// Copyright (C) 2010, Guy Barrand. All rights reserved.
// See the file tools.license for terms.

#ifndef tools_sg_search_action
#define tools_sg_search_action

#include "action"

#include <vector>

namespace tools {
namespace sg {
  class node;
}}

namespace tools {
namespace sg {

class search_action : public action {
public:
  search_action(std::ostream& a_out)
  :action(a_out)
  ,m_what(search_node_of_class)
  ,m_stop_at_first(false)
  ,m_node(0) //not owner

  ,m_done(false)
  {}
  virtual ~search_action(){}
public:
  search_action(const search_action& a_from)
  :action(a_from)
  ,m_what(a_from.m_what)
  ,m_stop_at_first(a_from.m_stop_at_first)
  ,m_class(a_from.m_class)
  ,m_node(a_from.m_node)

  ,m_done(false)
  {}
  search_action& operator=(const search_action& a_from){
    action::operator=(a_from);
    if(&a_from==this) return *this;
    m_what = a_from.m_what;
    m_stop_at_first = a_from.m_stop_at_first;
    m_class = a_from.m_class;
    m_node = a_from.m_node;
    reset();
    return *this;
  }
public:
  void reset() {
    m_done = false;
    m_objs.clear();
    m_path.clear();
    m_paths.clear();
  }

  enum search_what {
    search_node_of_class = 0,
    search_path_to_node = 1,
    search_path_to_node_of_class = 2
  };
  search_what what() const {return m_what;}
  void set_what(search_what a_v) {m_what = a_v;}
 
  void set_done(bool a_value) {m_done = a_value;}
  bool done() const {return m_done;}

  bool stop_at_first() const {return m_stop_at_first;}
  void set_stop_at_first(bool a_v) {m_stop_at_first = a_v;}

  //////////////////////////////////////////////////////////
  /// search_node_of_class : ///////////////////////////////
  //////////////////////////////////////////////////////////
  //NOTE : result of a search is not necessary a sg::node.
  //       (For exa in ioda::main, could be a base_button).
  void add_obj(void* a_obj) {m_objs.push_back(a_obj);}
  const std::vector<void*>& objs() const {return m_objs;}

  void set_class(const std::string& a_class) {m_class = a_class;}
  const std::string& sclass() const {return m_class;}

  //////////////////////////////////////////////////////////
  /// search_path_to_node : ////////////////////////////////
  //////////////////////////////////////////////////////////
  void set_node(sg::node* a_v) {m_node = a_v;}
  sg::node* node() const {return m_node;}

  void path_push(sg::node* a_v) {m_path.push_back(a_v);}
  void path_pop() {m_path.pop_back();}

  typedef std::vector<sg::node*> path_t;
  const path_t& path() const {return m_path;}
  //path_t path() {return m_path;}
  void clear_path() {m_path.clear();}

  bool do_path() const {
    if(m_what==search_action::search_path_to_node) return true;
    if(m_what==search_action::search_path_to_node_of_class) return true;
    return false;
  }

  //////////////////////////////////////////////////////////
  /// search_path_to_node_of_class : ///////////////////////
  //////////////////////////////////////////////////////////
  void add_path(const path_t& a_p) {m_paths.push_back(a_p);}

  typedef std::vector<path_t> paths_t;
  const paths_t& paths() const {return m_paths;}
protected:
  search_what m_what;
  bool m_stop_at_first;

  //search_node_of_class :
  std::string m_class;
  std::vector<void*> m_objs;

  //search_path_to_node :
  sg::node* m_node; //not owner.
  path_t m_path;

  //search_path_to_node_of_class :
  std::vector<path_t> m_paths;

  bool m_done;
};

}}

#endif
