/*
  ==============================================================================

   This file is part of the JUCE library.
   Copyright (c) 2016 - ROLI Ltd.

   Permission is granted to use this software under the terms of the ISC license
   http://www.isc.org/downloads/software-support-policy/isc-license/

   Permission to use, copy, modify, and/or distribute this software for any
   purpose with or without fee is hereby granted, provided that the above
   copyright notice and this permission notice appear in all copies.

   THE SOFTWARE IS PROVIDED "AS IS" AND ISC DISCLAIMS ALL WARRANTIES WITH REGARD
   TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
   FITNESS. IN NO EVENT SHALL ISC BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT,
   OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF
   USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
   TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
   OF THIS SOFTWARE.

   -----------------------------------------------------------------------------

   To release a closed-source product which uses other parts of JUCE not
   licensed under the ISC terms, commercial licenses are available: visit
   www.juce.com for more information.

  ==============================================================================
*/

/**
    A simple javascript interpreter!

    It's not fully standards-compliant, and won't be as fast as the fancy JIT-compiled
    engines that you get in browsers, but this is an extremely compact, low-overhead javascript
    interpreter, which is integrated with the juce var and DynamicObject classes. If you need
    a few simple bits of scripting in your app, and want to be able to easily let the JS
    work with native objects defined as DynamicObject subclasses, then this might do the job.

    To use, simply create an instance of this class and call execute() to run your code.
    Variables that the script sets can be retrieved with evaluate(), and if you need to provide
    native objects for the script to use, you can add them with registerNativeObject().

    One caveat: Because the values and objects that the engine works with are DynamicObject
    and var objects, they use reference-counting rather than garbage-collection, so if your
    script creates complex connections between objects, you run the risk of creating cyclic
    dependencies and hence leaking.
*/
class JavascriptEngine
{
public:
    /** Creates an instance of the engine.
        This creates a root namespace and defines some basic Object, String, Array
        and Math library methods.
    */
    JavascriptEngine();

    /** Destructor. */
    ~JavascriptEngine();

    /** Attempts to parse and run a block of javascript code.
        If there's a parse or execution error, the error description is returned in
        the result.
        You can specify a maximum time for which the program is allowed to run, and
        it'll return with an error message if this time is exceeded.
    */
    Result execute (const String& javascriptCode);

    /** Attempts to parse and run a javascript expression, and returns the result.
        If there's a syntax error, or the expression can't be evaluated, the return value
        will be var::undefined(). The errorMessage parameter gives you a way to find out
        any parsing errors.
        You can specify a maximum time for which the program is allowed to run, and
        it'll return with an error message if this time is exceeded.
    */
    var evaluate (const String& javascriptCode,
                  Result* errorMessage = nullptr);

    /** Calls a function in the root namespace, and returns the result.
        The function arguments are passed in the same format as used by native
        methods in the var class.
    */
    var callFunction (const Identifier& function,
                      const var::NativeFunctionArgs& args,
                      Result* errorMessage = nullptr);

    /** Adds a native object to the root namespace.
        The object passed-in is reference-counted, and will be retained by the
        engine until the engine is deleted. The name must be a simple JS identifier,
        without any dots.
    */
    void registerNativeObject (const Identifier& objectName, DynamicObject* object);

    /** This value indicates how long a call to one of the evaluate methods is permitted
        to run before timing-out and failing.
        The default value is a number of seconds, but you can change this to whatever value
        suits your application.
    */
    RelativeTime maximumExecutionTime;

    /** Provides access to the set of properties of the root namespace object. */
    const NamedValueSet& getRootObjectProperties() const noexcept;

private:
    JUCE_PUBLIC_IN_DLL_BUILD (struct RootObject)
    const ReferenceCountedObjectPtr<RootObject> root;
    void prepareTimeout() const noexcept;

    JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (JavascriptEngine)
};
