#ifndef SCRIPTDICTIONARY_H
#define SCRIPTDICTIONARY_H

// The dictionary class relies on the script string object, thus the script
// string type must be registered with the engine before registering the
// dictionary type

#ifndef ANGELSCRIPT_H 
// Avoid having to inform include path if header is already include before
#include <angelscript.h>
#endif

// By default the CScriptDictionary use the Urho3D::String for the keys.
// If the application uses a custom string type, then this typedef
// can be changed accordingly.
#include "Str.h"
typedef Urho3D::String dictKey_t;

// Forward declare CScriptDictValue so we can typedef the internal map type
BEGIN_AS_NAMESPACE
class CScriptDictValue;
END_AS_NAMESPACE

// C++11 introduced the std::unordered_map which is a hash map which is
// is generally more performatic for lookups than the std::map which is a 
// binary tree.
// TODO: memory: The map allocator should use the asAllocMem and asFreeMem
#if AS_CAN_USE_CPP11
#include <unordered_map>
typedef std::unordered_map<dictKey_t, AS_NAMESPACE_QUALIFIER CScriptDictValue> dictMap_t;
#else
#include <map>
typedef std::map<dictKey_t, AS_NAMESPACE_QUALIFIER CScriptDictValue> dictMap_t;
#endif


#ifdef _MSC_VER
// Turn off annoying warnings about truncated symbol names
#pragma warning (disable:4786)
#endif




// Sometimes it may be desired to use the same method names as used by C++ STL.
// This may for example reduce time when converting code from script to C++ or
// back.
//
//  0 = off
//  1 = on

#ifndef AS_USE_STLNAMES
#define AS_USE_STLNAMES 0
#endif


BEGIN_AS_NAMESPACE

class CScriptArray;
class CScriptDictionary;

class AS_API CScriptDictValue
{
public:
	// This class must not be declared as local variable in C++, because it needs 
	// to receive the script engine pointer in all operations. The engine pointer
	// is not kept as member in order to keep the size down
	CScriptDictValue();
	CScriptDictValue(asIScriptEngine *engine, void *value, int typeId);

	// Destructor must not be called without first calling FreeValue, otherwise a memory leak will occur
	~CScriptDictValue();

	// Replace the stored value
	void Set(asIScriptEngine *engine, void *value, int typeId);
	void Set(asIScriptEngine *engine, const asINT64 &value);
	void Set(asIScriptEngine *engine, const double &value);
	void Set(asIScriptEngine *engine, CScriptDictValue &value);

	// Gets the stored value. Returns false if the value isn't compatible with the informed typeId
	bool Get(asIScriptEngine *engine, void *value, int typeId) const;
	bool Get(asIScriptEngine *engine, asINT64 &value) const;
	bool Get(asIScriptEngine *engine, double &value) const;

	// Returns the address of the stored value for inspection
	const void *GetAddressOfValue() const;

	// Returns the type id of the stored value
	int  GetTypeId() const;

	// Free the stored value
	void FreeValue(asIScriptEngine *engine);

	// GC callback
	void EnumReferences(asIScriptEngine *engine);

protected:
	friend class CScriptDictionary;

	union
	{
		asINT64 m_valueInt;
		double  m_valueFlt;
		void   *m_valueObj;
	};
	int m_typeId;
};

class CScriptDictionary
{
public:
	// Factory functions
	static CScriptDictionary *Create(asIScriptEngine *engine);

	// Called from the script to instantiate a dictionary from an initialization list
	static CScriptDictionary *Create(asBYTE *buffer);

	// Reference counting
	void AddRef() const;
	void Release() const;

	// Reassign the dictionary
	CScriptDictionary &operator =(const CScriptDictionary &other);

	// Sets a key/value pair
	void Set(const dictKey_t &key, void *value, int typeId);
	void Set(const dictKey_t &key, const asINT64 &value);
	void Set(const dictKey_t &key, const double &value);

	// Gets the stored value. Returns false if the value isn't compatible with the informed typeId
	bool Get(const dictKey_t &key, void *value, int typeId) const;
	bool Get(const dictKey_t &key, asINT64 &value) const;
	bool Get(const dictKey_t &key, double &value) const;

	// Index accessors. If the dictionary is not const it inserts the value if it doesn't already exist
	// If the dictionary is const then a script exception is set if it doesn't exist and a null pointer is returned
	CScriptDictValue *operator[](const dictKey_t &key);
	const CScriptDictValue *operator[](const dictKey_t &key) const;

	// Returns the type id of the stored value, or negative if it doesn't exist
	int GetTypeId(const dictKey_t &key) const;

	// Returns true if the key is set
	bool Exists(const dictKey_t &key) const;

	// Returns true if there are no key/value pairs in the dictionary
	bool IsEmpty() const;

	// Returns the number of key/value pairs in the dictionary
	asUINT GetSize() const;

	// Deletes the key
	bool Delete(const dictKey_t &key);

	// Deletes all keys
	void DeleteAll();

	// Get an array of all keys
	CScriptArray *GetKeys() const;

	// STL style iterator
	class CIterator
	{
	public:
		void operator++();    // Pre-increment
		void operator++(int); // Post-increment

		// This is needed to support C++11 range-for
		CIterator &operator*();

		bool operator==(const CIterator &other) const;
		bool operator!=(const CIterator &other) const;

		// Accessors
		const dictKey_t &GetKey() const;
		int              GetTypeId() const;
		bool             GetValue(asINT64 &value) const;
		bool             GetValue(double &value) const;
		bool             GetValue(void *value, int typeId) const;
		const void *     GetAddressOfValue() const;

	protected:
		friend class CScriptDictionary;

		CIterator();
		CIterator(const CScriptDictionary &dict,
		          dictMap_t::const_iterator it);

		CIterator &operator=(const CIterator &) {return *this;} // Not used

		dictMap_t::const_iterator m_it;
		const CScriptDictionary &m_dict;
	};

	CIterator begin() const;
	CIterator end() const;
	CIterator find(const dictKey_t &key) const;

	// Garbage collections behaviours
	int GetRefCount();
	void SetGCFlag();
	bool GetGCFlag();
	void EnumReferences(asIScriptEngine *engine);
	void ReleaseAllReferences(asIScriptEngine *engine);

protected:
	// Since the dictionary uses the asAllocMem and asFreeMem functions to allocate memory
	// the constructors are made protected so that the application cannot allocate it 
	// manually in a different way
	CScriptDictionary(asIScriptEngine *engine);
	CScriptDictionary(asBYTE *buffer);

	// We don't want anyone to call the destructor directly, it should be called through the Release method
	virtual ~CScriptDictionary();

	// Cache the object types needed
	void Init(asIScriptEngine *engine);

	// Our properties
	asIScriptEngine *engine;
	mutable int      refCount;
	mutable bool     gcFlag;
	dictMap_t        dict;
};

// This function will determine the configuration of the engine
// and use one of the two functions below to register the dictionary object
void RegisterScriptDictionary(asIScriptEngine *engine);

// Call this function to register the math functions
// using native calling conventions
void RegisterScriptDictionary_Native(asIScriptEngine *engine);

// Use this one instead if native calling conventions
// are not supported on the target platform
void RegisterScriptDictionary_Generic(asIScriptEngine *engine);

END_AS_NAMESPACE

#endif
