATION_READY: {
			connect(SceneStringName(confirmed), callable_mp(this, &FBXImporterManager::_path_confirmed));
		} break;
	}
}

void FBXImporterManager::show_dialog(bool p_exclusive) {
	String fbx2gltf_path = EDITOR_GET("filesystem/import/fbx/fbx2gltf_path");
	fbx_path->set_text(fbx2gltf_path);
	_validate_path(fbx2gltf_path);

	// If exclusive, we're importing a FBX file, there's no exit.
	is_importing = p_exclusive;
	set_flag(Window::FLAG_BORDERLESS, p_exclusive); // Avoid closing accidentally.
	set_close_on_escape(!p_exclusive);

	if (is_importing) {
		get_cancel_button()->set_text(TTR("Disable FBX2glTF & Restart"));
		get_cancel_button()->set_tooltip_text(TTR("Canceling this dialog will disable the FBX2glTF importer and use the ufbx importer.\nYou can re-enable FBX2glTF in the Project Settings under Filesystem > Import > FBX > Enabled.\n\nThe editor will restart as importers are registered when the editor starts."));
	} else {
		get_cancel_button()->set_text(TTR("Cancel"));
		get_cancel_button()->set_tooltip_text("");
	}

	popup_centered();
}

void FBXImporterManager::_validate_path(const String &p_path) {
	String error;
	bool success = false;

	if (p_path == "") {
		error = TTR("Path to FBX2glTF executable is empty.");
	} else if (!FileAccess::exists(p_path)) {
		error = TTR("Path to FBX2glTF executable is invalid.");
	} else {
		List<String> args;
		args.push_back("--version");
		int exitcode;
		Error err = OS::get_singleton()->execute(p_path, args, nullptr, &exitcode);

		if (err == OK && exitcode == 0) {
			success = true;
		} else {
			error = TTR("Error executing this file (wrong version or architecture).");
		}
	}

	if (success) {
		path_status->set_text(TTR("FBX2glTF executable is valid."));
		path_status->add_theme_color_override(SceneStringName(font_color), path_status->get_theme_color(SNAME("success_color"), EditorStringName(Editor)));
		get_ok_button()->set_disabled(false);
	} else {
		path_status->set_text(error);
		path_status->add_theme_color_override(SceneStringName(font_color), path_status->get_theme_color(SNAME("error_color"), EditorStringName(Editor)));
		get_ok_button()->set_disabled(true);
	}
}

void FBXImporterManager::_select_file(const String &p_path) {
	fbx_path->set_text(p_path);
	_validate_path(p_path);
}

void FBXImporterManager::_path_confirmed() {
	String path = fbx_path->get_text();
	EditorSettings::get_singleton()->set("filesystem/import/fbx/fbx2gltf_path", path);
	EditorSettings::get_singleton()->save();
}

void FBXImporterManager::_cancel_setup() {
	if (!is_importing) {
		return; // No worry.
	}
	// No escape.
	ProjectSettings::get_singleton()->set("filesystem/import/fbx2gltf/enabled", false);
	ProjectSettings::get_singleton()->save();
	EditorNode::get_singleton()->save_all_scenes();
	EditorNode::get_singleton()->restart_editor();
}

void FBXImporterManager::_browse_install() {
	if (fbx_path->get_text() != String()) {
		browse_dialog->set_current_file(fbx_path->get_text());
	}

	browse_dialog->popup_centered_ratio();
}

FBXImporterManager *FBXImporterManager::singleton = nullptr;

FBXImporterManager::FBXImporterManager() {
	singleton = this;

	set_title(TTR("Configure FBX Importer"));

	VBoxContainer *vb = memnew(VBoxContainer);
	vb->add_child(memnew(Label(TTR("FBX2glTF is required for importing FBX files if using FBX2glTF.\nAlternatively, you can use ufbx by disabling FBX2glTF.\nPlease download the necessary tool and provide a valid path to the binary:"))));
	LinkButton *lb = memnew(LinkButton);
	lb->set_text(TTR("Click this link to download FBX2glTF"));
	lb->set_uri("https://godotengine.org/fbx-import");
	vb->add_child(lb);

	HBoxContainer *hb = memnew(HBoxContainer);

	fbx_path = memnew(LineEdit);
	fbx_path->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	fbx_path->set_accessibility_name(TTRC("Path"));
	hb->add_child(fbx_path);
	fbx_path_browse = memnew(Button);
	fbx_path_browse->set_text(TTR("Browse"));
	fbx_path_browse->connect(SceneStringName(pressed), callable_mp(this, &FBXImporterManager::_browse_install));
	hb->add_child(fbx_path_browse);
	hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	hb->set_custom_minimum_size(Size2(400 * EDSCALE, 0));

	vb->add_child(hb);

	path_status = memnew(Label);
	path_status->set_focus_mode(Control::FOCUS_ACCESSIBILITY);
	vb->add_child(path_status);

	add_child(vb);

	fbx_path->connect(SceneStringName(text_changed), callable_mp(this, &FBXImporterManager::_validate_path));

	get_ok_button()->set_text(TTR("Confirm Path"));
	get_cancel_button()->connect(SceneStringName(pressed), callable_mp(this, &FBXImporterManager::_cancel_setup));

	browse_dialog = memnew(EditorFileDialog);
	browse_dialog->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
	browse_dialog->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE);
#ifdef WINDOWS_ENABLED
	browse_dialog->add_filter("*.exe");
#endif

	browse_dialog->connect("file_selected", callable_mp(this, &FBXImporterManager::_select_file));

	add_child(browse_dialog);
}
