/* SPDX-FileCopyrightText: 2024 Blender Authors
 *
 * SPDX-License-Identifier: GPL-2.0-or-later */

/** \file
 * \ingroup edsculpt
 */

#pragma once

#include <cstdint>

#include "BLI_index_mask_fwd.hh"

struct Depsgraph;
struct Mesh;
struct Object;
struct Scene;
struct wmOperator;
namespace blender::bke::pbvh {
class Node;
}

namespace blender::ed::sculpt_paint::undo {

enum class Type : int8_t {
  None,
  Position,
  HideVert,
  HideFace,
  Mask,
  DyntopoBegin,
  DyntopoEnd,
  Geometry,
  FaceSet,
  Color,
};

struct StepData;

/**
 * Store undo data of the given type for a pbvh::Tree node. This function can be called by multiple
 * threads concurrently, as long as they don't pass the same pbvh::Tree node.
 *
 * This is only possible when building an undo step, in between #push_begin and #push_end.
 */
void push_node(const Depsgraph &depsgraph,
               const Object &object,
               const bke::pbvh::Node *node,
               undo::Type type);
void push_nodes(const Depsgraph &depsgraph,
                Object &object,
                const IndexMask &node_mask,
                undo::Type type);

/**
 * Pushes an undo step using the operator name. This is necessary for
 * redo panels to work; operators that do not support that may use
 * #push_begin_ex instead if so desired.
 */
void push_begin(const Scene &scene, Object &ob, const wmOperator *op);

/**
 * Pushes an undo step when entering Sculpt mode.
 *
 * Similar to geometry_push, this undo type does not need the PBVH to be constructed.
 */
void push_enter_sculpt_mode(const Scene &scene, Object &ob, const wmOperator *op);

/**
 * NOTE: #push_begin is preferred since `name`
 * must match operator name for redo panels to work.
 */
void push_begin_ex(const Scene &scene, Object &ob, const char *name);
void push_end(Object &ob);
void push_end_ex(Object &ob, bool use_nested_undo);

void restore_from_bmesh_enter_geometry(const StepData &step_data, Mesh &mesh);
bool has_bmesh_log_entry();

void restore_position_from_undo_step(const Depsgraph &depsgraph, Object &object);
}  // namespace blender::ed::sculpt_paint::undo
