/* Copyright (C) 2025 Wildfire Games.
 * This file is part of 0 A.D.
 *
 * 0 A.D. is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 2 of the License, or
 * (at your option) any later version.
 *
 * 0 A.D. is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
 */

#include "precompiled.h"

#include "ScenarioEditor.h"

#include "tools/atlas/AtlasObject/AtlasObject.h"
#include "tools/atlas/AtlasUI/CustomControls/Buttons/ToolButton.h"
#include "tools/atlas/AtlasUI/CustomControls/Canvas/Canvas.h"
#include "tools/atlas/AtlasUI/CustomControls/FileHistory/FileHistory.h"
#include "tools/atlas/AtlasUI/CustomControls/HighResTimer/HighResTimer.h"
#include "tools/atlas/AtlasUI/CustomControls/MapDialog/MapDialog.h"
#include "tools/atlas/AtlasUI/General/AtlasWindowCommandProc.h"
#include "tools/atlas/AtlasUI/General/Datafile.h"
#include "tools/atlas/AtlasUI/General/Observable.h"
#include "tools/atlas/AtlasUI/Misc/DLLInterface.h"
#include "tools/atlas/AtlasUI/Misc/KeyMap.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/SectionLayout.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/MiscState.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/ObjectSettings.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/Tools.h"
#include "tools/atlas/GameInterface/MessagePasser.h"
#include "tools/atlas/GameInterface/Messages.h"
#include "tools/atlas/GameInterface/Shareable.h"
#include "tools/atlas/GameInterface/SharedTypes.h"

#include <cstddef>
#include <list>
#include <string>
#include <utility>
#include <wx/busyinfo.h>
#include <wx/chartype.h>
#include <wx/clipbrd.h>
#include <wx/config.h>
#include <wx/dataobj.h>
#include <wx/datetime.h>
#include <wx/debug.h>
#include <wx/ffile.h>
#include <wx/filedlg.h>
#include <wx/filefn.h>
#include <wx/filename.h>
#include <wx/gdicmn.h>
#include <wx/glcanvas.h>
#include <wx/imagbmp.h>
#include <wx/image.h>
#include <wx/imagpng.h>
#include <wx/log.h>
#include <wx/menu.h>
#include <wx/msgdlg.h>
#include <wx/sstream.h>
#include <wx/sysopt.h>
#include <wx/textdlg.h>
#include <wx/toolbar.h>
#include <wx/tooltip.h>
#include <wx/toplevel.h>
#include <wx/translation.h>
#include <wx/utils.h>
#include <wx/xml/xml.h>

class wxInputStream;
class wxWindow;

#include <array>

static HighResTimer g_Timer;

/**
 * wxWidgets only registers the double click on mousedown.
 */
static int g_Clicks = 1;

using namespace AtlasMessage;

enum TIMER_TYPE
{
	TIMER_TOOL,
	TIMER_RENDER
};

const int TIMER_TOOL_INTERVAL = 16;
const int TIMER_RENDER_INTERVAL = 16;
const int TIMER_RENDER_SLOW_INTERVAL = 200;

// This records the last activity on the WX side.
double last_wx_user_activity = 0.0;

//////////////////////////////////////////////////////////////////////////

// GL functions exported from DLL, and called by game (in a separate
// thread to the standard wx one)
ATLASDLLIMPEXP void Atlas_GLSetCurrent(void* canvas)
{
	static_cast<Canvas*>(canvas)->SetCurrent();
}

ATLASDLLIMPEXP void Atlas_GLSwapBuffers(void* canvas)
{
	static_cast<Canvas*>(canvas)->SwapBuffers();
}


//////////////////////////////////////////////////////////////////////////

class GameCanvas : public Canvas
{
public:
	GameCanvas(ScenarioEditor& scenarioEditor, wxWindow* parent, int* attribList)
		: Canvas(parent, attribList, wxWANTS_CHARS),
		m_ScenarioEditor(scenarioEditor), m_MouseState(NONE), m_LastMouseState(NONE)
	{
	}

private:

	void SetScrolling(int dir, float speed, bool enable)
	{
		POST_MESSAGE(ScrollConstant, (eRenderView::GAME, dir, enable ? speed : 0.0f));
	}

	bool KeyScroll(wxKeyEvent& evt, bool enable)
	{
		static std::array<bool, 6> scrolling{};

		switch (evt.GetKeyCode())
		{
		case 'A': case WXK_LEFT:  std::get<0>(scrolling) = enable; break;
		case 'D': case WXK_RIGHT: std::get<1>(scrolling) = enable; break;
		case 'W': case WXK_UP:    std::get<2>(scrolling) = enable; break;
		case 'S': case WXK_DOWN:  std::get<3>(scrolling) = enable; break;
		case 'Q': case '[':       std::get<4>(scrolling) = enable; break;
		case 'E': case ']':       std::get<5>(scrolling) = enable; break;
		// Modifier keys changing speed and therefore requiring update.
		case WXK_SHIFT: case WXK_CONTROL: break;
		default: return false;
		}

		float speed = 120.f * ScenarioEditor::GetSpeedModifier();

		SetScrolling(eScrollConstantDir::LEFT, speed, std::get<0>(scrolling));
		SetScrolling(eScrollConstantDir::RIGHT, speed, std::get<1>(scrolling));
		SetScrolling(eScrollConstantDir::FORWARDS, speed, std::get<2>(scrolling));
		SetScrolling(eScrollConstantDir::BACKWARDS, speed, std::get<3>(scrolling));
		SetScrolling(eScrollConstantDir::CLOCKWISE, speed, std::get<4>(scrolling));
		SetScrolling(eScrollConstantDir::ANTICLOCKWISE, speed, std::get<5>(scrolling));

		return true;
	}

	void OnKeyDown(wxKeyEvent& evt)
	{
		if (m_ScenarioEditor.GetToolManager().GetCurrentTool()->OnKey(evt, ITool::KEY_DOWN))
		{
			// Key event has been handled by the tool, so don't try
			// to use it for camera motion too
			last_wx_user_activity = g_Timer.GetTime();
			return;
		}

		if (KeyScroll(evt, true))
			return;

		POST_MESSAGE(GuiKeyEvent, (GetSDLKeyFromWxKeyCode(evt.GetKeyCode()), evt.GetUnicodeKey(), true));

		evt.Skip();
	}

	void OnKeyUp(wxKeyEvent& evt)
	{
		if (m_ScenarioEditor.GetToolManager().GetCurrentTool()->OnKey(evt, ITool::KEY_UP))
		{
			last_wx_user_activity = g_Timer.GetTime();
			return;
		}

		if (KeyScroll(evt, false))
			return;

		POST_MESSAGE(GuiKeyEvent, (GetSDLKeyFromWxKeyCode(evt.GetKeyCode()), evt.GetUnicodeKey(), false));

		evt.Skip();
	}

	void OnChar(wxKeyEvent& evt)
	{
		if (m_ScenarioEditor.GetToolManager().GetCurrentTool()->OnKey(evt, ITool::KEY_CHAR))
		{
			last_wx_user_activity = g_Timer.GetTime();
			return;
		}

		// Alt+enter toggles fullscreen
		if (evt.GetKeyCode() == WXK_RETURN && wxGetKeyState(WXK_ALT))
		{
			if (m_ScenarioEditor.IsFullScreen())
				m_ScenarioEditor.ShowFullScreen(false);
			else
				m_ScenarioEditor.ShowFullScreen(true, wxFULLSCREEN_NOBORDER | wxFULLSCREEN_NOCAPTION);
			return;
		}

		if (evt.GetKeyCode() == 'c')
		{
			POST_MESSAGE(CameraReset, ());
			last_wx_user_activity = g_Timer.GetTime();
			return;
		}

		int dir = 0;
		if (evt.GetKeyCode() == '-' || evt.GetKeyCode() == '_')
			dir = -1;
		else if (evt.GetKeyCode() == '+' || evt.GetKeyCode() == '=')
			dir = +1;
		// TODO: internationalisation (-/_ and +/= don't always share a key)

		if (dir)
		{
			float speed = 16.f * ScenarioEditor::GetSpeedModifier();
			POST_MESSAGE(SmoothZoom, (eRenderView::GAME, speed*dir));
		}
		else
		{
			// Slight hack: Only pass 'alphanumeric' keys; special keys will generate a KeyDown/KeyUp event instead
			if (evt.GetKeyCode() >= 33 && evt.GetKeyCode() <= 126)
				POST_MESSAGE(GuiCharEvent, (GetSDLKeyFromWxKeyCode(evt.GetKeyCode()), evt.GetUnicodeKey()));

			evt.Skip();
		}
	}

	void OnKillFocus(wxFocusEvent& evt)
	{
		// Stop any scrolling, since otherwise we'll carry on forever if
		// we lose focus and the KeyUp events go to a different window
		POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::LEFT, 0.0f));
		POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::RIGHT, 0.0f));
		POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::FORWARDS, 0.0f));
		POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::BACKWARDS, 0.0f));
		POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::CLOCKWISE, 0.0f));
		POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::ANTICLOCKWISE, 0.0f));

		evt.Skip();
	}

	virtual void HandleMouseEvent(wxMouseEvent& evt)
	{

		// TODO or at least to think about: When using other controls in the
		// editor, it's annoying that keyboard/scrollwheel no longer navigate
		// around the world until you click on it.
		// Setting focus back whenever the mouse moves over the GL window
		// feels like a fairly natural solution to me, since I can use
		// e.g. brush-editing controls normally, and then move the mouse to
		// see the brush outline and magically get given back full control
		// of the camera.
		if (evt.Moving())
			SetFocus();

		// Refresh on any mouse event, including just moving the mouse around.
		last_wx_user_activity = g_Timer.GetTime();

		if (m_ScenarioEditor.GetToolManager().GetCurrentTool()->OnMouse(evt))
		{
			// Mouse event has been handled by the tool, so don't try
			// to use it for camera motion too
			return;
		}

		// Global mouse event handlers (for camera motion)

		if (evt.GetWheelRotation())
		{
			float speed = 16.f * ScenarioEditor::GetSpeedModifier();
			POST_MESSAGE(SmoothZoom, (eRenderView::GAME, evt.GetWheelRotation() * speed / evt.GetWheelDelta()));
		}
		else
		{
			if (evt.MiddleIsDown())
			{
				if (wxGetKeyState(WXK_CONTROL) || evt.RightIsDown())
					m_MouseState = ROTATEAROUND;
				else
					m_MouseState = SCROLL;
			}
			else
				m_MouseState = NONE;

			if (m_MouseState != m_LastMouseState)
			{
				switch (m_MouseState)
				{
				case NONE: break;
				case SCROLL: POST_MESSAGE(Scroll, (eRenderView::GAME, eScrollType::FROM, evt.GetPosition())); break;
				case ROTATEAROUND: POST_MESSAGE(RotateAround, (eRenderView::GAME, eRotateAroundType::FROM, evt.GetPosition())); break;
				default: wxFAIL;
				}
				m_LastMouseState = m_MouseState;
			}
			else if (evt.Dragging())
			{
				switch (m_MouseState)
				{
				case NONE: break;
				case SCROLL: POST_MESSAGE(Scroll, (eRenderView::GAME, eScrollType::TO, evt.GetPosition())); break;
				case ROTATEAROUND: POST_MESSAGE(RotateAround, (eRenderView::GAME, eRotateAroundType::TO, evt.GetPosition())); break;
				default: wxFAIL;
				}
			}
		}

		// Button down and double click appear to be mutually exclusive events,
		//   meaning a second button down event is not sent before a double click
		if (evt.ButtonDown() || evt.ButtonDClick())
		{
			g_Clicks = evt.ButtonDClick() ? 2 : 1;
			POST_MESSAGE(GuiMouseButtonEvent, (evt.GetButton(), true, evt.GetPosition(), g_Clicks));
		}
		else if (evt.ButtonUp())
			POST_MESSAGE(GuiMouseButtonEvent, (evt.GetButton(), false, evt.GetPosition(), g_Clicks));
		else if (evt.GetEventType() == wxEVT_MOTION)
			POST_MESSAGE(GuiMouseMotionEvent, (evt.GetPosition()));
	}

	enum { NONE, SCROLL, ROTATEAROUND };
	int m_MouseState, m_LastMouseState;

	ScenarioEditor& m_ScenarioEditor;

	DECLARE_EVENT_TABLE();
};

BEGIN_EVENT_TABLE(GameCanvas, Canvas)
	EVT_KEY_DOWN(GameCanvas::OnKeyDown)
	EVT_KEY_UP(GameCanvas::OnKeyUp)
	EVT_CHAR(GameCanvas::OnChar)
	EVT_KILL_FOCUS(GameCanvas::OnKillFocus)
END_EVENT_TABLE()

//////////////////////////////////////////////////////////////////////////

enum
{
	ID_Quit = 1,

	ID_New,
	ID_Open,
	ID_Save,
	ID_SaveAs,
	ID_ImportHeightmap,

	ID_Copy,
	ID_Paste,

	ID_Wireframe,
	ID_MessageTrace,
	ID_Screenshot,
	ID_BigScreenshot,
	ID_JavaScript,
	ID_CameraReset,
	ID_DumpState,
	ID_DumpBinaryState,

	ID_Manual,
	ID_ReportBug,

	ID_Toolbar // must be last in the list
};

BEGIN_EVENT_TABLE(ScenarioEditor, wxFrame)
	EVT_CLOSE(ScenarioEditor::OnClose)
	EVT_TIMER(wxID_ANY, ScenarioEditor::OnTimer)

	EVT_MENU(ID_New, ScenarioEditor::OnNew)
	EVT_MENU(ID_Open, ScenarioEditor::OnOpen)
	EVT_MENU(ID_Save, ScenarioEditor::OnSave)
	EVT_MENU(ID_SaveAs, ScenarioEditor::OnSaveAs)
	EVT_MENU(ID_ImportHeightmap, ScenarioEditor::OnImportHeightmap)
	EVT_MENU_RANGE(wxID_FILE1, wxID_FILE9, ScenarioEditor::OnMRUFile)

	EVT_MENU(ID_Quit, ScenarioEditor::OnQuit)
	EVT_MENU(wxID_UNDO, ScenarioEditor::OnUndo)
	EVT_MENU(wxID_REDO, ScenarioEditor::OnRedo)
	EVT_MENU(ID_Copy, ScenarioEditor::OnCopy)
	EVT_MENU(ID_Paste, ScenarioEditor::OnPaste)

	EVT_MENU(ID_Wireframe, ScenarioEditor::OnWireframe)
	EVT_MENU(ID_MessageTrace, ScenarioEditor::OnMessageTrace)
	EVT_MENU(ID_Screenshot, ScenarioEditor::OnScreenshot)
	EVT_MENU(ID_BigScreenshot, ScenarioEditor::OnScreenshot)
	EVT_MENU(ID_JavaScript, ScenarioEditor::OnJavaScript)
	EVT_MENU(ID_CameraReset, ScenarioEditor::OnCameraReset)
	EVT_MENU(ID_DumpState, ScenarioEditor::OnDumpState)
	EVT_MENU(ID_DumpBinaryState, ScenarioEditor::OnDumpState)

	EVT_MENU(ID_Manual, ScenarioEditor::OnHelp)
	EVT_MENU(ID_ReportBug, ScenarioEditor::OnHelp)

	EVT_MENU_OPEN(ScenarioEditor::OnMenuOpen)

	EVT_IDLE(ScenarioEditor::OnIdle)
END_EVENT_TABLE()

static AtlasWindowCommandProc g_CommandProc;
AtlasWindowCommandProc& ScenarioEditor::GetCommandProc() { return g_CommandProc; }

ScenarioEditor::ScenarioEditor(wxWindow* parent)
: wxFrame(parent, wxID_ANY, _T(""), wxDefaultPosition, wxSize(1024, 768))
, m_FileHistory(_T("Scenario Editor"))
, m_ObjectSettings(g_SelectedObjects, AtlasMessage::eRenderView::GAME)
, m_ToolManager(this)
{
	// Global application initialisation:

	wxImage::AddHandler(new wxICOHandler);

	/* "osx.openfiledialog.always-show-types: Per default a wxFileDialog with wxFD_OPEN
	   does not show a types-popup on OSX but allows the selection of files from any of
	   the supported types. Setting this to 1 shows a wxChoice for selection (if there
	   is more than one supported filetype)." */
	wxSystemOptions::SetOption(_T("osx.openfiledialog.always-show-types"), 1);	// has global effect

	// wxLog::SetTraceMask(wxTraceMessages);

	g_SelectedTexture = _T("grass1_spring");
	g_SelectedTexture.NotifyObservers();

	SetOpenFilename(_T(""));

#if defined(__WXMSW__)
	m_Icon = wxIcon(_T("ICON_ScenarioEditor")); // load from atlas.rc
#else
	{
		const wxString relativePath (_T("tools/atlas/icons/ScenarioEditor.ico"));
		wxFileName filename (relativePath, wxPATH_UNIX);
		filename.MakeAbsolute(Datafile::GetDataDirectory());
		m_Icon = wxIcon(filename.GetFullPath(), wxBITMAP_TYPE_ICO);
	}
#endif
	SetIcon(m_Icon);

	wxToolTip::Enable(true);

	wxImage::AddHandler(new wxPNGHandler);

	//////////////////////////////////////////////////////////////////////////

	// Do some early game initialisation:
	// (This must happen before constructing the GL canvas.)

	POST_MESSAGE(Init, ());

	// Wait for it to finish running Init
	qPing qry;
	qry.Post();

	//////////////////////////////////////////////////////////////////////////
	// Menu

	wxMenuBar* menuBar = new wxMenuBar;
	SetMenuBar(menuBar);

	wxMenu *menuFile = new wxMenu;
	menuBar->Append(menuFile, _("&File"));
	{
		menuFile->Append(ID_New, _("&New..."));
		menuFile->Append(ID_Open, _("&Open..."));
		menuFile->Append(ID_Save, _("&Save"));
		menuFile->Append(ID_SaveAs, _("Save &As..."));
		menuFile->AppendSeparator();//-----------
		menuFile->Append(ID_ImportHeightmap, _("&Import Heightmap..."));
		menuFile->AppendSeparator();//-----------
		menuFile->Append(ID_Quit,   _("E&xit"));
		m_FileHistory.UseMenu(menuFile);//-------
		m_FileHistory.AddFilesToMenu();
	}

// 	m_menuItem_Save = menuFile->FindItem(ID_Save); // remember this item, to let it be greyed out
// 	wxASSERT(m_menuItem_Save);

	wxMenu *menuEdit = new wxMenu;
	menuBar->Append(menuEdit, _("&Edit"));
	{
		menuEdit->Append(wxID_UNDO, _("&Undo"));
		menuEdit->Append(wxID_REDO, _("&Redo"));
		menuEdit->AppendSeparator();
		menuEdit->Append(ID_Copy, _("&Copy"));
		menuEdit->Enable(ID_Copy, false);
		menuEdit->Append(ID_Paste, _("&Paste"));
		menuEdit->Enable(ID_Paste, false);
	}

	g_SelectedObjects.RegisterObserver(0, &ScenarioEditor::OnSelectedObjectsChange, this);

	GetCommandProc().SetEditMenu(menuEdit);
	GetCommandProc().Initialize();


	wxMenu *menuMisc = new wxMenu;
	menuBar->Append(menuMisc, _("&Misc hacks"));
	{
		menuMisc->AppendCheckItem(ID_Wireframe, _("&Wireframe"));
		menuMisc->AppendCheckItem(ID_MessageTrace, _("Message debug trace"));
		menuMisc->Append(ID_Screenshot, _("&Screenshot"));
		menuMisc->Append(ID_BigScreenshot, _("Big screenshot"));
		menuMisc->Append(ID_JavaScript, _("&JS console"));
		menuMisc->Append(ID_CameraReset, _("&Reset camera"));

		wxMenu *menuSS = new wxMenu;
		menuMisc->AppendSubMenu(menuSS, _("Si&mulation state"));
		menuSS->Append(ID_DumpState, _("&Dump to disk"));
		menuSS->Append(ID_DumpBinaryState, _("Dump &binary to disk"));
	}

	wxMenu *menuHelp = new wxMenu;
	menuBar->Append(menuHelp, _("&Help"));
	{
		wxFileName helpPath (_T("tools/atlas/"));
		helpPath.MakeAbsolute(Datafile::GetDataDirectory());
		helpPath.SetFullName("help.json");
		if (wxFileExists(helpPath.GetFullPath()))
		{
			wxFFile helpFile(helpPath.GetFullPath());
			wxString helpData;
			helpFile.ReadAll(&helpData);
			AtObj data = AtlasObject::LoadFromJSON(std::string{helpData.ToUTF8().data()});
#define ADD_HELP_ITEM(id) \
				do { \
					if (!data[#id].hasContent()) \
						break; \
					if (!data[#id]["title"].hasContent() || !data[#id]["url"].hasContent()) \
						break; \
					menuHelp->Append(ID_##id, _(wxString(data[#id]["title"])), _(wxString(data[#id]["tooltip"]))); \
					m_HelpData.insert(std::make_pair( \
						ID_##id, \
						HelpItem(wxString::FromUTF8(data[#id]["title"]), wxString::FromUTF8(data[#id]["tooltip"]), wxString::FromUTF8(data[#id]["url"])) \
					)); \
				} while (0)
			ADD_HELP_ITEM(Manual);
			ADD_HELP_ITEM(ReportBug);
#undef ADD_HELP_ITEM
		}
		else
			wxLogError(_("'%ls' does not exist"), helpPath.GetFullPath().c_str());
	}

	m_FileHistory.LoadFromSubDir(*wxConfigBase::Get());


	m_SectionLayout.SetWindow(this);

	// Toolbar:
	// wxOSX/Cocoa 2.9 doesn't seem to like SetToolBar, so we use CreateToolBar which implicitly associates
	//	the toolbar with the frame, and use OnCreateToolBar to construct our custom toolbar
	//	(this should be equivalent behavior on all platforms)
	CreateToolBar(wxNO_BORDER|wxTB_FLAT|wxTB_HORIZONTAL, ID_Toolbar)->Realize();

	// Set the default tool to be selected
	m_ToolManager.SetCurrentTool(_T(""));


	// Set up GL canvas:

	int glAttribList[] = {
		WX_GL_RGBA,
		WX_GL_DOUBLEBUFFER,
		WX_GL_DEPTH_SIZE, 24, // TODO: wx documentation doesn't say 24 is valid
		WX_GL_STENCIL_SIZE, 8,
		WX_GL_BUFFER_SIZE, 24, // color bits
		WX_GL_MIN_ALPHA, 8, // alpha bits
		0
	};
	Canvas* canvas = new GameCanvas(*this, m_SectionLayout.GetCanvasParent(), glAttribList);
	m_SectionLayout.SetCanvas(canvas);

	// Set up sidebars:

	m_SectionLayout.Build(*this);

#if defined(__WXMSW__)
	// The canvas' context gets made current on creation; but it can only be
	// current for one thread at a time, and it needs to be current for the
	// thread that is doing the draw calls, so disable it for this one.
	wglMakeCurrent(NULL, NULL);
#elif defined(__WXGTK__) || defined(__WXOSX__) || defined(__WXMAC__)
	// Need to make sure the canvas is realised, so that its context is valid
	// this solves the "invalid drawable" error
	Show(true);
	Raise();
#endif
#ifdef __WXGTK__
	// TODO: wxSafeYield causes issues on wxOSX 2.9, is it necessary?
	wxSafeYield();
#endif

	// Send setup messages to game engine:

	// We need to set the window HWND for the error dialog instead of iteraing
	// through all open windows on Windows.
	POST_MESSAGE(InitAppWindow, (GetHandle()));

	POST_MESSAGE(InitSDL, ());

	POST_MESSAGE(SetCanvas, (static_cast<wxGLCanvas*>(canvas),
		canvas->GetClientSize().GetWidth() * canvas->GetContentScaleFactor(),
		canvas->GetClientSize().GetHeight() * canvas->GetContentScaleFactor()));

	POST_MESSAGE(InitGraphics, ());

	canvas->InitSize();

	// Start with a blank map (so that the editor can assume there's always
	// a valid map loaded)
	POST_MESSAGE(LoadMap, (_T("maps/scenarios/_default.xml")));
	POST_MESSAGE(SimPlay, (0.f, false));

	// Select the initial sidebar (after the map has loaded)
	m_SectionLayout.SelectPage(_T("MapSidebar"));

	// Wait for blank map
	qry.Post();

	POST_MESSAGE(RenderEnable, (eRenderView::GAME));

	// Set up a timer to make sure tool-updates happen frequently (in addition
	// to the idle handler (which makes them happen more frequently if there's nothing
	// else to do))
	m_Timer.SetOwner(this, TIMER_TOOL);
	m_Timer.Start(TIMER_TOOL_INTERVAL); // in ms

	// Set up a timer to trigger engine rendering.
	// This is split from the tool timer to enable different framerates.
	m_RenderTimer.SetOwner(this, TIMER_RENDER);
	m_RenderTimer.Start(TIMER_RENDER_INTERVAL); // in ms
}

wxToolBar* ScenarioEditor::OnCreateToolBar(long style, wxWindowID id, const wxString& WXUNUSED(name))
{
	ToolButtonBar* toolbar = new ToolButtonBar(m_ToolManager, this, &m_SectionLayout, id, style);
	// TODO: configurable small vs large icon images

	// (button label; tooltip text; image; internal tool name; section to switch to)
	toolbar->AddToolButton(_("Default"),       _("Default"),                   _T("default.png"),          _T(""),                 _T(""));
	toolbar->AddToolButton(_("Move"),          _("Move/rotate object"),        _T("moveobject.png"),       _T("TransformObject"),  _T("")/*_T("ObjectSidebar")*/);
	toolbar->AddToolButton(_("Elevation"),     _("Alter terrain elevation"),   _T("alterelevation.png"),   _T("AlterElevation"),   _T("")/*_T("TerrainSidebar")*/);
	toolbar->AddToolButton(_("Smooth"),        _("Smooth terrain elevation"),  _T("smoothelevation.png"),  _T("SmoothElevation"),  _T("")/*_T("TerrainSidebar")*/);
	toolbar->AddToolButton(_("Flatten"),       _("Flatten terrain elevation"), _T("flattenelevation.png"), _T("FlattenElevation"), _T("")/*_T("TerrainSidebar")*/);
	toolbar->AddToolButton(_("Paint Terrain"), _("Paint terrain texture"),     _T("paintterrain.png"),     _T("PaintTerrain"),     _T("")/*_T("TerrainSidebar")*/);
	toolbar->AddToolButton(_("Move"),          _("Move cinema path nodes"),    _T("movepath.png"),         _T("TransformPath"),    _T("")/*_T("CinemaSidebar")*/);

	return toolbar;
}

float ScenarioEditor::GetSpeedModifier()
{
	if (wxGetKeyState(WXK_SHIFT) && wxGetKeyState(WXK_CONTROL))
		return 1.f/64.f;
	else if (wxGetKeyState(WXK_CONTROL))
		return 1.f/4.f;
	else if (wxGetKeyState(WXK_SHIFT))
		return 4.f;
	else
		return 1.f;
}

void ScenarioEditor::OnClose(wxCloseEvent& event)
{
	if (event.CanVeto() && GetCommandProc().IsDirty())
	{
		if (wxMessageBox(_T("You have unsaved changes. Are you sure you want to quit?"), _T("Discard unsaved changes?"), wxICON_QUESTION | wxYES_NO) != wxYES)
		{
			event.Veto();
			return;
		}
	}

	m_ToolManager.SetCurrentTool(_T(""));

	m_FileHistory.SaveToSubDir(*wxConfigBase::Get());

	// We notify all clients that might interact with the game after its
	// shutdown to prevent accessing invalid state.
	m_SectionLayout.OnShutdown();

	POST_MESSAGE(Shutdown, ());

	qExit().Post();
		// blocks until engine has noticed the message, so we won't be
		// destroying the GLCanvas while it's still rendering

	Destroy();
}


static void UpdateTool(ToolManager& toolManager)
{
	// TODO: Smoother timing stuff?
	static double last = g_Timer.GetTime();
	double time = g_Timer.GetTime();
	toolManager.GetCurrentTool()->OnTick(time-last);
	last = time;
}

void ScenarioEditor::OnTimer(wxTimerEvent& evt)
{
	if (evt.GetId() == TIMER_TOOL)
		UpdateTool(m_ToolManager);
	else
	{
		AtlasMessage::qRenderLoop qryRenderLoop;
		qryRenderLoop.Post();
		if (!qryRenderLoop.wantHighFPS &&
			qryRenderLoop.timeSinceActivity > 1.0 && g_Timer.GetTime() - last_wx_user_activity > 1.0)
			m_RenderTimer.Start(TIMER_RENDER_SLOW_INTERVAL); // save CPU/GPU when activity is lower.
		else
			m_RenderTimer.Start(TIMER_RENDER_INTERVAL);
	}
}
void ScenarioEditor::OnIdle(wxIdleEvent&)
{
	UpdateTool(m_ToolManager);
}

void ScenarioEditor::OnQuit(wxCommandEvent&)
{
	Close();
}

void ScenarioEditor::OnUndo(wxCommandEvent&)
{
	GetCommandProc().Undo();
}

void ScenarioEditor::OnRedo(wxCommandEvent&)
{
	GetCommandProc().Redo();
}

void ScenarioEditor::OnCopy(wxCommandEvent& WXUNUSED(event))
{
	if (GetToolManager().GetCurrentToolName() == _T("TransformObject"))
		GetToolManager().GetCurrentTool()->OnCommand(_T("copy"), NULL);
}

void ScenarioEditor::OnPaste(wxCommandEvent& WXUNUSED(event))
{
	if (GetToolManager().GetCurrentToolName() != _T("TransformObject"))
		GetToolManager().SetCurrentTool(_T("TransformObject"), NULL);

	GetToolManager().GetCurrentTool()->OnCommand(_T("paste"), NULL);
}

//////////////////////////////////////////////////////////////////////////

void ScenarioEditor::OnNew(wxCommandEvent& WXUNUSED(event))
{
	if (wxMessageBox(_("Discard current map and start blank new map?"), _("New map"), wxOK|wxCANCEL|wxICON_QUESTION, this) == wxOK)
		OpenFile(_T(""), _T("maps/scenarios/_default.xml"));
}

bool ScenarioEditor::OpenFile(const wxString& name, const wxString& filename)
{
	wxBusyInfo busy(_("Loading ") + name);
	wxBusyCursor busyc;

	AtlasMessage::qVFSFileExists qry(filename.ToStdWstring());
	qry.Post();
	if (!qry.exists)
		return false;

	// Deactivate tools, so they don't carry forwards into the new CWorld
	// and crash.
	m_ToolManager.SetCurrentTool(_T(""));
	// TODO: clear the undo buffer, etc

	std::wstring map(filename.ToStdWstring());
	POST_MESSAGE(LoadMap, (map));

	SetOpenFilename(name);

	{	// Wait for it to load, while the wxBusyInfo is telling the user that we're doing that
		qPing pingQuery;
		pingQuery.Post();
	}

	NotifyOnMapReload();

	GetCommandProc().ClearCommands();

	return true;
	// TODO: Make this a non-undoable command
}

// TODO (eventually): replace all this file-handling stuff with the Workspace Editor

void ScenarioEditor::OnOpen(wxCommandEvent& WXUNUSED(event))
{
	if (DiscardChangesDialog())
		return;

	MapDialog dlg (NULL, MAPDIALOG_OPEN, m_Icon);
	if (dlg.ShowModal() == wxID_OK)
	{
		wxString filePath = dlg.GetSelectedFilePath();
		if (!OpenFile(filePath, filePath))
			wxLogError(_("Map '%ls' does not exist"), filePath.c_str());
	}

	// TODO: Make this a non-undoable command
}

void ScenarioEditor::OnImportHeightmap(wxCommandEvent& WXUNUSED(event))
{
	if (DiscardChangesDialog())
		return;

	wxFileDialog dlg (NULL, wxFileSelectorPromptStr,
		_T(""), _T(""),
		_T("Valid image files (*.png, *.bmp)|*.png;*.bmp|All files (*.*)|*.*"),
		wxFD_OPEN);
	// Set default filter
	dlg.SetFilterIndex(0);

	if (dlg.ShowModal() != wxID_OK)
		return;

	OpenFile(_T(""), _T("maps/scenarios/_default.xml"));

	std::wstring image(dlg.GetPath().ToStdWstring());
	POST_MESSAGE(ImportHeightmap, (image));

	// TODO: Make this a non-undoable command
}

void ScenarioEditor::OnMRUFile(wxCommandEvent& event)
{
	wxString filename(m_FileHistory.GetHistoryFile(event.GetId() - wxID_FILE1));

	// Handle old MRU filenames
	if (filename.Mid(0, 5) != _T("maps/"))
	{
		filename = L"maps/scenarios/" + filename;
		m_FileHistory.RemoveFileFromHistory(event.GetId() - wxID_FILE1);
	}

	if (DiscardChangesDialog())
		return;

	if (!OpenFile(filename, filename))
	{
		// Missing or invalid - warn and remove from MRU
		wxLogError(_("Map '%ls' does not exist"), filename.c_str());
		m_FileHistory.RemoveFileFromHistory(event.GetId() - wxID_FILE1);
	}
}

void ScenarioEditor::OnSave(wxCommandEvent& event)
{
	if (m_OpenFilename.IsEmpty())
	{
		OnSaveAs(event);
	}
	else
	{
		wxBusyInfo busy(_("Saving ") + m_OpenFilename);
		wxBusyCursor busyc;

		// Deactivate tools, so things like unit previews don't get saved.
		// (TODO: Would be nicer to leave the tools active, and just not save
		// the preview units.)
		m_ToolManager.SetCurrentTool(_T(""));

		std::wstring map(m_OpenFilename.ToStdWstring());
		POST_MESSAGE(SaveMap, (map));

		// Wait for it to finish saving
		qPing qry;
		qry.Post();

		GetCommandProc().MarkAsSaved();
	}
}

void ScenarioEditor::OnSaveAs(wxCommandEvent& WXUNUSED(event))
{
	MapDialog dlg(NULL, MAPDIALOG_SAVE, m_Icon);
	if (dlg.ShowModal() == wxID_OK)
	{
		wxString filePath(dlg.GetSelectedFilePath());
		wxBusyInfo busy(_("Saving ") + filePath);
		wxBusyCursor busyc;

		m_ToolManager.SetCurrentTool(_T(""));

		std::wstring map(filePath.ToStdWstring());
		POST_MESSAGE(SaveMap, (map));

		SetOpenFilename(filePath);

		// Wait for it to finish saving
		qPing qry;
		qry.Post();

		GetCommandProc().MarkAsSaved();
	}
}

void ScenarioEditor::SetOpenFilename(const wxString& filename)
{
	SetTitle(wxString::Format(_("Atlas - Scenario Editor - %s"),
		(filename.IsEmpty() ? wxString(_("(untitled)")) : filename).c_str()));

	m_OpenFilename = filename;

	if (! filename.IsEmpty())
		m_FileHistory.AddFileToHistory(filename);
}

void ScenarioEditor::NotifyOnMapReload()
{
	m_SectionLayout.OnMapReload();

	// Notify observers, here so it's independent of individual panels
	m_MapSettings.NotifyObservers();
}

bool ScenarioEditor::DiscardChangesDialog()
{
	return GetCommandProc().IsDirty() &&
		wxMessageBox(_T("You have unsaved changes. Are you sure you want to open another map?"), _T("Discard unsaved changes?"), wxICON_QUESTION | wxYES_NO) != wxYES;
}

//////////////////////////////////////////////////////////////////////////

void ScenarioEditor::OnWireframe(wxCommandEvent& event)
{
	POST_MESSAGE(RenderStyle, (event.IsChecked()));
}

void ScenarioEditor::OnMessageTrace(wxCommandEvent& event)
{
	POST_MESSAGE(MessageTrace, (event.IsChecked()));
}

void ScenarioEditor::OnScreenshot(wxCommandEvent& event)
{
	switch (event.GetId())
	{
	case ID_BigScreenshot:
		POST_MESSAGE(Screenshot, (true));
		break;
	case ID_Screenshot:
		POST_MESSAGE(Screenshot, (false));
		break;
	}
}

void ScenarioEditor::OnJavaScript(wxCommandEvent& WXUNUSED(event))
{
	wxString cmd = ::wxGetTextFromUser(_T(""), _("JS command"), _T(""), this);
	if (cmd.IsEmpty())
		return;
	POST_MESSAGE(JavaScript, (std::string(cmd.ToUTF8())));
}

void ScenarioEditor::OnCameraReset(wxCommandEvent& WXUNUSED(event))
{
	POST_MESSAGE(CameraReset, ());
}

void ScenarioEditor::OnDumpState(wxCommandEvent& event)
{
	wxDateTime time = wxDateTime::Now();
	wxString filename;
	bool doBinary = false;

	switch (event.GetId())
	{
	case ID_DumpState:
		filename = wxString::Format(_T("sim-dump-%d.txt"), time.GetTicks());
		break;
	case ID_DumpBinaryState:
		doBinary = true;
		filename = wxString::Format(_T("sim-dump-%d.dat"), time.GetTicks());
		break;
	}

	qSimStateDebugDump q(doBinary);
	q.Post();

	std::wstring dump = *q.dump;
	wxString state(dump.c_str());

	wxFFile file(filename.c_str(), _T("w"));
	if (file.IsOpened() && !file.Error())
	{
		file.Write(state);
		file.Close();
	}
	else
	{
		wxLogError(_("Error writing to file '%ls'"), filename.c_str());
	}
}

void ScenarioEditor::OnSelectedObjectsChange(const std::vector<ObjectID>& selectedObjects)
{
	GetMenuBar()->Enable(ID_Copy, !selectedObjects.empty());
}

void ScenarioEditor::OnHelp(wxCommandEvent& event)
{
	std::map<int, HelpItem>::const_iterator it = m_HelpData.find(event.GetId());
	if (it == m_HelpData.end())
		return;
	wxMessageDialog* dialog = new wxMessageDialog(
		nullptr, _("Do you want to open '" + it->second.m_URL + "'?"),
		_("Atlas"), wxYES_NO | wxNO_DEFAULT | wxICON_QUESTION
	);
	if (dialog->ShowModal() == wxID_YES)
		wxLaunchDefaultBrowser(it->second.m_URL);
}

void ScenarioEditor::OnMenuOpen(wxMenuEvent& event)
{
	// Ignore wxMSW system menu events, see https://gitea.wildfiregames.com/0ad/0ad/issues/5501
	const wxMenu* menu = event.GetMenu();
	if (!menu)
		return;

	// This could be done far more elegantly if wxMenuItem had changeable id.
	wxMenu* pasteMenuItem = NULL;
	menu->FindItem(ID_Paste, &pasteMenuItem);

	GetMenuBar()->Enable(ID_Paste, false);

	if (!pasteMenuItem)
		return;

	wxString content;
	if (wxTheClipboard->Open())
	{
		if (wxTheClipboard->IsSupported(wxDF_TEXT))
		{
			wxTextDataObject data;
			wxTheClipboard->GetData(data);
			content = data.GetText();
		}

		wxTheClipboard->Close();
	}

	if (content.empty())
		return;

	wxInputStream* is = new wxStringInputStream(content);
	wxXmlDocument doc;
	{
		wxLogNull stopComplaining;
		static_cast<void>(stopComplaining);
		if (!doc.Load(*is))
			return;
	}

	wxXmlNode* root = doc.GetRoot();
	if (!root || root->GetName() != wxT("Entities"))
		return;

	GetMenuBar()->Enable(ID_Paste, true);
}


//////////////////////////////////////////////////////////////////////////

Position::Position(const wxPoint& pt)
: type(1)
{
	type1.x = pt.x;
	type1.y = pt.y;
}

//////////////////////////////////////////////////////////////////////////

/* Disabled (and should be removed if it turns out to be unnecessary)
   - see MessagePasserImpl.cpp for information

static void QueryCallback()
{
	// If this thread completely blocked on the semaphore inside Query, it would
	// never respond to window messages, and the system deadlocks if the
	// game tries to display an assertion failure dialog. (See
	// WaitForSingleObject on MSDN.)
	// So, this callback is called occasionally, and gives wx a change to
	// handle messages.

	// This is kind of like wxYield, but without the ProcessPendingEvents -
	// it's enough to make Windows happy and stop deadlocking, without actually
	// calling the event handlers (which could lead to nasty recursion)

// 	while (wxEventLoop::GetActive()->Pending())
// 		wxEventLoop::GetActive()->Dispatch();

	// Oh dear, we can't use that either - it (at least in wx 2.6.3) still
	// processes messages, which causes reentry into various things that we
	// don't want to be reentrant. So do it all manually, accepting Windows
	// messages and sticking them on a list for later processing (in a custom
	// event loop class):

	// (TODO: Rethink this entire process on Linux)
	// (Alt TODO: Could we make the game never pop up windows (or use the Win32
	// GUI in any other way) when it's running under Atlas, so we wouldn't need
	// to do any message processing here at all?)

#ifdef _WIN32
	AtlasEventLoop* evtLoop = (AtlasEventLoop*)wxEventLoop::GetActive();

	// evtLoop might be NULL, particularly if we're still initialising windows
	// and haven't got into the normal event loop yet. But we'd have to process
	// messages anyway, to avoid the deadlocks that this is for. So, don't bother
	// with that and just crash instead.
	// (Maybe it could be solved better by constructing/finding an event loop
	// object here and setting it as the global one, assuming it's not overwritten
	// later by wx.)

	while (evtLoop->Pending())
	{
		// Based on src/msw/evtloop.cpp's wxEventLoop::Dispatch()

		MSG msg;
		BOOL rc = ::GetMessage(&msg, (HWND) NULL, 0, 0);

		if (rc == 0)
		{
			// got WM_QUIT
			return;
		}

		if (rc == -1)
		{
			wxLogLastError(wxT("GetMessage"));
			return;
		}

		// Our special bits:

		if (msg.message == WM_PAINT)
		{
			// "GetMessage does not remove WM_PAINT messages from the queue.
			// The messages remain in the queue until processed."
			// So let's process them, to avoid infinite loops...
			PAINTSTRUCT paint;
			::BeginPaint(msg.hwnd, &paint);
			::EndPaint(msg.hwnd, &paint);
			// Remember that some painting was needed - we'll just repaint
			// the whole screen when this is finished.
			evtLoop->NeedsPaint();
		}
		else
		{
			// Add this message to a queue for later processing. (That's
			// probably kind of valid, at least in most cases.)
			MSG* pMsg = new MSG(msg);
			evtLoop->AddMessage(pMsg);
		}
	}
#endif
}
*/
void QueryMessage::Post()
{
//	g_MessagePasser->Query(this, &QueryCallback);
	g_MessagePasser->Query(this, NULL);
}
