/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Creator.
**
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
****************************************************************************/

#include "aggregate.h"

#include <QWriteLocker>
#include <QDebug>

/*!
    \namespace Aggregation
    \brief The Aggregation namespace contains support for bundling related components,
           such that each component exposes the properties and behavior of the
           other components to the outside.

    Components that are bundled to an Aggregate can be "cast" to each other
    and have a coupled life cycle. See the documentation of Aggregation::Aggregate for
    details and examples.
*/

/*!
    \class Aggregation::Aggregate
    \mainclass
    \threadsafe

    \brief The Aggregate class defines a collection of related components that
    can be viewed as a unit.

    An Aggregate is a collection of components that are handled as a unit,
    such that each component exposes the properties and behavior of the
    other components in the Aggregate to the outside.
    Specifically that means:
    \list
    \li They can be "cast" to each other (using query and query_all functions).
    \li Their life cycle is coupled, i.e. whenever one is deleted all of them are.
    \endlist
    Components can be of any QObject derived type.

    You can use an Aggregate to simulate multiple inheritance by aggregation. Assume we have
    \code
        using namespace Aggregation;
        class MyInterface : public QObject { ........ };
        class MyInterfaceEx : public QObject { ........ };
        [...]
        MyInterface *object = new MyInterface; // this is single inheritance
    \endcode
    The query function works like a qobject_cast with normal objects:
    \code
        Q_ASSERT(query<MyInterface>(object) == object);
        Q_ASSERT(query<MyInterfaceEx>(object) == 0);
    \endcode
    If we want 'object' to also implement the class MyInterfaceEx,
    but don't want to or cannot use multiple inheritance, we can do it
    at any point using an Aggregate:
    \code
        MyInterfaceEx *objectEx = new MyInterfaceEx;
        Aggregate *aggregate = new Aggregate;
        aggregate->add(object);
        aggregate->add(objectEx);
    \endcode
    The Aggregate bundles the two objects together.
    If we have any part of the collection we get all parts:
    \code
        Q_ASSERT(query<MyInterface>(object) == object);
        Q_ASSERT(query<MyInterfaceEx>(object) == objectEx);
        Q_ASSERT(query<MyInterface>(objectEx) == object);
        Q_ASSERT(query<MyInterfaceEx>(objectEx) == objectEx);
    \endcode
    The following deletes all three: object, objectEx and aggregate:
    \code
        delete objectEx;
        // or delete object;
        // or delete aggregate;
    \endcode

    Aggregation aware code never uses qobject_cast, but always uses
    Aggregation::query which behaves like a qobject_cast as a fallback.
*/

/*!
    \fn T *Aggregate::component()

    Template function that returns the component with the given type, if there is one.
    If there are multiple components with that type a random one is returned.

    \sa Aggregate::components()
    \sa Aggregate::add()
*/

/*!
    \fn QList<T *> Aggregate::components()

    Template function that returns all components with the given type, if there are any.

    \sa Aggregate::component()
    \sa Aggregate::add()
*/

/*!
    \fn T *Aggregation::query<T *>(Aggregate *obj)
    \internal
*/

/*!
    \fn QList<T *> Aggregation::query_all<T *>(Aggregate *obj)
    \internal
*/

/*!
    \relates Aggregation::Aggregate
    \fn T *Aggregation::query<T *>(QObject *obj)

    Performs a dynamic cast that is aware of a possible Aggregate that \a obj
    might belong to. If \a obj itself is of the requested type then it is simply cast
    and returned. Otherwise, if \a obj belongs to an Aggregate all its components are
    checked, or if it doesn't belong to an Aggregate null is returned.

    \sa Aggregate::component()
*/

/*!
    \relates Aggregation::Aggregate
    \fn QList<T *> Aggregation::query_all<T *>(QObject *obj)

    If \a obj belongs to an Aggregate, all components that can be cast to the given
    type are returned. Otherwise, \a obj is returned if it is of the requested type.

    \sa Aggregate::components()
*/

using namespace Aggregation;

/*!
    \fn Aggregate *Aggregate::parentAggregate(QObject *obj)

    Returns the Aggregate object of \a obj if there is one. Otherwise returns 0.
*/
Aggregate *Aggregate::parentAggregate(QObject *obj)
{
    QReadLocker locker(&lock());
    return aggregateMap().value(obj);
}

QHash<QObject *, Aggregate *> &Aggregate::aggregateMap()
{
    static QHash<QObject *, Aggregate *> map;
    return map;
}

/*!
    \fn QReadWriteLock &Aggregate::lock()
    \internal
*/
QReadWriteLock &Aggregate::lock()
{
    static QReadWriteLock lock;
    return lock;
}

/*!
    \fn Aggregate::Aggregate(QObject *parent)

    Creates a new Aggregate with the given \a parent.
    The \a parent is passed directly passed to the QObject part
    of the class and is not used beside that.
*/
Aggregate::Aggregate(QObject *parent)
    : QObject(parent)
{
    QWriteLocker locker(&lock());
    aggregateMap().insert(this, this);
}

/*!
    \fn Aggregate::~Aggregate()

    Deleting the aggregate automatically deletes all its components.
*/
Aggregate::~Aggregate()
{
    QList<QObject *> components;
    {
        QWriteLocker locker(&lock());
        foreach (QObject *component, m_components) {
            disconnect(component, SIGNAL(destroyed(QObject*)), this, SLOT(deleteSelf(QObject*)));
            aggregateMap().remove(component);
        }
        components = m_components;
        m_components.clear();
        aggregateMap().remove(this);
    }
    qDeleteAll(components);
}

void Aggregate::deleteSelf(QObject *obj)
{
    {
        QWriteLocker locker(&lock());
        aggregateMap().remove(obj);
        m_components.removeAll(obj);
    }
    delete this;
}

/*!
    \fn void Aggregate::add(QObject *component)

    Adds the \a component to the aggregate.
    You can't add a component that is part of a different aggregate
    or an aggregate itself.

    \sa Aggregate::remove()
*/
void Aggregate::add(QObject *component)
{
    if (!component)
        return;
    {
        QWriteLocker locker(&lock());
        Aggregate *parentAggregation = aggregateMap().value(component);
        if (parentAggregation == this)
            return;
        if (parentAggregation) {
            qWarning() << "Cannot add a component that belongs to a different aggregate" << component;
            return;
        }
        m_components.append(component);
        connect(component, SIGNAL(destroyed(QObject*)), this, SLOT(deleteSelf(QObject*)));
        aggregateMap().insert(component, this);
    }
    emit changed();
}

/*!
    \fn void Aggregate::remove(QObject *component)

    Removes the \a component from the aggregate.

    \sa Aggregate::add()
*/
void Aggregate::remove(QObject *component)
{
    if (!component)
        return;
    {
        QWriteLocker locker(&lock());
        aggregateMap().remove(component);
        m_components.removeAll(component);
        disconnect(component, SIGNAL(destroyed(QObject*)), this, SLOT(deleteSelf(QObject*)));
    }
    emit changed();
}
