/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

Copyright (c) 2006-2025, assimp team

All rights reserved.

Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
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* Redistributions of source code must retain the above
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following disclaimer.

* Redistributions in binary form must reproduce the above
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* Neither the name of the assimp team, nor the names of its
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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----------------------------------------------------------------------
*/

#pragma once

#include "Common/BaseProcess.h"

#include <string>

struct aiNode;

class IOSystem;

namespace Assimp {

/**
 *  Force embedding of textures (using the path = "*1" convention).
 *  If a texture's file does not exist at the specified path
 *  (due, for instance, to an absolute path generated on another system),
 *  it will check if a file with the same name exists at the root folder
 *  of the imported model. And if so, it uses that.
 */
class ASSIMP_API EmbedTexturesProcess : public BaseProcess {
public:
    /// The default class constructor.
    EmbedTexturesProcess() = default;

    /// The class destructor.
    ~EmbedTexturesProcess() override = default;

    /// Overwritten, @see BaseProcess
    bool IsActive(unsigned int pFlags) const override;

    /// Overwritten, @see BaseProcess
    void SetupProperties(const Importer* pImp) override;

    /// Overwritten, @see BaseProcess
    void Execute(aiScene* pScene) override;

private:
    // Try several ways to attempt to resolve the image path
    std::string tryToFindValidPath(const std::string &imagePath) const;
    // Resolve the path and add the file content to the scene as a texture.
    bool addTexture(aiScene *pScene, const std::string &path) const;

private:
    std::string mRootPath;
    IOSystem* mIOHandler = nullptr;
};

} // namespace Assimp
