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#include "quick3dlayerfilter_p.h"
#include <Qt3DRender/qtexture.h>

QT_BEGIN_NAMESPACE

namespace Qt3DRender {

namespace Render {

namespace Quick {

Quick3DLayerFilter::Quick3DLayerFilter(QObject *parent)
    : QObject(parent)
{
}

QQmlListProperty<QLayer> Quick3DLayerFilter::qmlLayers()
{
    return QQmlListProperty<QLayer>(this, 0,
                                    &Quick3DLayerFilter::appendLayer,
                                    &Quick3DLayerFilter::layerCount,
                                    &Quick3DLayerFilter::layerAt,
                                    &Quick3DLayerFilter::clearLayers);
}

void Quick3DLayerFilter::appendLayer(QQmlListProperty<QLayer> *list, QLayer *layer)
{
    Quick3DLayerFilter *filter = qobject_cast<Quick3DLayerFilter *>(list->object);
    if (filter) {
        filter->parentFilter()->addLayer(layer);
    }
}

QLayer *Quick3DLayerFilter::layerAt(QQmlListProperty<QLayer> *list, int index)
{
    Quick3DLayerFilter *filter = qobject_cast<Quick3DLayerFilter *>(list->object);
    if (filter) {
        return filter->parentFilter()->layers().at(index);
    }
    return 0;
}

int Quick3DLayerFilter::layerCount(QQmlListProperty<QLayer> *list)
{
    Quick3DLayerFilter *filter = qobject_cast<Quick3DLayerFilter *>(list->object);
    if (filter) {
        return filter->parentFilter()->layers().count();
    }
    return 0;
}

void Quick3DLayerFilter::clearLayers(QQmlListProperty<QLayer> *list)
{
    Quick3DLayerFilter *filter = qobject_cast<Quick3DLayerFilter *>(list->object);
    if (filter) {
        const auto layers = filter->parentFilter()->layers();
        for (QLayer *layer : layers)
            filter->parentFilter()->removeLayer(layer);
    }
}

} // Quick

} // namespace Render

} // Qt3D

QT_END_NAMESPACE
