// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only WITH Qt-GPL-exception-1.0

#pragma once

#include "selectioncontext.h"
#include <qmldesignercomponents_global.h>

#include <utils/filepath.h>

#include <QVector3D>

namespace QmlDesigner {

class AddFilesResult
{
public:
    enum Status { Succeeded, Failed, Cancelled, Delayed };
    static constexpr char directoryPropName[] = "directory";

    static AddFilesResult cancelled(const QString &directory = {})
    {
        return AddFilesResult{Cancelled, directory};
    }

    static AddFilesResult failed(const QString &directory = {})
    {
        return AddFilesResult{Failed, directory};
    }

    static AddFilesResult succeeded(const QString &directory = {})
    {
        return AddFilesResult{Succeeded, directory};
    }

    static AddFilesResult delayed(QObject *delayedResult)
    {
        return AddFilesResult{Delayed, {}, delayedResult};
    }

    Status status() const { return m_status; }
    QString directory() const { return m_directory; }
    bool haveDelayedResult() const { return m_delayedResult != nullptr; }
    QObject *delayedResult() const { return m_delayedResult; }

private:
    AddFilesResult(Status status, const QString &directory, QObject *delayedResult = nullptr)
        : m_status{status}
        , m_directory{directory}
        , m_delayedResult{delayedResult}
    {}

    Status m_status;
    QString m_directory;
    QObject *m_delayedResult = nullptr;
};

namespace ModelNodeOperations {

bool goIntoComponent(const ModelNode &modelNode);
void jumpToCode(const ModelNode &modelNode);

void select(const SelectionContext &selectionState);
void deSelect(const SelectionContext &selectionState);
void cut(const SelectionContext &selectionState);
void copy(const SelectionContext &selectionState);
void deleteSelection(const SelectionContext &selectionState);
void toFront(const SelectionContext &selectionState);
void toBack(const SelectionContext &selectionState);
void raise(const SelectionContext &selectionState);
void lower(const SelectionContext &selectionState);
void paste(const SelectionContext &selectionState);
void undo(const SelectionContext &selectionState);
void redo(const SelectionContext &selectionState);
void setVisible(const SelectionContext &selectionState);
void isolateSelectedNodes(const SelectionContext &selectionState);
void showAllNodes(const SelectionContext &selectionState);
void setFillWidth(const SelectionContext &selectionState);
void setFillHeight(const SelectionContext &selectionState);
void resetSize(const SelectionContext &selectionState);
void resetPosition(const SelectionContext &selectionState);
void goIntoComponentOperation(const SelectionContext &selectionState);
void jumpToCodeOperation(const SelectionContext &selectionState);
void setId(const SelectionContext &selectionState);
void resetZ(const SelectionContext &selectionState);
void reverse(const SelectionContext &selectionState);
void anchorsFill(const SelectionContext &selectionState);
void anchorsReset(const SelectionContext &selectionState);
void layoutRowPositioner(const SelectionContext &selectionState);
void layoutColumnPositioner(const SelectionContext &selectionState);
void layoutGridPositioner(const SelectionContext &selectionState);
void layoutFlowPositioner(const SelectionContext &selectionState);
void layoutRowLayout(const SelectionContext &selectionState);
void layoutColumnLayout(const SelectionContext &selectionState);
void layoutGridLayout(const SelectionContext &selectionState);
void goImplementation(const SelectionContext &selectionState);
void addToGroupItem(const SelectionContext &selectionContext);
void addNewSignalHandler(const SelectionContext &selectionState);
void editMaterial(const SelectionContext &selectionContext);
void addSignalHandlerOrGotoImplementation(const SelectionContext &selectionState, bool addAlwaysNewSlot);
void removeLayout(const SelectionContext &selectionContext);
void removePositioner(const SelectionContext &selectionContext);
void moveToComponent(const SelectionContext &selectionContext);
void extractComponent(const SelectionContext &selectionContext);
void addNodeToContentLibrary(const SelectionContext &selectionContext);
PropertyName getIndexPropertyName(const ModelNode &modelNode);
void addItemToStackedContainer(const SelectionContext &selectionContext);
void increaseIndexOfStackedContainer(const SelectionContext &selectionContext);
void decreaseIndexOfStackedContainer(const SelectionContext &selectionContext);
void addTabBarToStackedContainer(const SelectionContext &selectionContext);
QMLDESIGNERCOMPONENTS_EXPORT AddFilesResult addFilesToProject(const QStringList &fileNames,
                                                              const QString &defaultDir,
                                                              bool showDialog = true);
AddFilesResult addImageToProject(const QStringList &fileNames, const QString &directory, bool showDialog = true);
AddFilesResult addFontToProject(const QStringList &fileNames, const QString &directory, bool showDialog = true);
AddFilesResult addSoundToProject(const QStringList &fileNames, const QString &directory, bool showDialog = true);
AddFilesResult addShaderToProject(const QStringList &fileNames, const QString &directory, bool showDialog = true);
AddFilesResult addVideoToProject(const QStringList &fileNames, const QString &directory, bool showDialog = true);
void mergeWithTemplate(const SelectionContext &selectionContext,
                       ExternalDependenciesInterface &externalDependencies,
                       ModulesStorage &modulesStorage);
void removeGroup(const SelectionContext &selectionContext);
void editAnnotation(const SelectionContext &selectionContext);
void addMouseAreaFill(const SelectionContext &selectionContext);

void openSignalDialog(const SelectionContext &selectionContext);
void updateImported3DAsset(const SelectionContext &selectionContext);
void editIn3dView(const SelectionContext &selectionContext);
QMLDESIGNERCOMPONENTS_EXPORT Utils::FilePath findEffectFile(const ModelNode &effectNode);
void editInEffectComposer(const SelectionContext &selectionContext);

QMLDESIGNERCOMPONENTS_EXPORT Utils::FilePath getEffectsImportDirectory();
QMLDESIGNERCOMPONENTS_EXPORT QString getEffectsDefaultDirectory(const QString &defaultDir = {});
void openEffectComposer(const QString &filePath);
void openOldEffectMaker(const QString &filePath);
QString getEffectIcon(const QString &effectPath);
bool useLayerEffect();
bool validateEffect(const QString &effectPath);
bool isEffectComposerActivated();

QMLDESIGNERCOMPONENTS_EXPORT Utils::FilePath getImagesDefaultDirectory();
Utils::FilePath getImported3dDefaultDirectory();

//Item Library and Assets related drop operations
QMLDESIGNERCOMPONENTS_EXPORT ModelNode handleItemLibraryEffectDrop(const QString &effectPath,
                                                                   const ModelNode &targetNode);
ModelNode handleImported3dAssetDrop(const QString &assetPath,
                                    const ModelNode &targetNode,
                                    const QVector3D &position = {});
void handleTextureDrop(const QMimeData *mimeData, const ModelNode &targetModelNode);
void handleMaterialDrop(const QMimeData *mimeData, const ModelNode &targetNode);
ModelNode handleItemLibraryImageDrop(const QString &imagePath,
                                     NodeAbstractProperty targetProperty,
                                     const ModelNode &targetNode,
                                     bool &outMoveNodesAfter);
ModelNode handleItemLibraryFontDrop(const QString &fontFamily,
                                    NodeAbstractProperty targetProperty,
                                    const ModelNode &targetNode);
ModelNode handleItemLibraryShaderDrop(const QString &shaderPath,
                                      bool isFragShader,
                                      NodeAbstractProperty targetProperty,
                                      const ModelNode &targetNode,
                                      bool &outMoveNodesAfter);
ModelNode handleItemLibrarySoundDrop(const QString &soundPath,
                                     NodeAbstractProperty targetProperty,
                                     const ModelNode &targetNode);
ModelNode handleItemLibraryTexture3dDrop(const QString &tex3DPath,
                                         const ModelNode &targetNode,
                                         bool &outMoveNodesAfter);

// ModelNodePreviewImageOperations
QVariant previewImageDataForGenericNode(const ModelNode &modelNode);
QVariant previewImageDataForImageNode(const ModelNode &modelNode);

} // namespace ModelNodeOperations
} //QmlDesigner
