// Copyright Contributors to the Open Shading Language project.
// SPDX-License-Identifier: BSD-3-Clause
// https://github.com/AcademySoftwareFoundation/OpenShadingLanguage

/*
The code in this file is based somewhat on code released by NVIDIA as
part of Gelato (specifically, gsoargs.h).  That code had the following
copyright notice:

   Copyright 2004 NVIDIA Corporation.  All Rights Reserved.

and was distributed under BSD licensing terms identical to the
Sony Pictures Imageworks terms, above.
*/


#pragma once

#include <string>
#include <vector>

#include <OSL/export.h>
#include <OSL/oslversion.h>
#include <OSL/platform.h>

#include <OpenImageIO/span.h>
#include <OpenImageIO/string_view.h>
#include <OpenImageIO/typedesc.h>
#include <OpenImageIO/ustring.h>

// #include <OSL/oslconfig.h>

OSL_NAMESPACE_BEGIN

using OIIO::cspan;
using OIIO::span;
using OIIO::string_view;
using OIIO::ustring;

using OIIO::TypeColor;
using OIIO::TypeDesc;
using OIIO::TypeFloat;
using OIIO::TypeFloat2;
using OIIO::TypeFloat4;
using OIIO::TypeInt;
using OIIO::TypeMatrix;
using OIIO::TypeNormal;
using OIIO::TypePoint;
using OIIO::TypeString;
using OIIO::TypeUnknown;
using OIIO::TypeVector;
using OIIO::TypeVector2;
using OIIO::TypeVector4;

class ShaderGroup;  // opaque class for now

namespace pvt {
class OSOReaderQuery;  // Just so OSLQuery can friend OSLReaderQuery
};



/// <doc OSLQuery>
///                  **OSLQuery Documentation**
///
///
/// Introduction and Tutorial
/// =========================
///
/// `OSLQuery` is a class that lets an application interrogate a
/// compiled shader for information about its parameters.
///
/// The shader may be an already-compiled shader file on disk (i.e. a
/// `.oso` file), or the `.oso` equivalent in a string, or the binary
/// representation used by the OSL `ShaderSystem` runtime (as a pointer
/// to a `ShaderGroup`).  For example,
///
/// ~~~
///     OSLQuery oslquery ("polished_oak");
/// ~~~
///
/// It's then easy to retrieve a specific parameter:
///
/// ~~~
///     int nparams = oslquery.nparams();  // number of params
///
///     const OSLQuery::Parameter *param;
///     p = oslquery.getparam (i);            // by index (0..nparams-1)
///     p = oslquery.getparam ("woodcolor");  // by name
/// ~~~
///
/// And the `Parameter` structure will hold all the information you need
/// about that parameter. For example:
///
/// ~~~
///     std::cout << "Parameter " << p->name
///               << " is type " << p->type << "\n"
/// ~~~
///
/// You can find out if the parameter is a closure, an output parameter,
/// etc. You can also find out its default values, which are stored in
/// vector fields `idefault`, `fdefault`, and `sdefault` depending on
/// whether the types is based on int, float, or string, respectively.
///
///
/// OSLQuery class API Reference
/// ============================

class OSLQUERYPUBLIC OSLQuery {
public:
    /// Parameter helper structure
    /// --------------------------
    /// `Parameter` holds all the information about a single shader
    /// parameter.
    /// <code>
    struct OSLQUERYPUBLIC Parameter {
        ustring name;                     //< name
        TypeDesc type;                    //< data type
        bool isoutput     = false;        //< is it an output param?
        bool validdefault = false;        //< false if there's no default val
        bool varlenarray  = false;        //< is it a varying-length array?
        bool isstruct     = false;        //< is it a structure?
        bool isclosure    = false;        //< is it a closure?
        void* data        = nullptr;      //< pointer to data
        std::vector<int> idefault;        //< default int values
        std::vector<float> fdefault;      //< default float values
        std::vector<ustring> sdefault;    //< default string values
        std::vector<ustring> spacename;   //< space name for matrices and
                                          //<  triples, for each array elem.
        std::vector<ustring> fields;      //< Names of this struct's fields
        ustring structname;               //< Name of the struct
        std::vector<Parameter> metadata;  //< Meta-data about the param

        Parameter() {}
        Parameter(const Parameter& src);
        Parameter(Parameter&& src);
        const Parameter& operator=(const Parameter&);
        const Parameter& operator=(Parameter&&);
    };
    /// </code>

    /// OSLQuery methods
    /// ----------------

    OSLQuery();
    ///< Construct an uninitialized OSLQuery. It will not hold any
    /// information about a shader until `open()` is called.

    OSLQuery(string_view shadername, string_view searchpath = string_view())
    {
        open(shadername, searchpath);
    }
    ///< Construct an OSLQuery and open a compiled shader from a disk file.
    /// The `shadername` may be either the name of the `.oso` file, or the
    /// name of the shader. The optional `searchpath` parameter gives a
    /// colon-separated list of directories to search for compiled shaders.

    OSL_DEPRECATED("Use ShadingSystem::oslquery(group,layernum)")
    OSLQuery(const ShaderGroup* group, int layernum);
    ///< Construct an OSLQuery and initialize it with an existing
    /// `ShaderGroup` (which must have been built using the `ShadingSystem`
    /// runtime API for OSL). This constructor only exists in liboslexec,
    /// with a full shading system, and not in liboslquery.
    /// This is deprecated, and instead we recommend retrieving an OSLQuery
    /// via `ShadingSystem::oslquery(group, layernum)`.
    // DEPRECATED(1.12)

    ~OSLQuery();
    ///< Clean up and destruct the `OSLQuery`.

    bool open(string_view shadername, string_view searchpath = string_view());
    ///< For an uninitialized `OSLQuery` object, initialize it with info on
    /// the named shader with optional searchpath.  Return true for success,
    /// false if the shader could not be found or opened properly.

    bool open_bytecode(string_view buffer);
    ///< Get info on the shader from it's compiled bytecode (i.e., like the
    /// contents of an `.oso` file, but in a string).  Return `true` for
    /// success, false if the shader could not be found or opened properly.
    ///
    /// This is meant to be called from an app which caches bytecodes from
    /// it's own side and wants to get shader info on runtime without
    /// creating a temporary file.

    bool init(const ShaderGroup* group, int layernum);
    ///< Meant to be called at runtime from an app with a full ShadingSystem,
    /// fill out an OSLQuery structure for the given layer of the group.
    /// This is much faster than using open() to read it from an oso file on
    /// disk.
    /// This is deprecated, and instead we recommend retrieving an OSLQuery
    /// via `ShadingSystem::oslquery(group, layernum)`.
    // DEPRECATED(1.12)

    const ustring shadertype(void) const { return m_shadertypename; }
    ///< Return the shader type: "surface", "displacement", "volume",
    /// "light", or "shader" (for generic shaders).

    const ustring shadername(void) const { return m_shadername; }
    ///< Get the name of the shader.

    size_t nparams(void) const { return (int)m_params.size(); }
    ///< How many parameters does the shader have

    const Parameter* getparam(size_t i) const;
    const Parameter* getparam(const std::string& name) const;
    const Parameter* getparam(ustring name) const;
    ///< Retrieve a parameter, either by index or by name. Return nullptr if
    /// the index is out of range, or if the named parameter is not found.

    const std::vector<Parameter>& parameters(void) const { return m_params; }
    ///< Retrieve a reference to the list of the shader's parameters.

    const std::vector<Parameter>& metadata(void) const { return m_meta; }
    ///< Retrieve a reference to the metadata about the shader.

    ///> Return error string, empty if there was no error, and reset the
    /// error string.
    std::string geterror(bool clear_error = true)
    {
        std::string e = m_error;
        if (clear_error)
            m_error.clear();
        return e;
    }

    // begin/end of the OSLQuery iterates over the parameters.
    std::vector<Parameter>::iterator begin() { return m_params.begin(); }
    std::vector<Parameter>::iterator end() { return m_params.end(); }
    std::vector<Parameter>::const_iterator cbegin() const
    {
        return m_params.cbegin();
    }
    std::vector<Parameter>::const_iterator cend() const
    {
        return m_params.cend();
    }

private:
    ustring m_shadername;             //< Name of shader
    ustring m_shadertypename;         //< Type of shader
    mutable std::string m_error;      //< Error message
    std::vector<Parameter> m_params;  //< Params to the shader
    std::vector<Parameter> m_meta;    //< Meta-data about the shader
    friend class pvt::OSOReaderQuery;

    // Internal error reporting routine, with std::format-like arguments.
    template<typename Str, typename... Args>
    inline void errorfmt(const Str& fmt, Args&&... args) const
    {
        append_error(
            OIIO::Strutil::fmt::format(fmt, std::forward<Args>(args)...));
    }
    // DEPRECATED(1.12): old style printf-like arguments.
    template<typename... Args>
    OSL_DEPRECATED("Use errfmt instead, with std::format args")
    inline void errorf(const char* fmt, const Args&... args) const
    {
        append_error(OIIO::Strutil::sprintf(fmt, args...));
    }

    void append_error(const std::string& message) const
    {
        if (m_error.size())
            m_error += '\n';
        m_error += message;
    }

    friend class ShadingSystem;
};



////////// Implementation

inline const OSLQuery::Parameter*
OSLQuery::getparam(size_t i) const
{
    if (i >= nparams())
        return nullptr;
    return &(m_params[i]);
}


inline const OSLQuery::Parameter*
OSLQuery::getparam(const std::string& name) const
{
    for (size_t i = 0; i < nparams(); ++i)
        if (m_params[i].name == name)
            return &(m_params[i]);
    return nullptr;
}


inline const OSLQuery::Parameter*
OSLQuery::getparam(ustring name) const
{
    for (size_t i = 0; i < nparams(); ++i)
        if (m_params[i].name == name)
            return &(m_params[i]);
    return nullptr;
}


// more documentation
/// <inc oslinfo_source>

OSL_NAMESPACE_END
