/*****************************************************************************
 * Copyright (c) 2014-2024 OpenRCT2 developers
 *
 * For a complete list of all authors, please refer to contributors.md
 * Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
 *
 * OpenRCT2 is licensed under the GNU General Public License version 3.
 *****************************************************************************/

#include "../interface/Theme.h"

#include <openrct2-ui/interface/Widget.h>
#include <openrct2-ui/windows/Window.h>
#include <openrct2/Context.h>
#include <openrct2/Editor.h>
#include <openrct2/EditorObjectSelectionSession.h>
#include <openrct2/Game.h>
#include <openrct2/GameState.h>
#include <openrct2/Input.h>
#include <openrct2/OpenRCT2.h>
#include <openrct2/audio/audio.h>
#include <openrct2/management/Research.h>
#include <openrct2/scenario/Scenario.h>
#include <openrct2/sprites.h>
#include <openrct2/windows/Intent.h>
#include <openrct2/world/Park.h>
#include <openrct2/world/Scenery.h>
#include <string>

namespace OpenRCT2::Ui::Windows
{
    enum
    {
        WIDX_PREVIOUS_IMAGE,       // 1
        WIDX_PREVIOUS_STEP_BUTTON, // 2
        WIDX_NEXT_IMAGE,           // 4
        WIDX_NEXT_STEP_BUTTON,     // 8
    };

    // clang-format off
    static Widget _editorBottomToolbarWidgets[] = {
        MakeWidget({  0, 0}, {200, 34}, WindowWidgetType::ImgBtn,  WindowColour::Primary),
        MakeWidget({  2, 2}, {196, 30}, WindowWidgetType::FlatBtn, WindowColour::Primary),
        MakeWidget({440, 0}, {200, 34}, WindowWidgetType::ImgBtn,  WindowColour::Primary),
        MakeWidget({442, 2}, {196, 30}, WindowWidgetType::FlatBtn, WindowColour::Primary),
        kWidgetsEnd,
    };
    // clang-format on

    class EditorBottomToolbarWindow final : public Window
    {
    private:
        using FuncPtr = void (EditorBottomToolbarWindow::*)() const;

        static constexpr StringId _editorStepNames[] = {
            STR_EDITOR_STEP_OBJECT_SELECTION,       STR_EDITOR_STEP_LANDSCAPE_EDITOR,
            STR_EDITOR_STEP_INVENTIONS_LIST_SET_UP, STR_EDITOR_STEP_OPTIONS_SELECTION,
            STR_EDITOR_STEP_OBJECTIVE_SELECTION,    STR_EDITOR_STEP_SAVE_SCENARIO,
            STR_EDITOR_STEP_ROLLERCOASTER_DESIGNER, STR_EDITOR_STEP_TRACK_DESIGNS_MANAGER,
        };

    public:
        void OnOpen() override
        {
            widgets = _editorBottomToolbarWidgets;

            InitScrollWidgets();
            SetAllSceneryItemsInvented();
        }

        void OnPrepareDraw() override
        {
            ColourSchemeUpdateByClass(
                this,
                (gScreenFlags & SCREEN_FLAGS_SCENARIO_EDITOR) ? WindowClass::EditorScenarioBottomToolbar
                                                              : WindowClass::EditorTrackBottomToolbar);

            uint16_t screenWidth = ContextGetWidth();
            widgets[WIDX_NEXT_IMAGE].left = screenWidth - 200;
            widgets[WIDX_NEXT_IMAGE].right = screenWidth - 1;
            widgets[WIDX_NEXT_STEP_BUTTON].left = screenWidth - 198;
            widgets[WIDX_NEXT_STEP_BUTTON].right = screenWidth - 3;

            widgets[WIDX_PREVIOUS_STEP_BUTTON].type = WindowWidgetType::FlatBtn;
            widgets[WIDX_NEXT_STEP_BUTTON].type = WindowWidgetType::FlatBtn;
            widgets[WIDX_PREVIOUS_IMAGE].type = WindowWidgetType::ImgBtn;
            widgets[WIDX_NEXT_IMAGE].type = WindowWidgetType::ImgBtn;

            if (gScreenFlags & SCREEN_FLAGS_TRACK_MANAGER)
            {
                HidePreviousStepButton();
                HideNextStepButton();
            }
            else
            {
                auto& gameState = GetGameState();

                if (gameState.EditorStep == EditorStep::ObjectSelection)
                {
                    HidePreviousStepButton();
                }
                else if (gameState.EditorStep == EditorStep::RollercoasterDesigner)
                {
                    HideNextStepButton();
                }
                else if (!(gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER))
                {
                    if (GetNumFreeEntities() != MAX_ENTITIES || GetGameState().Park.Flags & PARK_FLAGS_SPRITES_INITIALISED)
                    {
                        HidePreviousStepButton();
                    }
                }
            }
        }

        void OnDraw(DrawPixelInfo& dpi) override
        {
            auto drawPreviousButton = widgets[WIDX_PREVIOUS_STEP_BUTTON].type != WindowWidgetType::Empty;
            auto drawNextButton = widgets[WIDX_NEXT_STEP_BUTTON].type != WindowWidgetType::Empty;

            if (drawPreviousButton)
                DrawLeftButtonBack(dpi);

            if (drawNextButton)
                DrawRightButtonBack(dpi);

            DrawWidgets(dpi);

            if (drawPreviousButton)
                DrawLeftButton(dpi);

            if (drawNextButton)
                DrawRightButton(dpi);

            DrawStepText(dpi);
        }

        void OnMouseUp(WidgetIndex widgetIndex) override
        {
            auto& gameState = GetGameState();
            if (widgetIndex == WIDX_PREVIOUS_STEP_BUTTON)
            {
                if ((gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER)
                    || (GetNumFreeEntities() == MAX_ENTITIES && !(gameState.Park.Flags & PARK_FLAGS_SPRITES_INITIALISED)))
                {
                    ((this)->*(_previousButtonMouseUp[EnumValue(gameState.EditorStep)]))();
                }
            }
            else if (widgetIndex == WIDX_NEXT_STEP_BUTTON)
            {
                ((this)->*(_nextButtonMouseUp[EnumValue(gameState.EditorStep)]))();
            }
        }

    private:
        void JumpBackToObjectSelection() const
        {
            WindowCloseAll();
            GetGameState().EditorStep = EditorStep::ObjectSelection;
            GfxInvalidateScreen();
        }

        void JumpBackToLandscapeEditor() const
        {
            WindowCloseAll();
            SetAllSceneryItemsInvented();
            WindowScenerySetDefaultPlacementConfiguration();
            GetGameState().EditorStep = EditorStep::LandscapeEditor;
            ContextOpenWindow(WindowClass::Map);
            GfxInvalidateScreen();
        }

        void JumpBackToInventionListSetUp() const
        {
            WindowCloseAll();
            ContextOpenWindow(WindowClass::EditorInventionList);
            GetGameState().EditorStep = EditorStep::InventionsListSetUp;
            GfxInvalidateScreen();
        }

        void JumpBackToOptionsSelection() const
        {
            WindowCloseAll();
            ContextOpenWindow(WindowClass::EditorScenarioOptions);
            GetGameState().EditorStep = EditorStep::OptionsSelection;
            GfxInvalidateScreen();
        }

        void JumpForwardFromObjectSelection() const
        {
            if (!EditorObjectSelectionWindowCheck())
                return;

            FinishObjectSelection();
            if (gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER)
            {
                ContextOpenWindow(WindowClass::ConstructRide);
            }
            else
            {
                ContextOpenWindow(WindowClass::Map);
                ContextOpenWindow(WindowClass::Mapgen);
            }
        }

        void JumpForwardToInventionListSetUp() const
        {
            auto [checksPassed, errorString] = Editor::CheckPark();
            if (checksPassed)
            {
                WindowCloseAll();
                ContextOpenWindow(WindowClass::EditorInventionList);
                GetGameState().EditorStep = EditorStep::InventionsListSetUp;
            }
            else
            {
                ContextShowError(STR_CANT_ADVANCE_TO_NEXT_EDITOR_STAGE, errorString, {});
            }

            GfxInvalidateScreen();
        }

        void JumpForwardToOptionsSelection() const
        {
            WindowCloseAll();
            ContextOpenWindow(WindowClass::EditorScenarioOptions);
            GetGameState().EditorStep = EditorStep::OptionsSelection;
            GfxInvalidateScreen();
        }

        void JumpForwardToObjectiveSelection() const
        {
            WindowCloseAll();
            ContextOpenWindow(WindowClass::EditorObjectiveOptions);
            GetGameState().EditorStep = EditorStep::ObjectiveSelection;
            GfxInvalidateScreen();
        }

        void JumpForwardToSaveScenario() const
        {
            auto& gameState = GetGameState();
            const auto savePrepareResult = ScenarioPrepareForSave(gameState);
            if (!savePrepareResult.Successful)
            {
                ContextShowError(STR_UNABLE_TO_SAVE_SCENARIO_FILE, savePrepareResult.Message, {});
                GfxInvalidateScreen();
                return;
            }

            WindowCloseAll();
            auto intent = Intent(WindowClass::Loadsave);
            intent.PutExtra(INTENT_EXTRA_LOADSAVE_TYPE, LOADSAVETYPE_SAVE | LOADSAVETYPE_SCENARIO);
            intent.PutExtra(INTENT_EXTRA_PATH, gameState.ScenarioName);
            ContextOpenIntent(&intent);
        }

        void HidePreviousStepButton()
        {
            widgets[WIDX_PREVIOUS_STEP_BUTTON].type = WindowWidgetType::Empty;
            widgets[WIDX_PREVIOUS_IMAGE].type = WindowWidgetType::Empty;
        }

        void HideNextStepButton()
        {
            widgets[WIDX_NEXT_STEP_BUTTON].type = WindowWidgetType::Empty;
            widgets[WIDX_NEXT_IMAGE].type = WindowWidgetType::Empty;
        }

        void DrawLeftButtonBack(DrawPixelInfo& dpi)
        {
            auto previousWidget = widgets[WIDX_PREVIOUS_IMAGE];
            auto leftTop = windowPos + ScreenCoordsXY{ previousWidget.left, previousWidget.top };
            auto rightBottom = windowPos + ScreenCoordsXY{ previousWidget.right, previousWidget.bottom };
            GfxFilterRect(dpi, { leftTop, rightBottom }, FilterPaletteID::Palette51);
        }

        void DrawLeftButton(DrawPixelInfo& dpi)
        {
            const auto topLeft = windowPos
                + ScreenCoordsXY{ widgets[WIDX_PREVIOUS_IMAGE].left + 1, widgets[WIDX_PREVIOUS_IMAGE].top + 1 };
            const auto bottomRight = windowPos
                + ScreenCoordsXY{ widgets[WIDX_PREVIOUS_IMAGE].right - 1, widgets[WIDX_PREVIOUS_IMAGE].bottom - 1 };
            GfxFillRectInset(dpi, { topLeft, bottomRight }, colours[1], INSET_RECT_F_30);

            GfxDrawSprite(
                dpi, ImageId(SPR_PREVIOUS),
                windowPos + ScreenCoordsXY{ widgets[WIDX_PREVIOUS_IMAGE].left + 6, widgets[WIDX_PREVIOUS_IMAGE].top + 6 });

            colour_t textColour = colours[1].colour;
            if (gHoverWidget.window_classification == WindowClass::BottomToolbar
                && gHoverWidget.widget_index == WIDX_PREVIOUS_STEP_BUTTON)
            {
                textColour = COLOUR_WHITE;
            }

            int16_t textX = (widgets[WIDX_PREVIOUS_IMAGE].left + 30 + widgets[WIDX_PREVIOUS_IMAGE].right) / 2 + windowPos.x;
            int16_t textY = widgets[WIDX_PREVIOUS_IMAGE].top + 6 + windowPos.y;

            StringId stringId = _editorStepNames[EnumValue(GetGameState().EditorStep) - 1];
            if (gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER)
                stringId = STR_EDITOR_STEP_OBJECT_SELECTION;

            DrawTextBasic(dpi, { textX, textY }, STR_BACK_TO_PREVIOUS_STEP, {}, { textColour, TextAlignment::CENTRE });
            DrawTextBasic(dpi, { textX, textY + 10 }, stringId, {}, { textColour, TextAlignment::CENTRE });
        }

        void DrawRightButtonBack(DrawPixelInfo& dpi)
        {
            auto nextWidget = widgets[WIDX_NEXT_IMAGE];
            auto leftTop = windowPos + ScreenCoordsXY{ nextWidget.left, nextWidget.top };
            auto rightBottom = windowPos + ScreenCoordsXY{ nextWidget.right, nextWidget.bottom };
            GfxFilterRect(dpi, { leftTop, rightBottom }, FilterPaletteID::Palette51);
        }

        void DrawRightButton(DrawPixelInfo& dpi)
        {
            const auto topLeft = windowPos
                + ScreenCoordsXY{ widgets[WIDX_NEXT_IMAGE].left + 1, widgets[WIDX_NEXT_IMAGE].top + 1 };
            const auto bottomRight = windowPos
                + ScreenCoordsXY{ widgets[WIDX_NEXT_IMAGE].right - 1, widgets[WIDX_NEXT_IMAGE].bottom - 1 };
            GfxFillRectInset(dpi, { topLeft, bottomRight }, colours[1], INSET_RECT_F_30);

            GfxDrawSprite(
                dpi, ImageId(SPR_NEXT),
                windowPos + ScreenCoordsXY{ widgets[WIDX_NEXT_IMAGE].right - 29, widgets[WIDX_NEXT_IMAGE].top + 6 });

            colour_t textColour = colours[1].colour;

            if (gHoverWidget.window_classification == WindowClass::BottomToolbar
                && gHoverWidget.widget_index == WIDX_NEXT_STEP_BUTTON)
            {
                textColour = COLOUR_WHITE;
            }

            int16_t textX = (widgets[WIDX_NEXT_IMAGE].left + widgets[WIDX_NEXT_IMAGE].right - 30) / 2 + windowPos.x;
            int16_t textY = widgets[WIDX_NEXT_IMAGE].top + 6 + windowPos.y;

            StringId stringId = _editorStepNames[EnumValue(GetGameState().EditorStep) + 1];
            if (gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER)
                stringId = STR_EDITOR_STEP_ROLLERCOASTER_DESIGNER;

            DrawTextBasic(dpi, { textX, textY }, STR_FORWARD_TO_NEXT_STEP, {}, { textColour, TextAlignment::CENTRE });
            DrawTextBasic(dpi, { textX, textY + 10 }, stringId, {}, { textColour, TextAlignment::CENTRE });
        }

        void DrawStepText(DrawPixelInfo& dpi)
        {
            int16_t stateX = (widgets[WIDX_PREVIOUS_IMAGE].right + widgets[WIDX_NEXT_IMAGE].left) / 2 + windowPos.x;
            int16_t stateY = height - 0x0C + windowPos.y;
            auto colour = colours[2].withFlag(ColourFlag::translucent, false).withFlag(ColourFlag::withOutline, true);
            DrawTextBasic(
                dpi, { stateX, stateY }, _editorStepNames[EnumValue(GetGameState().EditorStep)], {},
                { colour, TextAlignment::CENTRE });
        }

        static constexpr FuncPtr _previousButtonMouseUp[] = {
            nullptr,
            &EditorBottomToolbarWindow::JumpBackToObjectSelection,
            &EditorBottomToolbarWindow::JumpBackToLandscapeEditor,
            &EditorBottomToolbarWindow::JumpBackToInventionListSetUp,
            &EditorBottomToolbarWindow::JumpBackToOptionsSelection,
            nullptr,
            &EditorBottomToolbarWindow::JumpBackToObjectSelection,
            nullptr,
        };

        static constexpr FuncPtr _nextButtonMouseUp[] = {
            &EditorBottomToolbarWindow::JumpForwardFromObjectSelection,
            &EditorBottomToolbarWindow::JumpForwardToInventionListSetUp,
            &EditorBottomToolbarWindow::JumpForwardToOptionsSelection,
            &EditorBottomToolbarWindow::JumpForwardToObjectiveSelection,
            &EditorBottomToolbarWindow::JumpForwardToSaveScenario,
            nullptr,
            nullptr,
            nullptr,
        };
    };

    /**
     * Creates the main editor top toolbar window.
     * rct2: 0x0066F052 (part of 0x0066EF38)
     */
    WindowBase* EditorBottomToolbarOpen()
    {
        auto* window = WindowCreate<EditorBottomToolbarWindow>(
            WindowClass::BottomToolbar, ScreenCoordsXY(0, ContextGetHeight() - 32), ContextGetWidth(), 32,
            WF_STICK_TO_FRONT | WF_TRANSPARENT | WF_NO_BACKGROUND);

        return window;
    }
} // namespace OpenRCT2::Ui::Windows
