/* SPDX-FileCopyrightText: 2023 Blender Authors
 *
 * SPDX-License-Identifier: GPL-2.0-or-later */

#pragma once

/** \file
 * \ingroup fn
 *
 * This file contains a graph data structure that allows composing multiple lazy-functions into a
 * combined lazy-function.
 *
 * There are two types of nodes in the graph:
 * - #FunctionNode: Corresponds to a #LazyFunction. The inputs and outputs of the function become
 *   input and output sockets of the node.
 * - #InterfaceNode: Is used to indicate inputs and outputs of the entire graph. It can have an
 *   arbitrary number of sockets.
 */

#include "BLI_linear_allocator.hh"

#include "FN_lazy_function.hh"

namespace blender::dot {
class DirectedEdge;
}

namespace blender::fn::lazy_function {

class Socket;
class InputSocket;
class OutputSocket;
class Node;
class Graph;

/**
 * A #Socket is the interface of a #Node. Every #Socket is either an #InputSocket or #OutputSocket.
 * Links can be created from output sockets to input sockets.
 */
class Socket : NonCopyable, NonMovable {
 protected:
  /**
   * The node the socket belongs to.
   */
  Node *node_;
  /**
   * Data type of the socket. Only sockets with the same type can be linked.
   */
  const CPPType *type_;
  /**
   * Indicates whether this is an #InputSocket or #OutputSocket.
   */
  bool is_input_;
  /**
   * Index of the socket. E.g. 0 for the first input and the first output socket.
   */
  int index_in_node_;
  /**
   * Index of the socket in the entire graph. Every socket has a different index.
   */
  int index_in_graph_;

  friend Graph;

 public:
  bool is_input() const;
  bool is_output() const;

  int index() const;
  int index_in_graph() const;

  InputSocket &as_input();
  OutputSocket &as_output();
  const InputSocket &as_input() const;
  const OutputSocket &as_output() const;

  const Node &node() const;
  Node &node();

  const CPPType &type() const;

  std::string name() const;
  std::string detailed_name() const;
};

class InputSocket : public Socket {
 private:
  /**
   * An input can have at most one link connected to it. The linked socket is the "origin" because
   * it's where the data is coming from. The type of the origin must be the same as the type of
   * this socket.
   */
  OutputSocket *origin_;
  /**
   * Can be null or a non-owning pointer to a value of the type of the socket. This value will be
   * used when the input is used but not linked.
   *
   * This is technically not needed, because one could just create a separate node that just
   * outputs the value, but that would have more overhead. Especially because it's commonly the
   * case that most inputs are unlinked.
   */
  const void *default_value_ = nullptr;

  friend Graph;

 public:
  OutputSocket *origin();
  const OutputSocket *origin() const;

  const void *default_value() const;
  void set_default_value(const void *value);
};

class OutputSocket : public Socket {
 private:
  /**
   * An output can be linked to an arbitrary number of inputs of the same type.
   */
  Vector<InputSocket *> targets_;

  friend Graph;

 public:
  Span<InputSocket *> targets();
  Span<const InputSocket *> targets() const;
};

/**
 * A #Node has input and output sockets. Every node is either a #FunctionNode or an #InterfaceNode.
 */
class Node : NonCopyable, NonMovable {
 protected:
  /**
   * The function this node corresponds to. If this is null, the node is an #InterfaceNode.
   * The function is not owned by this #Node nor by the #Graph.
   */
  const LazyFunction *fn_ = nullptr;
  /**
   * Input sockets of the node.
   */
  Span<InputSocket *> inputs_;
  /**
   * Output sockets of the node.
   */
  Span<OutputSocket *> outputs_;
  /**
   * An index that is set when calling #Graph::update_node_indices. This can be used to create
   * efficient mappings from nodes to other data using just an array instead of a hash map.
   *
   * This is technically not necessary but has better performance than always using hash maps.
   */
  int index_in_graph_ = -1;

  friend Graph;

 public:
  bool is_interface() const;
  bool is_function() const;
  int index_in_graph() const;

  Span<const InputSocket *> inputs() const;
  Span<const OutputSocket *> outputs() const;
  Span<InputSocket *> inputs();
  Span<OutputSocket *> outputs();

  const InputSocket &input(int index) const;
  const OutputSocket &output(int index) const;
  InputSocket &input(int index);
  OutputSocket &output(int index);

  std::string name() const;
};

/**
 * A #Node that corresponds to a specific #LazyFunction.
 */
class FunctionNode final : public Node {
 public:
  const LazyFunction &function() const;
};

/**
 * A #Node that does *not* correspond to a #LazyFunction. Instead it can be used to indicate inputs
 * and outputs of the entire graph. It can have an arbitrary number of inputs and outputs.
 */
class InterfaceNode final : public Node {
 private:
  friend Node;
  friend Socket;
  friend Graph;

  Vector<std::string> socket_names_;
};

/**
 * Interface input sockets are actually output sockets on the input node. This renaming makes the
 * code less confusing.
 */
using GraphInputSocket = OutputSocket;
using GraphOutputSocket = InputSocket;

/**
 * A container for an arbitrary number of nodes and links between their sockets.
 */
class Graph : NonCopyable, NonMovable {
 private:
  /**
   * Used to allocate nodes and sockets in the graph.
   */
  LinearAllocator<> allocator_;
  /**
   * Contains all nodes in the graph so that it is efficient to iterate over them.
   * The first two nodes are the interface input and output nodes.
   */
  Vector<Node *> nodes_;

  InterfaceNode *graph_input_node_ = nullptr;
  InterfaceNode *graph_output_node_ = nullptr;

  Vector<GraphInputSocket *> graph_inputs_;
  Vector<GraphOutputSocket *> graph_outputs_;

  /**
   * Number of sockets in the graph. Can be used as array size when indexing using
   * `Socket::index_in_graph`.
   */
  int socket_num_ = 0;

 public:
  Graph();
  ~Graph();

  /**
   * Get all nodes in the graph. The index in the span corresponds to #Node::index_in_graph.
   */
  Span<const Node *> nodes() const;
  Span<Node *> nodes();

  Span<const FunctionNode *> function_nodes() const;
  Span<FunctionNode *> function_nodes();

  Span<GraphInputSocket *> graph_inputs();
  Span<GraphOutputSocket *> graph_outputs();

  Span<const GraphInputSocket *> graph_inputs() const;
  Span<const GraphOutputSocket *> graph_outputs() const;

  /**
   * Add a new function node with sockets that match the passed in #LazyFunction.
   */
  FunctionNode &add_function(const LazyFunction &fn);

  /**
   * Add inputs and outputs to the graph.
   */
  GraphInputSocket &add_input(const CPPType &type, std::string name = "");
  GraphOutputSocket &add_output(const CPPType &type, std::string name = "");

  /**
   * Add a link between the two given sockets.
   * This has undefined behavior when the input is linked to something else already.
   */
  void add_link(OutputSocket &from, InputSocket &to);

  /**
   * If the socket is linked, remove the link.
   */
  void clear_origin(InputSocket &socket);

  /**
   * Make sure that #Node::index_in_graph is up to date.
   */
  void update_node_indices();
  /**
   * Make sure that #Socket::index_in_graph is up to date.
   */
  void update_socket_indices();

  /**
   * Number of sockets in the graph.
   */
  int socket_num() const;

  /**
   * Can be used to assert that #update_node_indices has been called.
   */
  bool node_indices_are_valid() const;

  /**
   * Optional configuration options for the dot graph generation. This allows creating
   * visualizations for specific purposes.
   */
  class ToDotOptions {
   public:
    virtual std::string socket_name(const Socket &socket) const;
    virtual std::optional<std::string> socket_font_color(const Socket &socket) const;
    virtual void add_edge_attributes(const OutputSocket &from,
                                     const InputSocket &to,
                                     dot::DirectedEdge &dot_edge) const;
  };

  /**
   * Utility to generate a dot graph string for the graph. This can be used for debugging.
   */
  std::string to_dot(const ToDotOptions &options = {}) const;
};

/* -------------------------------------------------------------------- */
/** \name #Socket Inline Methods
 * \{ */

inline bool Socket::is_input() const
{
  return is_input_;
}

inline bool Socket::is_output() const
{
  return !is_input_;
}

inline int Socket::index() const
{
  return index_in_node_;
}

inline int Socket::index_in_graph() const
{
  return index_in_graph_;
}

inline InputSocket &Socket::as_input()
{
  BLI_assert(this->is_input());
  return *static_cast<InputSocket *>(this);
}

inline OutputSocket &Socket::as_output()
{
  BLI_assert(this->is_output());
  return *static_cast<OutputSocket *>(this);
}

inline const InputSocket &Socket::as_input() const
{
  BLI_assert(this->is_input());
  return *static_cast<const InputSocket *>(this);
}

inline const OutputSocket &Socket::as_output() const
{
  BLI_assert(this->is_output());
  return *static_cast<const OutputSocket *>(this);
}

inline const Node &Socket::node() const
{
  return *node_;
}

inline Node &Socket::node()
{
  return *node_;
}

inline const CPPType &Socket::type() const
{
  return *type_;
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name #InputSocket Inline Methods
 * \{ */

inline const OutputSocket *InputSocket::origin() const
{
  return origin_;
}

inline OutputSocket *InputSocket::origin()
{
  return origin_;
}

inline const void *InputSocket::default_value() const
{
  return default_value_;
}

inline void InputSocket::set_default_value(const void *value)
{
  default_value_ = value;
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name #OutputSocket Inline Methods
 * \{ */

inline Span<const InputSocket *> OutputSocket::targets() const
{
  return targets_;
}

inline Span<InputSocket *> OutputSocket::targets()
{
  return targets_;
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name #Node Inline Methods
 * \{ */

inline bool Node::is_interface() const
{
  return fn_ == nullptr;
}

inline bool Node::is_function() const
{
  return fn_ != nullptr;
}

inline int Node::index_in_graph() const
{
  return index_in_graph_;
}

inline Span<const InputSocket *> Node::inputs() const
{
  return inputs_;
}

inline Span<const OutputSocket *> Node::outputs() const
{
  return outputs_;
}

inline Span<InputSocket *> Node::inputs()
{
  return inputs_;
}

inline Span<OutputSocket *> Node::outputs()
{
  return outputs_;
}

inline const InputSocket &Node::input(const int index) const
{
  return *inputs_[index];
}

inline const OutputSocket &Node::output(const int index) const
{
  return *outputs_[index];
}

inline InputSocket &Node::input(const int index)
{
  return *inputs_[index];
}

inline OutputSocket &Node::output(const int index)
{
  return *outputs_[index];
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name #FunctionNode Inline Methods
 * \{ */

inline const LazyFunction &FunctionNode::function() const
{
  BLI_assert(fn_ != nullptr);
  return *fn_;
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name #Graph Inline Methods
 * \{ */

inline Span<const Node *> Graph::nodes() const
{
  return nodes_;
}

inline Span<Node *> Graph::nodes()
{
  return nodes_;
}

inline Span<const FunctionNode *> Graph::function_nodes() const
{
  return nodes_.as_span().drop_front(2).cast<const FunctionNode *>();
}

inline Span<FunctionNode *> Graph::function_nodes()
{
  return nodes_.as_span().drop_front(2).cast<FunctionNode *>();
}

inline Span<GraphInputSocket *> Graph::graph_inputs()
{
  return graph_inputs_;
}

inline Span<GraphOutputSocket *> Graph::graph_outputs()
{
  return graph_outputs_;
}

inline Span<const GraphInputSocket *> Graph::graph_inputs() const
{
  return graph_inputs_;
}

inline Span<const GraphOutputSocket *> Graph::graph_outputs() const
{
  return graph_outputs_;
}

inline int Graph::socket_num() const
{
  return socket_num_;
}

/** \} */

}  // namespace blender::fn::lazy_function
