##
# Node class definition.  The class methods simply wrap the
# low level extension functions which work on a "ghost" handle to a
# SGPropertyNode object stored in the _g field.
#
# Not all of the features of SGPropertyNode are supported.  There is
# no support for ties, obviously, as that wouldn't make much sense
# from a Nasal context.  The various get/set methods work only on the
# local node, there is no equivalent of the "relative path" variants
# available in C++; just use node.getNode(path).whatever() instead.
#
var Node = {
    getNode          : func wrap(_getNode(me._g, arg)),
    getParent        : func wrap(_getParent(me._g, arg)),
    getChild         : func wrap(_getChild(me._g, arg)),
    getChildren      : func wrap(_getChildren(me._g, arg)),
    addChild         : func wrap(_addChild(me._g, arg)),
    addChildren      : func wrap(_addChildren(me._g, arg)),
    removeChild      : func wrap(_removeChild(me._g, arg)),
    removeChildren   : func wrap(_removeChildren(me._g, arg)),
    removeAllChildren: func wrap(_removeAllChildren(me._g, arg)),
    getAliasTarget   : func wrap(_getAliasTarget(me._g, arg)),

    getName        : func _getName(me._g, arg),
    getIndex       : func _getIndex(me._g, arg),
    getType        : func _getType(me._g, arg),
    getAttribute   : func _getAttribute(me._g, arg),
    setAttribute   : func _setAttribute(me._g, arg),
    getValue       : func _getValue(me._g, arg),
    setValue       : func _setValue(me._g, arg),
    setIntValue    : func _setIntValue(me._g, arg),
    setBoolValue   : func _setBoolValue(me._g, arg),
    setDoubleValue : func _setDoubleValue(me._g, arg),
    unalias        : func _unalias(me._g, arg),
    alias          : func(n) _alias(me._g, [isa(n, Node) ? n._g : n]),
    equals         : func(n) _equals(me._g, [isa(n, Node) ? n._g : n]),
    clearValue     : func _alias(me._g, [_globals()]) and me.unalias(),

    getPath : func {
        var (name, index, parent) = (me.getName(), me.getIndex(), me.getParent());
        if(index != 0)    { name ~= "[" ~ index ~ "]"; }
        if(parent != nil) { name = parent.getPath() ~ "/" ~ name; }
        return name;
    },

    getBoolValue : func {
        var val = me.getValue();
        var mytype = me.getType();
        if((mytype == "STRING" or mytype == "UNSPECIFIED") and val == "false") return 0;
        return !!val;
    },

    remove : func {
        if((var p = me.getParent()) == nil) return nil;
        p.removeChild(me.getName(), me.getIndex());
    },
};

##
# Static constructor for a Node object.  Accepts a Nasal hash
# expression to initialize the object a-la setValues().
#
Node.new = func(values = nil) {
    var result = wrapNode(_new());
    if(typeof(values) == "hash")
        result.setValues(values);
    return result;
}

##
# Useful utility.  Sets a whole property tree from a Nasal hash
# object, such that scalars become leafs in the property tree, hashes
# become named subnodes, and vectors become indexed subnodes.  This
# works recursively, so you can define whole property trees with
# syntax like:
#
# dialog = {
#   name : "exit", width : 180, height : 100, modal : 0,
#   text : { x : 10, y : 70, label : "Hello World!" } };
#
Node.setValues = func(val) {
    foreach(var k; keys(val)) { me._setChildren(k, val[k]); }
}

##
# Private function to do the work of setValues().
# The first argument is a child name, the second a nasal scalar,
# vector, or hash.
#
Node._setChildren = func(name, val) {
    var subnode = me.getNode(name, 1);
    if(typeof(val) == "scalar") { subnode.setValue(val); }
    elsif(typeof(val) == "hash") { subnode.setValues(val); }
    elsif(typeof(val) == "vector") {
        for(var i=0; i<size(val); i+=1) {
            var iname = name ~ "[" ~ i ~ "]";
            me._setChildren(iname, val[i]);
        }
    }
}

##
# Counter piece of setValues(). Returns a hash with all values
# in the subtree. Nodes with same name are returned as vector,
# where the original node indices are lost. The function should
# only be used if all or almost all values are needed, and never
# in performance-critical code paths. If it's called on a node
# without children, then the result is equivalent to getValue().
#
Node.getValues = func {
    var children = me.getChildren();
    if(!size(children)) return me.getValue();
    var val = {};
    var numchld = {};
    foreach(var c; children) {
        var name = c.getName();
        if(contains(numchld, name)) { var nc = numchld[name]; }
        else {
            var nc = size(me.getChildren(name));
            numchld[name] = nc;
            if(nc > 1 and !contains(val, name)) val[name] = [];
        }
        if(nc > 1) append(val[name], c.getValues());
        else val[name] = c.getValues();
    }
    return val;
}

##
# Initializes property if it's still undefined.  First argument
# is a property name/path. It can also be nil or an empty string,
# in which case the node itself gets initialized, rather than one
# of its children.  Second argument is the default value. The third,
# optional argument is a property type (one of "STRING", "DOUBLE",
# "INT", or "BOOL").  If it is omitted, then "DOUBLE" is used for
# numbers, and STRING for everything else.  Returns the property
# as props.Node.  The fourth optional argument enforces a type if
# non-zero.
#
Node.initNode = func(path = nil, value = 0, type = nil, force = 0) {
    var prop = me.getNode(path or "", 1);
    if(prop.getType() != "NONE") value = prop.getValue();
    if(force) prop.clearValue();
    if(type == nil) prop.setValue(value);
    elsif(type == "DOUBLE") prop.setDoubleValue(value);
    elsif(type == "INT") prop.setIntValue(value);
    elsif(type == "BOOL") prop.setBoolValue(value);
    elsif(type == "STRING") prop.setValue("" ~ value);
    else die("initNode(): unsupported type '" ~ type ~ "'");
    return prop;
}

##
# Useful debugging utility.  Recursively dumps the full state of a
# Node object to the console.  Try binding "props.dump(props.globals)"
# to a key for a fun hack.
#
var dump = func {
    if(size(arg) == 1) { prefix = "";     node = arg[0]; }
    else               { prefix = arg[0]; node = arg[1]; }

    index = node.getIndex();
    type = node.getType();
    name = node.getName();
    val = node.getValue();

    if(val == nil) { val = "nil"; }
    name = prefix ~ name;
    if(index > 0) { name = name ~ "[" ~ index ~ "]"; }
    print(name, " {", type, "} = ", val);

    # Don't recurse into aliases, lest we get stuck in a loop
    if(type != "ALIAS") {
        children = node.getChildren();
        foreach(c; children) { dump(name ~ "/", c); }
    }
}

##
# Recursively copy property branch from source Node to
# destination Node. Doesn't copy aliases. Copies attributes
# if optional third argument is set and non-zero.
#
var copy = func(src, dest, attr = 0) {
    foreach(var c; src.getChildren()) {
        var name = c.getName() ~ "[" ~ c.getIndex() ~ "]";
        copy(src.getNode(name), dest.getNode(name, 1), attr);
    }
    var type = src.getType();
    var val = src.getValue();
    if(type == "ALIAS" or type == "NONE") return;
    elsif(type == "BOOL") dest.setBoolValue(val);
    elsif(type == "INT" or type == "LONG") dest.setIntValue(val);
    elsif(type == "FLOAT" or type == "DOUBLE") dest.setDoubleValue(val);
    else dest.setValue(val);
    if(attr) dest.setAttribute(src.getAttribute());
}

##
# Utility.  Turns any ghosts it finds (either solo, or in an
# array) into Node objects.
#
var wrap = func(node) {
    var argtype = typeof(node);
    if(argtype == "ghost") {
        return wrapNode(node);
    } elsif(argtype == "vector") {
        var v = node;
        var n = size(v);
        for(var i=0; i<n; i+=1) { v[i] = wrapNode(v[i]); }
        return v;
    }
    return node;
}

##
# Utility.  Returns a new object with its superclass/parent set to the
# Node object and its _g (ghost) field set to the specified object.
# Nasal's literal syntax can be pleasingly terse. I like that. :)
#
var wrapNode = func(node) { { parents : [Node], _g : node } }

##
# Global property tree.  Set once at initialization.  Is that OK?
# Does anything ever call globals.set_props() from C++?  May need to
# turn this into a function if so.
#
var globals = wrapNode(_globals());

##
# Shortcut for props.globals.getNode().
#
var getNode = func return call(props.globals.getNode, arg, props.globals);

##
# Sets all indexed property children to a single value.  arg[0]
# specifies a property name (e.g. /controls/engines/engine), arg[1] a
# path under each node of that name to set (e.g. "throttle"), arg[2]
# is the value.
#
var setAll = func(base, child, value) {
    var node = props.globals.getNode(base);
    if(node == nil) return;
    var name = node.getName();
    node = node.getParent();
    if(node == nil) return;
    var children = node.getChildren();
    foreach(var c; children)
        if(c.getName() == name)
            c.getNode(child, 1).setValue(value);
}

##
# Turns about anything into a list of props.Nodes, including ghosts,
# path strings, vectors or hashes containing, as well as functions
# returning any of the former and in arbitrary nesting. This is meant
# to be used in functions whose main purpose is to handle collections
# of properties.
#
var nodeList = func {
    var list = [];
    foreach(var a; arg) {
        var t = typeof(a);
        if(isa(a, Node))
            append(list, a);
        elsif(t == "scalar")
            append(list, props.globals.getNode(a, 1));
        elsif(t == "vector")
            foreach(var i; a)
                list ~= nodeList(i);
        elsif(t == "hash")
            foreach(var i; keys(a))
                list ~= nodeList(a[i]);
        elsif(t == "func")
            list ~= nodeList(a());
        elsif(t == "ghost" and ghosttype(a) == "prop")
            append(list, wrapNode(a));
        else
            die("nodeList: invalid nil property");
    }
    return list;
}

##
# Compiles a <condition> property branch according to the rules
# set out in $FG_ROOT/Docs/README.conditions into a Condition object.
# The 'test' method of the returend object can be used to evaluate
# the condition.
# The function returns nil on error.
#
var compileCondition = func(p) {
    if(p == nil) return nil;
    if(!isa(p, Node)) p = props.globals.getNode(p);
    return _createCondition(p._g);
}

##
# Evaluates a <condition> property branch according to the rules
# set out in $FG_ROOT/Docs/README.conditions. Undefined conditions
# and a nil argument are "true". The function dumps the condition
# branch and returns nil on error.
#
var condition = func(p) {
    if(p == nil) return 1;
    if(!isa(p, Node)) p = props.globals.getNode(p);
    return _cond_and(p)
}

var _cond_and = func(p) {
    foreach(var c; p.getChildren())
        if(!_cond(c)) return 0;
    return 1;
}

var _cond_or = func(p) {
    foreach(var c; p.getChildren())
        if(_cond(c)) return 1;
    return 0;
}

var _cond = func(p) {
    var n = p.getName();
    if(n == "or") return _cond_or(p);
    if(n == "and") return _cond_and(p);
    if(n == "not") return !_cond_and(p);
    if(n == "equals") return _cond_cmp(p, 0);
    if(n == "not-equals") return !_cond_cmp(p, 0);
    if(n == "less-than") return _cond_cmp(p, -1);
    if(n == "greater-than") return _cond_cmp(p, 1);
    if(n == "less-than-equals") return !_cond_cmp(p, 1);
    if(n == "greater-than-equals") return !_cond_cmp(p, -1);
    if(n == "property") return !!getprop(p.getValue());
    printlog("alert", "condition: invalid operator ", n);
    dump(p);
    return nil;
}

var _cond_cmp = func(p, op) {
    var left = p.getChild("property", 0, 0);
    if(left != nil) { left = getprop(left.getValue()); }
    else {
        printlog("alert", "condition: no left value");
        dump(p);
        return nil;
    }
    var right = p.getChild("property", 1, 0);
    if(right != nil) { right = getprop(right.getValue()); }
    else {
        right = p.getChild("value", 0, 0);
        if(right != nil) { right = right.getValue(); }
        else {
            printlog("alert", "condition: no right value");
            dump(p);
            return nil;
        }
    }
    if(left == nil or right == nil) {
        printlog("alert", "condition: comparing with nil");
        dump(p);
        return nil;
    }
    if(op < 0) return left < right;
    if(op > 0) return left > right;
    return left == right;
}

##
# Runs <binding> as described in $FG_ROOT/Docs/README.commands using
# a given module by default, and returns 1 if fgcommand() succeeded,
# or 0 otherwise. The module name won't override a <module> defined
# in the binding.
#
var runBinding = func(node, module = nil) {
    if(module != nil and node.getNode("module") == nil)
        node.getNode("module", 1).setValue(module);
    var cmd = node.getNode("command", 1).getValue() or "null";
    condition(node.getNode("condition")) ? fgcommand(cmd, node) : 0;
}