#ifndef UTILS_GODOT_MACROS_HPP
#define UTILS_GODOT_MACROS_HPP

/*! \file godot_macros.hpp
 * \brief C-style preprocessor macros to simplify using godot's C++ API.
 */

#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/variant/string.hpp>


#define MACRO_STRING_INNER(_Arg) #_Arg
#define MACRO_STRING(_Arg) MACRO_STRING_INNER(_Arg)

/*! \def GDPROPERTY(PropName_, PropType_)
 * \brief Register property.
 *
 * Register variable CLASSNAME::PropName_ with variant type PropType_.
 * Requires setting CLASSNAME as a #define first. Also requires a CLASSNAME::get_PropName_ and CLASSNAME::set_PropName_ to exist.
 */
#define GDPROPERTY(PropName_, PropType_) \
    godot::ClassDB::bind_method(godot::D_METHOD("get_" #PropName_), &CLASSNAME::get_##PropName_); \
    godot::ClassDB::bind_method(godot::D_METHOD("set_" #PropName_, "value"), &CLASSNAME::set_##PropName_); \
    godot::ClassDB::add_property(MACRO_STRING(CLASSNAME), godot::PropertyInfo(PropType_, #PropName_), "set_" #PropName_, "get_" #PropName_)

/*! \def GDPROPERTY_HINTED(PropName_, PropType_, ...)
 * \brief Register a hinted property.
 *
 * Register variable CLASSNAME::PropName_ with variant type PropType_.
 * Requires setting CLASSNAME as a #define first, and CLASSNAME::get_PropName and CLASSNAME::set_PropName_ to exist.
 */
#define GDPROPERTY_HINTED(PropName_, PropType_, ...) \
    godot::ClassDB::bind_method(godot::D_METHOD("get_" #PropName_), &CLASSNAME::get_##PropName_); \
    godot::ClassDB::bind_method(godot::D_METHOD("set_" #PropName_, "value"), &CLASSNAME::set_##PropName_); \
    godot::ClassDB::add_property(MACRO_STRING(CLASSNAME), godot::PropertyInfo(PropType_, #PropName_, __VA_ARGS__), "set_" #PropName_, "get_" #PropName_)

/*! \def GDFUNCTION(FnName_)
 * \brief Register a function CLASSNAME::FnName_() to godot.
 * 
 * Requires setting CLASSNAME as a #define first.
 */
#define GDFUNCTION(FnName_) godot::ClassDB::bind_method(godot::D_METHOD(#FnName_), &CLASSNAME::FnName_)

/*! \def GDFUNCTION_ARGS(FnName_, ...)
 * \brief Register a function CLASSNAME::FnName_(...) to godot.
 * 
 * Requires setting CLASSNAME as a #define first.
 */
#define GDFUNCTION_ARGS(FnName_, ...) godot::ClassDB::bind_method(godot::D_METHOD(#FnName_, __VA_ARGS__), &CLASSNAME::FnName_)

/*! \def GDFUNCTION_STATIC(FnName_)
 * \brief Register a static member function CLASSNAME::FnName_() to godot.
 * 
 * Requires setting CLASSNAME as a #define first.
 */
#define GDFUNCTION_STATIC(FnName_) godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#FnName_), &CLASSNAME::_FnName)

/*! \def GDFUNCTION_STATIC_ARGS(FnName_, ...)
 * \brief Register a static member function CLASSNAME::FnName_(...) to godot.
 * 
 * Requires setting CLASSNAME as a #define first.
 */
#define GDFUNCTION_STATIC_ARGS(FnName_, ...) godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#FnName_, __VA_ARGS__), &CLASSNAME::FnName_)

/*! \def GDSIGNAL(...)
 * \brief Declare a godot Observer signal.
 */
#define GDSIGNAL(...) godot::ClassDB::add_signal(MACRO_STRING(CLASSNAME), godot::MethodInfo(__VA_ARGS__))

/*! \def GDRESOURCETYPE(Class_)
 * \brief Construct godot resource type hint.
 *
 * Use when registering properties of arrays of resource classes.
 */
#define GDRESOURCETYPE(Class_) godot::vformat("%s/%s:%s", godot::Variant::OBJECT, godot::PROPERTY_HINT_RESOURCE_TYPE, Class_)
#define GDNODETYPE(Class_) godot::vformat("%s/%s:%s", godot::Variant::OBJECT, godot::PROPERTY_HINT_NODE_TYPE, Class_)
#define GDENUMTYPE(EnumString_) godot::vformat("%s/%s:%s", godot::Variant::INT, godot::PROPERTY_HINT_ENUM, EnumString_)

/*! \def GDEDITORONLY()
 * \brief Execute the rest of the function only if currently running as editor.
 *
 * Useful for _ready, _enter/_exit, _process, etc. functions.
 */
#define GDEDITORONLY() if(!godot::Engine::get_singleton()->is_editor_hint()) return;
/*! \def GDGAMEONLY()
 * \brief Execute the rest of the function only if currently running as game.
 *
 * Useful for _ready, _enter/_exit, _process, etc. functions.
 */
#define GDGAMEONLY() if(godot::Engine::get_singleton()->is_editor_hint()) return;

/*! \def GDENUM(Name_, ...)
 * \brief Declare a scoped enum struct.
 *
 * Declares a struct Name_ with an enum Value and a single variable and a get_property_hint() function.
 */
#define GDENUM(Name_, ...)\
struct Name_ {\
public:\
    enum Value : uint32_t {__VA_ARGS__};\
private:\
    Value value{};\
public:\
    static inline godot::String get_property_hint() { return godot::String(#__VA_ARGS__); }\
    inline Name_(Value value) : value{value} {}\
    inline Name_(uint32_t value) : value{value} {}\
    inline Name_(int value) : value{static_cast<uint32_t>(value)} {}\
    inline Name_(Name_ const &value) : value{value.value} {}\
    inline bool operator==(Name_ const &rhs) const { return this->value == rhs.value; }\
    inline bool operator==(Value const &rhs) const { return this->value == rhs; }\
    inline bool operator!=(Name_ const &rhs) const { return this->value != rhs.value; }\
    inline bool operator!=(Value const &rhs) const { return this->value != rhs; }\
    inline operator Value() const { return this->value; }\
    inline operator uint32_t() const { return this->value; }\
    inline operator int() const { return static_cast<int>(this->value); }\
}

#endif // !UTILS_GODOT_MACROS_HPP