/**************************************************************************/
/*  test_node_2d.cpp                                                      */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#include "tests/test_macros.h"

TEST_FORCE_LINK(test_node_2d)

#include "scene/2d/node_2d.h"
#include "scene/main/scene_tree.h"
#include "scene/main/window.h"

namespace TestNode2D {

TEST_CASE("[SceneTree][Node2D]") {
	SUBCASE("[Node2D][Global Transform] Global Transform should be accessible while not in SceneTree.") { // GH-79453
		Node2D *test_node = memnew(Node2D);
		test_node->set_name("node");
		Node2D *test_child = memnew(Node2D);
		test_child->set_name("child");
		test_node->add_child(test_child);

		test_node->set_global_position(Point2(1, 1));
		CHECK_EQ(test_node->get_global_position(), Point2(1, 1));
		CHECK_EQ(test_child->get_global_position(), Point2(1, 1));
		test_node->set_global_position(Point2(2, 2));
		CHECK_EQ(test_node->get_global_position(), Point2(2, 2));
		test_node->set_global_transform(Transform2D(0, Point2(3, 3)));
		CHECK_EQ(test_node->get_global_position(), Point2(3, 3));

		memdelete(test_child);
		memdelete(test_node);
	}

	SUBCASE("[Node2D][Global Transform] Global Transform should be correct after inserting node from detached tree into SceneTree.") { // GH-86841
		Node2D *main = memnew(Node2D);
		Node2D *outer = memnew(Node2D);
		Node2D *inner = memnew(Node2D);
		SceneTree::get_singleton()->get_root()->add_child(main);

		main->set_position(Point2(100, 100));
		outer->set_position(Point2(10, 0));
		inner->set_position(Point2(0, 10));

		outer->add_child(inner);
		// `inner` is still detached.
		CHECK_EQ(inner->get_global_position(), Point2(10, 10));

		main->add_child(outer);
		// `inner` is in scene tree.
		CHECK_EQ(inner->get_global_position(), Point2(110, 110));

		main->remove_child(outer);
		// `inner` is detached again.
		CHECK_EQ(inner->get_global_position(), Point2(10, 10));

		memdelete(inner);
		memdelete(outer);
		memdelete(main);
	}
}

TEST_CASE("[SceneTree][Node2D] Utility methods") {
	Node2D *test_node1 = memnew(Node2D);
	Node2D *test_node2 = memnew(Node2D);
	Node2D *test_node3 = memnew(Node2D);
	Node2D *test_sibling = memnew(Node2D);
	SceneTree::get_singleton()->get_root()->add_child(test_node1);

	test_node1->set_position(Point2(100, 100));
	test_node1->set_rotation(Math::deg_to_rad(30.0));
	test_node1->set_scale(Size2(1, 1));
	test_node1->add_child(test_node2);

	test_node2->set_position(Point2(10, 0));
	test_node2->set_rotation(Math::deg_to_rad(60.0));
	test_node2->set_scale(Size2(1, 1));
	test_node2->add_child(test_node3);
	test_node2->add_child(test_sibling);

	test_node3->set_position(Point2(0, 10));
	test_node3->set_rotation(Math::deg_to_rad(0.0));
	test_node3->set_scale(Size2(2, 2));

	test_sibling->set_position(Point2(5, 10));
	test_sibling->set_rotation(Math::deg_to_rad(90.0));
	test_sibling->set_scale(Size2(2, 1));

	SUBCASE("[Node2D] look_at") {
		test_node3->look_at(Vector2(1, 1));

		CHECK(test_node3->get_global_position().is_equal_approx(Point2(98.66026, 105)));
		CHECK(Math::is_equal_approx(test_node3->get_global_rotation(), real_t(-2.32477)));
		CHECK(test_node3->get_global_scale().is_equal_approx(Vector2(2, 2)));

		CHECK(test_node3->get_position().is_equal_approx(Vector2(0, 10)));
		CHECK(Math::is_equal_approx(test_node3->get_rotation(), real_t(2.38762)));
		CHECK(test_node3->get_scale().is_equal_approx(Vector2(2, 2)));

		test_node3->look_at(Vector2(0, 10));

		CHECK(test_node3->get_global_position().is_equal_approx(Vector2(98.66026, 105)));
		CHECK(Math::is_equal_approx(test_node3->get_global_rotation(), real_t(-2.37509)));
		CHECK(test_node3->get_global_scale().is_equal_approx(Vector2(2, 2)));

		CHECK(test_node3->get_position().is_equal_approx(Vector2(0, 10)));
		CHECK(Math::is_equal_approx(test_node3->get_rotation(), real_t(2.3373)));
		CHECK(test_node3->get_scale().is_equal_approx(Vector2(2, 2)));

		// Don't do anything if look_at own position.
		test_node3->look_at(test_node3->get_global_position());

		CHECK(test_node3->get_global_position().is_equal_approx(Vector2(98.66026, 105)));
		CHECK(Math::is_equal_approx(test_node3->get_global_rotation(), real_t(-2.37509)));
		CHECK(test_node3->get_global_scale().is_equal_approx(Vector2(2, 2)));

		CHECK(test_node3->get_position().is_equal_approx(Vector2(0, 10)));
		CHECK(Math::is_equal_approx(test_node3->get_rotation(), real_t(2.3373)));
		CHECK(test_node3->get_scale().is_equal_approx(Vector2(2, 2)));

		// Revert any rotation caused by look_at, must run after look_at tests
		test_node3->set_rotation(Math::deg_to_rad(0.0));
	}

	SUBCASE("[Node2D] get_angle_to") {
		CHECK(Math::is_equal_approx(test_node3->get_angle_to(Vector2(1, 1)), real_t(2.38762)));
		CHECK(Math::is_equal_approx(test_node3->get_angle_to(Vector2(0, 10)), real_t(2.3373)));
		CHECK(Math::is_equal_approx(test_node3->get_angle_to(Vector2(2, -5)), real_t(2.42065)));
		CHECK(Math::is_equal_approx(test_node3->get_angle_to(Vector2(-2, 5)), real_t(2.3529)));

		// Return 0 when get_angle_to own position.
		CHECK(Math::is_equal_approx(test_node3->get_angle_to(test_node3->get_global_position()), real_t(0)));
	}

	SUBCASE("[Node2D] to_local") {
		Point2 node3_local = test_node3->to_local(Point2(1, 2));
		CHECK(node3_local.is_equal_approx(Point2(-51.5, 48.83013)));

		node3_local = test_node3->to_local(Point2(-2, 1));
		CHECK(node3_local.is_equal_approx(Point2(-52, 50.33013)));

		node3_local = test_node3->to_local(Point2(0, 0));
		CHECK(node3_local.is_equal_approx(Point2(-52.5, 49.33013)));

		node3_local = test_node3->to_local(test_node3->get_global_position());
		CHECK(node3_local.is_equal_approx(Point2(0, 0)));
	}

	SUBCASE("[Node2D] to_global") {
		Point2 node3_global = test_node3->to_global(Point2(1, 2));
		CHECK(node3_global.is_equal_approx(Point2(94.66026, 107)));

		node3_global = test_node3->to_global(Point2(-2, 1));
		CHECK(node3_global.is_equal_approx(Point2(96.66026, 101)));

		node3_global = test_node3->to_global(Point2(0, 0));
		CHECK(node3_global.is_equal_approx(test_node3->get_global_position()));
	}

	SUBCASE("[Node2D] get_relative_transform_to_parent") {
		Transform2D relative_xform = test_node3->get_relative_transform_to_parent(test_node3);
		CHECK(relative_xform.is_equal_approx(Transform2D()));

		relative_xform = test_node3->get_relative_transform_to_parent(test_node2);
		CHECK(relative_xform.get_origin().is_equal_approx(Vector2(0, 10)));
		CHECK(Math::is_equal_approx(relative_xform.get_rotation(), real_t(0)));
		CHECK(relative_xform.get_scale().is_equal_approx(Vector2(2, 2)));

		relative_xform = test_node3->get_relative_transform_to_parent(test_node1);
		CHECK(relative_xform.get_origin().is_equal_approx(Vector2(1.339746, 5)));
		CHECK(Math::is_equal_approx(relative_xform.get_rotation(), real_t(1.0472)));
		CHECK(relative_xform.get_scale().is_equal_approx(Vector2(2, 2)));

		ERR_PRINT_OFF;
		// In case of a sibling all transforms until the root are accumulated.
		Transform2D xform = test_node3->get_relative_transform_to_parent(test_sibling);
		Transform2D return_xform = test_node1->get_global_transform().inverse() * test_node3->get_global_transform();
		CHECK(xform.is_equal_approx(return_xform));
		ERR_PRINT_ON;
	}

	memdelete(test_sibling);
	memdelete(test_node3);
	memdelete(test_node2);
	memdelete(test_node1);
}

} // namespace TestNode2D
