// Code generated by ent, DO NOT EDIT.

package models

import (
	"context"
	"errors"
	"fmt"
	"juwan-backend/app/game/rpc/internal/models/games"
	"juwan-backend/app/game/rpc/internal/models/predicate"
	"sync"
	"time"

	"entgo.io/ent"
	"entgo.io/ent/dialect/sql"
)

const (
	// Operation types.
	OpCreate    = ent.OpCreate
	OpDelete    = ent.OpDelete
	OpDeleteOne = ent.OpDeleteOne
	OpUpdate    = ent.OpUpdate
	OpUpdateOne = ent.OpUpdateOne

	// Node types.
	TypeGames = "Games"
)

// GamesMutation represents an operation that mutates the Games nodes in the graph.
type GamesMutation struct {
	config
	op            Op
	typ           string
	id            *int64
	name          *string
	icon          *string
	category      *string
	sort_order    *int
	addsort_order *int
	is_active     *bool
	created_at    *time.Time
	updated_at    *time.Time
	clearedFields map[string]struct{}
	done          bool
	oldValue      func(context.Context) (*Games, error)
	predicates    []predicate.Games
}

var _ ent.Mutation = (*GamesMutation)(nil)

// gamesOption allows management of the mutation configuration using functional options.
type gamesOption func(*GamesMutation)

// newGamesMutation creates new mutation for the Games entity.
func newGamesMutation(c config, op Op, opts ...gamesOption) *GamesMutation {
	m := &GamesMutation{
		config:        c,
		op:            op,
		typ:           TypeGames,
		clearedFields: make(map[string]struct{}),
	}
	for _, opt := range opts {
		opt(m)
	}
	return m
}

// withGamesID sets the ID field of the mutation.
func withGamesID(id int64) gamesOption {
	return func(m *GamesMutation) {
		var (
			err   error
			once  sync.Once
			value *Games
		)
		m.oldValue = func(ctx context.Context) (*Games, error) {
			once.Do(func() {
				if m.done {
					err = errors.New("querying old values post mutation is not allowed")
				} else {
					value, err = m.Client().Games.Get(ctx, id)
				}
			})
			return value, err
		}
		m.id = &id
	}
}

// withGames sets the old Games of the mutation.
func withGames(node *Games) gamesOption {
	return func(m *GamesMutation) {
		m.oldValue = func(context.Context) (*Games, error) {
			return node, nil
		}
		m.id = &node.ID
	}
}

// Client returns a new `ent.Client` from the mutation. If the mutation was
// executed in a transaction (ent.Tx), a transactional client is returned.
func (m GamesMutation) Client() *Client {
	client := &Client{config: m.config}
	client.init()
	return client
}

// Tx returns an `ent.Tx` for mutations that were executed in transactions;
// it returns an error otherwise.
func (m GamesMutation) Tx() (*Tx, error) {
	if _, ok := m.driver.(*txDriver); !ok {
		return nil, errors.New("models: mutation is not running in a transaction")
	}
	tx := &Tx{config: m.config}
	tx.init()
	return tx, nil
}

// SetID sets the value of the id field. Note that this
// operation is only accepted on creation of Games entities.
func (m *GamesMutation) SetID(id int64) {
	m.id = &id
}

// ID returns the ID value in the mutation. Note that the ID is only available
// if it was provided to the builder or after it was returned from the database.
func (m *GamesMutation) ID() (id int64, exists bool) {
	if m.id == nil {
		return
	}
	return *m.id, true
}

// IDs queries the database and returns the entity ids that match the mutation's predicate.
// That means, if the mutation is applied within a transaction with an isolation level such
// as sql.LevelSerializable, the returned ids match the ids of the rows that will be updated
// or updated by the mutation.
func (m *GamesMutation) IDs(ctx context.Context) ([]int64, error) {
	switch {
	case m.op.Is(OpUpdateOne | OpDeleteOne):
		id, exists := m.ID()
		if exists {
			return []int64{id}, nil
		}
		fallthrough
	case m.op.Is(OpUpdate | OpDelete):
		return m.Client().Games.Query().Where(m.predicates...).IDs(ctx)
	default:
		return nil, fmt.Errorf("IDs is not allowed on %s operations", m.op)
	}
}

// SetName sets the "name" field.
func (m *GamesMutation) SetName(s string) {
	m.name = &s
}

// Name returns the value of the "name" field in the mutation.
func (m *GamesMutation) Name() (r string, exists bool) {
	v := m.name
	if v == nil {
		return
	}
	return *v, true
}

// OldName returns the old "name" field's value of the Games entity.
// If the Games object wasn't provided to the builder, the object is fetched from the database.
// An error is returned if the mutation operation is not UpdateOne, or the database query fails.
func (m *GamesMutation) OldName(ctx context.Context) (v string, err error) {
	if !m.op.Is(OpUpdateOne) {
		return v, errors.New("OldName is only allowed on UpdateOne operations")
	}
	if m.id == nil || m.oldValue == nil {
		return v, errors.New("OldName requires an ID field in the mutation")
	}
	oldValue, err := m.oldValue(ctx)
	if err != nil {
		return v, fmt.Errorf("querying old value for OldName: %w", err)
	}
	return oldValue.Name, nil
}

// ResetName resets all changes to the "name" field.
func (m *GamesMutation) ResetName() {
	m.name = nil
}

// SetIcon sets the "icon" field.
func (m *GamesMutation) SetIcon(s string) {
	m.icon = &s
}

// Icon returns the value of the "icon" field in the mutation.
func (m *GamesMutation) Icon() (r string, exists bool) {
	v := m.icon
	if v == nil {
		return
	}
	return *v, true
}

// OldIcon returns the old "icon" field's value of the Games entity.
// If the Games object wasn't provided to the builder, the object is fetched from the database.
// An error is returned if the mutation operation is not UpdateOne, or the database query fails.
func (m *GamesMutation) OldIcon(ctx context.Context) (v string, err error) {
	if !m.op.Is(OpUpdateOne) {
		return v, errors.New("OldIcon is only allowed on UpdateOne operations")
	}
	if m.id == nil || m.oldValue == nil {
		return v, errors.New("OldIcon requires an ID field in the mutation")
	}
	oldValue, err := m.oldValue(ctx)
	if err != nil {
		return v, fmt.Errorf("querying old value for OldIcon: %w", err)
	}
	return oldValue.Icon, nil
}

// ResetIcon resets all changes to the "icon" field.
func (m *GamesMutation) ResetIcon() {
	m.icon = nil
}

// SetCategory sets the "category" field.
func (m *GamesMutation) SetCategory(s string) {
	m.category = &s
}

// Category returns the value of the "category" field in the mutation.
func (m *GamesMutation) Category() (r string, exists bool) {
	v := m.category
	if v == nil {
		return
	}
	return *v, true
}

// OldCategory returns the old "category" field's value of the Games entity.
// If the Games object wasn't provided to the builder, the object is fetched from the database.
// An error is returned if the mutation operation is not UpdateOne, or the database query fails.
func (m *GamesMutation) OldCategory(ctx context.Context) (v string, err error) {
	if !m.op.Is(OpUpdateOne) {
		return v, errors.New("OldCategory is only allowed on UpdateOne operations")
	}
	if m.id == nil || m.oldValue == nil {
		return v, errors.New("OldCategory requires an ID field in the mutation")
	}
	oldValue, err := m.oldValue(ctx)
	if err != nil {
		return v, fmt.Errorf("querying old value for OldCategory: %w", err)
	}
	return oldValue.Category, nil
}

// ResetCategory resets all changes to the "category" field.
func (m *GamesMutation) ResetCategory() {
	m.category = nil
}

// SetSortOrder sets the "sort_order" field.
func (m *GamesMutation) SetSortOrder(i int) {
	m.sort_order = &i
	m.addsort_order = nil
}

// SortOrder returns the value of the "sort_order" field in the mutation.
func (m *GamesMutation) SortOrder() (r int, exists bool) {
	v := m.sort_order
	if v == nil {
		return
	}
	return *v, true
}

// OldSortOrder returns the old "sort_order" field's value of the Games entity.
// If the Games object wasn't provided to the builder, the object is fetched from the database.
// An error is returned if the mutation operation is not UpdateOne, or the database query fails.
func (m *GamesMutation) OldSortOrder(ctx context.Context) (v int, err error) {
	if !m.op.Is(OpUpdateOne) {
		return v, errors.New("OldSortOrder is only allowed on UpdateOne operations")
	}
	if m.id == nil || m.oldValue == nil {
		return v, errors.New("OldSortOrder requires an ID field in the mutation")
	}
	oldValue, err := m.oldValue(ctx)
	if err != nil {
		return v, fmt.Errorf("querying old value for OldSortOrder: %w", err)
	}
	return oldValue.SortOrder, nil
}

// AddSortOrder adds i to the "sort_order" field.
func (m *GamesMutation) AddSortOrder(i int) {
	if m.addsort_order != nil {
		*m.addsort_order += i
	} else {
		m.addsort_order = &i
	}
}

// AddedSortOrder returns the value that was added to the "sort_order" field in this mutation.
func (m *GamesMutation) AddedSortOrder() (r int, exists bool) {
	v := m.addsort_order
	if v == nil {
		return
	}
	return *v, true
}

// ResetSortOrder resets all changes to the "sort_order" field.
func (m *GamesMutation) ResetSortOrder() {
	m.sort_order = nil
	m.addsort_order = nil
}

// SetIsActive sets the "is_active" field.
func (m *GamesMutation) SetIsActive(b bool) {
	m.is_active = &b
}

// IsActive returns the value of the "is_active" field in the mutation.
func (m *GamesMutation) IsActive() (r bool, exists bool) {
	v := m.is_active
	if v == nil {
		return
	}
	return *v, true
}

// OldIsActive returns the old "is_active" field's value of the Games entity.
// If the Games object wasn't provided to the builder, the object is fetched from the database.
// An error is returned if the mutation operation is not UpdateOne, or the database query fails.
func (m *GamesMutation) OldIsActive(ctx context.Context) (v bool, err error) {
	if !m.op.Is(OpUpdateOne) {
		return v, errors.New("OldIsActive is only allowed on UpdateOne operations")
	}
	if m.id == nil || m.oldValue == nil {
		return v, errors.New("OldIsActive requires an ID field in the mutation")
	}
	oldValue, err := m.oldValue(ctx)
	if err != nil {
		return v, fmt.Errorf("querying old value for OldIsActive: %w", err)
	}
	return oldValue.IsActive, nil
}

// ClearIsActive clears the value of the "is_active" field.
func (m *GamesMutation) ClearIsActive() {
	m.is_active = nil
	m.clearedFields[games.FieldIsActive] = struct{}{}
}

// IsActiveCleared returns if the "is_active" field was cleared in this mutation.
func (m *GamesMutation) IsActiveCleared() bool {
	_, ok := m.clearedFields[games.FieldIsActive]
	return ok
}

// ResetIsActive resets all changes to the "is_active" field.
func (m *GamesMutation) ResetIsActive() {
	m.is_active = nil
	delete(m.clearedFields, games.FieldIsActive)
}

// SetCreatedAt sets the "created_at" field.
func (m *GamesMutation) SetCreatedAt(t time.Time) {
	m.created_at = &t
}

// CreatedAt returns the value of the "created_at" field in the mutation.
func (m *GamesMutation) CreatedAt() (r time.Time, exists bool) {
	v := m.created_at
	if v == nil {
		return
	}
	return *v, true
}

// OldCreatedAt returns the old "created_at" field's value of the Games entity.
// If the Games object wasn't provided to the builder, the object is fetched from the database.
// An error is returned if the mutation operation is not UpdateOne, or the database query fails.
func (m *GamesMutation) OldCreatedAt(ctx context.Context) (v time.Time, err error) {
	if !m.op.Is(OpUpdateOne) {
		return v, errors.New("OldCreatedAt is only allowed on UpdateOne operations")
	}
	if m.id == nil || m.oldValue == nil {
		return v, errors.New("OldCreatedAt requires an ID field in the mutation")
	}
	oldValue, err := m.oldValue(ctx)
	if err != nil {
		return v, fmt.Errorf("querying old value for OldCreatedAt: %w", err)
	}
	return oldValue.CreatedAt, nil
}

// ResetCreatedAt resets all changes to the "created_at" field.
func (m *GamesMutation) ResetCreatedAt() {
	m.created_at = nil
}

// SetUpdatedAt sets the "updated_at" field.
func (m *GamesMutation) SetUpdatedAt(t time.Time) {
	m.updated_at = &t
}

// UpdatedAt returns the value of the "updated_at" field in the mutation.
func (m *GamesMutation) UpdatedAt() (r time.Time, exists bool) {
	v := m.updated_at
	if v == nil {
		return
	}
	return *v, true
}

// OldUpdatedAt returns the old "updated_at" field's value of the Games entity.
// If the Games object wasn't provided to the builder, the object is fetched from the database.
// An error is returned if the mutation operation is not UpdateOne, or the database query fails.
func (m *GamesMutation) OldUpdatedAt(ctx context.Context) (v time.Time, err error) {
	if !m.op.Is(OpUpdateOne) {
		return v, errors.New("OldUpdatedAt is only allowed on UpdateOne operations")
	}
	if m.id == nil || m.oldValue == nil {
		return v, errors.New("OldUpdatedAt requires an ID field in the mutation")
	}
	oldValue, err := m.oldValue(ctx)
	if err != nil {
		return v, fmt.Errorf("querying old value for OldUpdatedAt: %w", err)
	}
	return oldValue.UpdatedAt, nil
}

// ResetUpdatedAt resets all changes to the "updated_at" field.
func (m *GamesMutation) ResetUpdatedAt() {
	m.updated_at = nil
}

// Where appends a list predicates to the GamesMutation builder.
func (m *GamesMutation) Where(ps ...predicate.Games) {
	m.predicates = append(m.predicates, ps...)
}

// WhereP appends storage-level predicates to the GamesMutation builder. Using this method,
// users can use type-assertion to append predicates that do not depend on any generated package.
func (m *GamesMutation) WhereP(ps ...func(*sql.Selector)) {
	p := make([]predicate.Games, len(ps))
	for i := range ps {
		p[i] = ps[i]
	}
	m.Where(p...)
}

// Op returns the operation name.
func (m *GamesMutation) Op() Op {
	return m.op
}

// SetOp allows setting the mutation operation.
func (m *GamesMutation) SetOp(op Op) {
	m.op = op
}

// Type returns the node type of this mutation (Games).
func (m *GamesMutation) Type() string {
	return m.typ
}

// Fields returns all fields that were changed during this mutation. Note that in
// order to get all numeric fields that were incremented/decremented, call
// AddedFields().
func (m *GamesMutation) Fields() []string {
	fields := make([]string, 0, 7)
	if m.name != nil {
		fields = append(fields, games.FieldName)
	}
	if m.icon != nil {
		fields = append(fields, games.FieldIcon)
	}
	if m.category != nil {
		fields = append(fields, games.FieldCategory)
	}
	if m.sort_order != nil {
		fields = append(fields, games.FieldSortOrder)
	}
	if m.is_active != nil {
		fields = append(fields, games.FieldIsActive)
	}
	if m.created_at != nil {
		fields = append(fields, games.FieldCreatedAt)
	}
	if m.updated_at != nil {
		fields = append(fields, games.FieldUpdatedAt)
	}
	return fields
}

// Field returns the value of a field with the given name. The second boolean
// return value indicates that this field was not set, or was not defined in the
// schema.
func (m *GamesMutation) Field(name string) (ent.Value, bool) {
	switch name {
	case games.FieldName:
		return m.Name()
	case games.FieldIcon:
		return m.Icon()
	case games.FieldCategory:
		return m.Category()
	case games.FieldSortOrder:
		return m.SortOrder()
	case games.FieldIsActive:
		return m.IsActive()
	case games.FieldCreatedAt:
		return m.CreatedAt()
	case games.FieldUpdatedAt:
		return m.UpdatedAt()
	}
	return nil, false
}

// OldField returns the old value of the field from the database. An error is
// returned if the mutation operation is not UpdateOne, or the query to the
// database failed.
func (m *GamesMutation) OldField(ctx context.Context, name string) (ent.Value, error) {
	switch name {
	case games.FieldName:
		return m.OldName(ctx)
	case games.FieldIcon:
		return m.OldIcon(ctx)
	case games.FieldCategory:
		return m.OldCategory(ctx)
	case games.FieldSortOrder:
		return m.OldSortOrder(ctx)
	case games.FieldIsActive:
		return m.OldIsActive(ctx)
	case games.FieldCreatedAt:
		return m.OldCreatedAt(ctx)
	case games.FieldUpdatedAt:
		return m.OldUpdatedAt(ctx)
	}
	return nil, fmt.Errorf("unknown Games field %s", name)
}

// SetField sets the value of a field with the given name. It returns an error if
// the field is not defined in the schema, or if the type mismatched the field
// type.
func (m *GamesMutation) SetField(name string, value ent.Value) error {
	switch name {
	case games.FieldName:
		v, ok := value.(string)
		if !ok {
			return fmt.Errorf("unexpected type %T for field %s", value, name)
		}
		m.SetName(v)
		return nil
	case games.FieldIcon:
		v, ok := value.(string)
		if !ok {
			return fmt.Errorf("unexpected type %T for field %s", value, name)
		}
		m.SetIcon(v)
		return nil
	case games.FieldCategory:
		v, ok := value.(string)
		if !ok {
			return fmt.Errorf("unexpected type %T for field %s", value, name)
		}
		m.SetCategory(v)
		return nil
	case games.FieldSortOrder:
		v, ok := value.(int)
		if !ok {
			return fmt.Errorf("unexpected type %T for field %s", value, name)
		}
		m.SetSortOrder(v)
		return nil
	case games.FieldIsActive:
		v, ok := value.(bool)
		if !ok {
			return fmt.Errorf("unexpected type %T for field %s", value, name)
		}
		m.SetIsActive(v)
		return nil
	case games.FieldCreatedAt:
		v, ok := value.(time.Time)
		if !ok {
			return fmt.Errorf("unexpected type %T for field %s", value, name)
		}
		m.SetCreatedAt(v)
		return nil
	case games.FieldUpdatedAt:
		v, ok := value.(time.Time)
		if !ok {
			return fmt.Errorf("unexpected type %T for field %s", value, name)
		}
		m.SetUpdatedAt(v)
		return nil
	}
	return fmt.Errorf("unknown Games field %s", name)
}

// AddedFields returns all numeric fields that were incremented/decremented during
// this mutation.
func (m *GamesMutation) AddedFields() []string {
	var fields []string
	if m.addsort_order != nil {
		fields = append(fields, games.FieldSortOrder)
	}
	return fields
}

// AddedField returns the numeric value that was incremented/decremented on a field
// with the given name. The second boolean return value indicates that this field
// was not set, or was not defined in the schema.
func (m *GamesMutation) AddedField(name string) (ent.Value, bool) {
	switch name {
	case games.FieldSortOrder:
		return m.AddedSortOrder()
	}
	return nil, false
}

// AddField adds the value to the field with the given name. It returns an error if
// the field is not defined in the schema, or if the type mismatched the field
// type.
func (m *GamesMutation) AddField(name string, value ent.Value) error {
	switch name {
	case games.FieldSortOrder:
		v, ok := value.(int)
		if !ok {
			return fmt.Errorf("unexpected type %T for field %s", value, name)
		}
		m.AddSortOrder(v)
		return nil
	}
	return fmt.Errorf("unknown Games numeric field %s", name)
}

// ClearedFields returns all nullable fields that were cleared during this
// mutation.
func (m *GamesMutation) ClearedFields() []string {
	var fields []string
	if m.FieldCleared(games.FieldIsActive) {
		fields = append(fields, games.FieldIsActive)
	}
	return fields
}

// FieldCleared returns a boolean indicating if a field with the given name was
// cleared in this mutation.
func (m *GamesMutation) FieldCleared(name string) bool {
	_, ok := m.clearedFields[name]
	return ok
}

// ClearField clears the value of the field with the given name. It returns an
// error if the field is not defined in the schema.
func (m *GamesMutation) ClearField(name string) error {
	switch name {
	case games.FieldIsActive:
		m.ClearIsActive()
		return nil
	}
	return fmt.Errorf("unknown Games nullable field %s", name)
}

// ResetField resets all changes in the mutation for the field with the given name.
// It returns an error if the field is not defined in the schema.
func (m *GamesMutation) ResetField(name string) error {
	switch name {
	case games.FieldName:
		m.ResetName()
		return nil
	case games.FieldIcon:
		m.ResetIcon()
		return nil
	case games.FieldCategory:
		m.ResetCategory()
		return nil
	case games.FieldSortOrder:
		m.ResetSortOrder()
		return nil
	case games.FieldIsActive:
		m.ResetIsActive()
		return nil
	case games.FieldCreatedAt:
		m.ResetCreatedAt()
		return nil
	case games.FieldUpdatedAt:
		m.ResetUpdatedAt()
		return nil
	}
	return fmt.Errorf("unknown Games field %s", name)
}

// AddedEdges returns all edge names that were set/added in this mutation.
func (m *GamesMutation) AddedEdges() []string {
	edges := make([]string, 0, 0)
	return edges
}

// AddedIDs returns all IDs (to other nodes) that were added for the given edge
// name in this mutation.
func (m *GamesMutation) AddedIDs(name string) []ent.Value {
	return nil
}

// RemovedEdges returns all edge names that were removed in this mutation.
func (m *GamesMutation) RemovedEdges() []string {
	edges := make([]string, 0, 0)
	return edges
}

// RemovedIDs returns all IDs (to other nodes) that were removed for the edge with
// the given name in this mutation.
func (m *GamesMutation) RemovedIDs(name string) []ent.Value {
	return nil
}

// ClearedEdges returns all edge names that were cleared in this mutation.
func (m *GamesMutation) ClearedEdges() []string {
	edges := make([]string, 0, 0)
	return edges
}

// EdgeCleared returns a boolean which indicates if the edge with the given name
// was cleared in this mutation.
func (m *GamesMutation) EdgeCleared(name string) bool {
	return false
}

// ClearEdge clears the value of the edge with the given name. It returns an error
// if that edge is not defined in the schema.
func (m *GamesMutation) ClearEdge(name string) error {
	return fmt.Errorf("unknown Games unique edge %s", name)
}

// ResetEdge resets all changes to the edge with the given name in this mutation.
// It returns an error if the edge is not defined in the schema.
func (m *GamesMutation) ResetEdge(name string) error {
	return fmt.Errorf("unknown Games edge %s", name)
}
