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extends ItemList
class_name Database

const DATABASE_FILE_PATH: String = "user://database.csv"
const POINTER_VELOCITY_DECAYING_FACTOR: float = 2.5

var db: Array
var selected_idx: int
var staged_idx: int
var is_pointer_dragging := false
var pointer_drag_velocity := 0.0

onready var stage			:= get_node("/root/main/stage") as Stage
onready var delete_button	:= get_node("actions/delete") as Button
onready var edit_button		:= get_node("actions/edit") as Button
onready var add_button		:= get_node("actions/add") as Button
onready var v_scroll_bar	:= get_v_scroll() as ScrollBar
onready var drag_sensor		:= get_node("drag_sensor") as PointerInputSensor


func _init():
	selected_idx = -1
	staged_idx = -1
	load_database()
	store_database() # @DAM Only for testing.


func _ready():
	self.connect("item_selected", self, "item_selected")
	self.connect("nothing_selected", self, "clear_selection")
	
	delete_button.connect("pressed", self, "delete_action")
	edit_button.connect("pressed", self, "edit_action")
	add_button.connect("pressed", self, "add_action")	
	
	stage.connect("save", self, "save_stage")
	stage.connect("discard", self, "discard_stage")
	
	drag_sensor.connect("on_press", self, "pointer_input_handler")
	drag_sensor.connect("on_drag", self, "pointer_input_handler")
	drag_sensor.connect("on_end_drag", self, "pointer_input_handler")
	drag_sensor.connect("on_click", self, "pointer_input_handler")
	
	for it in db:
		self.add_item(get_entry_view(it))


func _process(delta: float):
	# Apply drag movement inertia.
	if is_pointer_dragging == false && abs(pointer_drag_velocity) > 0.5:
		pointer_drag_velocity *= clamp((1.0 - POINTER_VELOCITY_DECAYING_FACTOR * delta), 0.0, 1.0)
		v_scroll_bar.value -= pointer_drag_velocity * delta


func _notification(what: int):
	# @DAM Yet to be polished.
	if visible == false || has_focus() == false:
		return
		
	if what == MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST:
		if selected_idx >= 0:
			clear_selection()
		else:
			get_tree().quit()


func get_entry_view(database_entry: Dictionary) -> String:
	return "%6s | %6s | %s" % [database_entry.process_id, database_entry.surgery_id, DatabaseEntry.get_entry_date(database_entry)]


func item_selected(index: int):
	selected_idx = index


func clear_selection():
	selected_idx = -1
	unselect_all()


func scroll_to_selected():
	v_scroll_bar.value = float(selected_idx)/float(db.size()) * v_scroll_bar.max_value - (v_scroll_bar.page * 0.5)


func delete_action():
	if selected_idx < 0:
		return
	
	db.remove(selected_idx)
	self.remove_item(selected_idx)
	selected_idx = -1
	store_database()


func edit_action():
	if selected_idx < 0:
		return
	
	staged_idx = selected_idx
	self.visible = false
	stage.visible = true
	stage.set_stage(db[staged_idx])


func add_action():
	self.visible = false
	stage.visible = true
	var staged := DatabaseEntry.instance_entry()
	stage.set_stage(staged)


func save_stage(entry: Dictionary):
	if DatabaseEntry.is_valid_entry(entry) == false:
		printerr("INVALID ENTRY RECEIVED")
		return # @DAM Deal with this.
	
	var next_selected_idx: int
	if staged_idx >= 0:
		db[staged_idx] = entry
		next_selected_idx = staged_idx
	else:
		db.append(entry)
		add_item(get_entry_view(entry))
		next_selected_idx = db.size() - 1
	
	select(next_selected_idx)
	emit_signal("item_selected", next_selected_idx) # Calling "select" does not trigger the "item_selected" signal.
	set_item_text(selected_idx, get_entry_view(db[selected_idx]))
	call_deferred("scroll_to_selected")
	
	store_database()
	
	staged_idx = -1
	self.visible = true
	grab_focus()


func discard_stage():
	staged_idx = -1
	self.visible = true
	grab_focus()


func load_database(file_path: String = DATABASE_FILE_PATH):
	var file := File.new()
	file.open(file_path, File.READ_WRITE)
	var headers: PoolStringArray
	var is_first_line := true
#	while file.eof_reached() == false: 								# @DAM Why this?
	while file.get_position() < file.get_len():
		var csv_entry := file.get_csv_line()
		if is_first_line:
			is_first_line = false
			headers = csv_entry
			continue
		var entry = DatabaseEntry.instance_entry()
		for idx in headers.size():
			var field_name := headers[idx]
			var field_value := csv_entry[idx]
			match field_name:
				"date_year", "date_month", "date_day":
					entry[field_name] = int(field_value)
				"is_urgency":
					entry[field_name] = true if field_value.strip_edges().to_lower() == "true" else false
				_:
					entry[field_name] = field_value
		db.append(entry)


func store_database(file_path: String = DATABASE_FILE_PATH):
	var file := File.new()
	file.open(file_path, File.WRITE)
	var header := PoolStringArray(DatabaseEntry.ENTRY_PROTOTYPE.keys())
	file.store_csv_line(header)
	var entry := PoolStringArray()
	for it in db:
		# @DAM This approach depends on the order the dictionary fields are created.
		file.store_csv_line(it.values())
	file.close()


func clear_database(save_changes: bool = false):
	clear_selection()
	self.clear()
	db.resize(0)
	if save_changes:
		store_database()


func fake_database(save_changes: bool = false):
	clear_database()
	for idx in range(500):
		var date_year = 1 + int(float(idx) / 365.0)
		var date_month = idx % 12
		var date_day = idx % 365
		var fake_entry = DatabaseEntry.instance_entry({
			"process_id": "%06d" % idx,
			"surgery_id": "s%05d" % idx,
			"date": "%04d-%02d-%02d" % [date_year, date_month, date_day]
		})
		db.append(fake_entry)
		self.add_item(get_entry_view(fake_entry))
	if save_changes:
		store_database()


func pointer_input_handler(pointer: PointerInputSensor.PointerInputData):
	match pointer.action:
		PointerInputSensor.PointerInputAction.ON_PRESS:
			is_pointer_dragging = true
		
		PointerInputSensor.PointerInputAction.ON_DRAG:
			is_pointer_dragging = true
			pointer_drag_velocity = pointer.velocity.y
			v_scroll_bar.value -= pointer.relative_position.y
		
		PointerInputSensor.PointerInputAction.ON_END_DRAG:
			is_pointer_dragging = false
		
		PointerInputSensor.PointerInputAction.ON_CLICK:
			var target := self
			var position := target.get_global_mouse_position() - target.rect_global_position
			
			var event_touch := InputEventScreenTouch.new()
			event_touch.index = 0
			event_touch.position = position
			
			var event_mouse := InputEventMouseButton.new()
			event_mouse.button_index = BUTTON_LEFT
			event_mouse.button_mask = BUTTON_MASK_LEFT
			event_mouse.position = position
			
			event_mouse.pressed = true
			event_touch.pressed = true
			target._gui_input(event_mouse)
			target._gui_input(event_touch)
			
			target.grab_focus()
			
			event_mouse.pressed = false
			event_touch.pressed = false
			target._gui_input(event_mouse)
			target._gui_input(event_touch)