//====== Copyright © 1996-2006, Valve Corporation, All rights reserved. =======
//
// Purpose: 
//
//=============================================================================

#include "dmserializers.h"
#include "dmebaseimporter.h"
#include "datamodel/idatamodel.h"
#include "datamodel/dmelement.h"
#include "datamodel/dmattributevar.h"
#include "tier1/KeyValues.h"
#include "tier1/utlbuffer.h"
#include "tier1/utlmap.h"
#include <limits.h>


//-----------------------------------------------------------------------------
// Format converter
//-----------------------------------------------------------------------------
class CImportSFMV7 : public CSFMBaseImporter
{
	typedef CSFMBaseImporter BaseClass;
public:
	CImportSFMV7( char const *formatName, char const *nextFormatName );

private:
	virtual bool DoFixup( CDmElement *pSourceRoot );


	void FixupElement( CDmElement *pElement );
	// Fixes up all elements
	void BuildList( CDmElement *pElement, CUtlRBTree< CDmElement *, int >& list );
};


//-----------------------------------------------------------------------------
// Singleton instance
//-----------------------------------------------------------------------------
static CImportSFMV7 s_ImportSFMV7( "sfm_v7", "sfm_v8" );

void InstallSFMV7Importer( IDataModel *pFactory )
{
	pFactory->AddLegacyUpdater( &s_ImportSFMV7 );
}


//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CImportSFMV7::CImportSFMV7( char const *formatName, char const *nextFormatName ) : 
	BaseClass( formatName, nextFormatName )	
{
}


//-----------------------------------------------------------------------------
// Fixes up all elements
//-----------------------------------------------------------------------------
void CImportSFMV7::FixupElement( CDmElement *pElement )
{
	if ( !pElement )
		return;

	const char *pType = pElement->GetTypeString();

	if ( !V_stricmp( pType, "DmeAnimationSet" ) )
	{
		// Add a level of indirection in animation sets
		// Modify the type of all controls from DmElement to DmeAnimationSetControl
		CDmrElementArray<> srcPresets( pElement, "presets" );
		if ( srcPresets.IsValid() )
		{
			CDmrElementArray<> presetGroupArray( pElement, "presetGroups", true );
			CDmElement *pPresetGroup = CreateElement< CDmElement >( "custom", pElement->GetFileId() );
			pPresetGroup->SetType( "DmePresetGroup" );
			CDmrElementArray<> presets( pPresetGroup, "presets", true );
			presetGroupArray.AddToTail( pPresetGroup );

			int nCount = srcPresets.Count();
			for ( int i = 0; i < nCount; ++i )
			{
				CDmElement *pPreset = srcPresets[i];
				if ( pPreset )
				{
					pPreset->SetType( "DmePreset" );
					presets.AddToTail( pPreset );
				}
			}

			srcPresets.RemoveAll();
		}
		pElement->RemoveAttribute( "presets" );
	}
}


//-----------------------------------------------------------------------------
// Fixes up all elements
//-----------------------------------------------------------------------------
void CImportSFMV7::BuildList( CDmElement *pElement, CUtlRBTree< CDmElement *, int >& list )
{
	if ( !pElement )
		return;

	if ( list.Find( pElement ) != list.InvalidIndex() )
		return;

	list.Insert( pElement );

	// Descend to bottom of tree, then do fixup coming back up the tree
	for ( CDmAttribute *pAttribute = pElement->FirstAttribute(); pAttribute; pAttribute = pAttribute->NextAttribute() )
	{
		if ( pAttribute->GetType() == AT_ELEMENT )
		{
			CDmElement *pElement = pAttribute->GetValueElement<CDmElement>( );
			BuildList( pElement, list );
			continue;
		}

		if ( pAttribute->GetType() == AT_ELEMENT_ARRAY )
		{
			CDmrElementArray<> array( pAttribute );
			int nCount = array.Count();
			for ( int i = 0; i < nCount; ++i )
			{
				CDmElement *pChild = array[ i ];
				BuildList( pChild, list );
			}
			continue;
		}
	}
}

bool CImportSFMV7::DoFixup( CDmElement *pSourceRoot )
{
	CUtlRBTree< CDmElement *, int >	fixlist( 0, 0, DefLessFunc( CDmElement * ) );
	BuildList( pSourceRoot, fixlist );
	for ( int i = fixlist.FirstInorder(); i != fixlist.InvalidIndex() ; i = fixlist.NextInorder( i ) )
	{
		// Search and replace in the entire tree!
		FixupElement( fixlist[ i ] );
	}
	return true;
}