#pragma once

#include "../defines.hpp"
#include <cstdint>
#include <hyprgraphics/color/Color.hpp>
#include <hyprutils/math/Box.hpp>
#include <hyprutils/utils/ScopeGuard.hpp>
#include <list>
#include <optional>
#include <vector>
#include <utility>
#include "OpenGL.hpp"
#include "./SyncFDManager.hpp"
#include "./pass/Pass.hpp"
#include "./pass/BorderPassElement.hpp"
#include "./pass/ClearPassElement.hpp"
#include "./pass/FramebufferElement.hpp"
#include "./pass/RectPassElement.hpp"
#include "./pass/RendererHintsPassElement.hpp"
#include "./pass/ShadowPassElement.hpp"
#include "./pass/SurfacePassElement.hpp"
#include "./pass/TexPassElement.hpp"
#include "./pass/TextureMatteElement.hpp"
#include "./pass/TransformedWindowPassElement.hpp"
#include "types.hpp"
#include "../output/Monitor.hpp"
#include "../desktop/state/Fadeout.hpp"
#include "../desktop/view/LayerSurface.hpp"
#include "Renderbuffer.hpp"
#include "../helpers/time/Timer.hpp"
#include "../helpers/math/Math.hpp"
#include "../helpers/time/Time.hpp"
#include "../../protocols/cursor-shape-v1.hpp"
#include "desktop/view/Popup.hpp"
#include "Framebuffer.hpp"
#include "Texture.hpp"

#include <hyprgraphics/resource/resources/TextResource.hpp>

struct SMonitorRule;
class CWorkspace;
class CInputPopup;
class IHLBuffer;
class CEventLoopTimer;
class CToplevelExportProtocolManager;
class CInputManager;
struct SSessionLockSurface;
namespace Screenshare {
    class CScreenshareFrame;
};
namespace Pointer {
    class CPointerManager;
}

namespace Render {
    using CScopeGuard = Hyprutils::Utils::CScopeGuard;

    class IElementRenderer;
    class CRenderPass;

    class IHyprRenderer {
      public:
        IHyprRenderer();
        virtual ~IHyprRenderer();

        enum eType : uint8_t {
            RT_GL = 1,
            RT_VK = 2,
        };

        virtual eType                       type() = 0;
        WP<Render::GL::CHyprOpenGLImpl>     glBackend();

        void                                renderMonitor(PHLMONITOR pMonitor, bool commit = true);
        void                                arrangeLayersForMonitor(const MONITORID&);
        void                                damageSurface(SP<CWLSurfaceResource>, double, double, double scale = 1.0);
        void                                damageWindow(PHLWINDOW, bool forceFull = false);
        void                                damageBox(const CBox&, bool skipFrameSchedule = false);
        void                                damageBox(const int& x, const int& y, const int& w, const int& h);
        void                                damageRegion(const CRegion&);
        void                                damageMonitor(PHLMONITOR);
        void                                damageMirrorsWith(PHLMONITOR, const CRegion&);
        bool                                shouldRenderWindow(PHLWINDOW, PHLMONITOR);
        bool                                shouldRenderWindow(PHLWINDOW);
        bool                                shouldRenderMonitor(PHLMONITOR);
        void                                ensureCursorRenderingMode();
        bool                                shouldRenderCursor();
        void                                setCursorHidden(bool hide);

        std::tuple<float, float, float>     getRenderTimes(PHLMONITOR pMonitor); // avg max min
        void                                ensureLockTexturesRendered(bool load);
        void                                renderLockscreen(PHLMONITOR pMonitor, const Time::steady_tp& now, const CBox& geometry);
        void                                setCursorSurface(SP<Desktop::View::CWLSurface> surf, int hotspotX, int hotspotY, bool force = false);
        void                                setCursorFromName(const std::string& name, bool force = false);
        void                                onRenderbufferDestroy(IRenderbuffer* rb);
        bool                                isNvidia();
        bool                                isIntel();
        bool                                isSoftware();
        bool                                isMgpu();
        void                                addWindowToRenderUnfocused(PHLWINDOW window);
        SP<IFramebuffer>                    makeSnapshotFB(PHLWINDOW);
        SP<IFramebuffer>                    makeSnapshotFB(PHLLS);
        SP<IFramebuffer>                    makeSnapshotFB(WP<Desktop::View::CPopup>);
        void                                renderFadeouts(PHLMONITOR monitor, Desktop::eFadeoutPlane plane, PHLWORKSPACE workspace = nullptr);
        bool                                beginFullFakeRender(PHLMONITOR pMonitor, CRegion& damage, SP<IFramebuffer> fb);
        bool                                beginRenderToBuffer(PHLMONITOR pMonitor, CRegion& damage, SP<IHLBuffer> buffer, bool simple = false);
        virtual void                        startRenderPass() {};
        virtual void                        endRender(const std::function<void()>& renderingDoneCallback = {}) = 0;

        NColorManagement::PImageDescription workBufferImageDescription();
        bool                                m_bBlockSurfaceFeedback = false;
        bool                                m_bRenderingSnapshot    = false;
        PHLMONITORREF                       m_mostHzMonitor;
        bool                                m_directScanoutBlocked = false;

        void                                setSurfaceScanoutMode(SP<CWLSurfaceResource> surface, PHLMONITOR monitor); // nullptr monitor resets

        void                                initiateManualCrash();
        const SRenderData&                  renderData();

        bool                                m_crashingInProgress = false;
        float                               m_crashingDistort    = 0.5f;
        wl_event_source*                    m_crashingLoop       = nullptr;
        wl_event_source*                    m_cursorTicker       = nullptr;

        struct {
            int                                          hotspotX      = 0;
            int                                          hotspotY      = 0;
            wpCursorShapeDeviceV1Shape                   shape         = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_DEFAULT;
            wpCursorShapeDeviceV1Shape                   shapePrevious = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_DEFAULT;
            CTimer                                       switchedTimer;
            std::optional<SP<Desktop::View::CWLSurface>> surf;
            std::string                                  name;
        } m_lastCursorData;

        CRenderPass     m_renderPass;

        void            addPassElement(UP<IPassElement>&& element);
        CRenderPass&    currentPass();
        UP<CScopeGuard> redirectPass(CRenderPass* pass);

        SP<ITexture>    renderSplash(const std::function<SP<ITexture>(const int, const int, unsigned char* const)>& handleData, const int fontSize, const int maxWidth = 1024,
                                     const int maxHeight = 1024);
        CHyprColor      getConvertedColor(const CHyprColor& color);

        virtual SP<IRenderbuffer>    getOrCreateRenderbuffer(SP<Aquamarine::IBuffer> buffer,
                                                             uint32_t                fmt); // TODO? move to protected and fix CPointerManager::renderHWCursorBuffer
        bool                         commitPendingAndDoExplicitSync(PHLMONITOR pMonitor);  // TODO? move to protected and fix CMonitorFrameScheduler::onPresented
        SRenderData                  m_renderData;                                         // TODO? move to protected and fix CRenderPass
        SP<ITexture>                 m_screencopyDeniedTexture;                            // TODO? make readonly
        uint                         m_failedAssetsNo     = 0;                             // TODO? make readonly
        bool                         m_reloadScreenShader = true;                          // at launch it can be set
        CTimer                       m_globalTimer;

        void                         draw(WP<IPassElement> element, const CRegion& damage = {});
        void                         draw(const CBorderPassElement::SBorderData& data, const CRegion& damage = {});
        void                         draw(const CClearPassElement::SClearData& data, const CRegion& damage = {});
        void                         draw(const CFramebufferElement::SFramebufferElementData& data, const CRegion& damage = {});
        void                         draw(const CRectPassElement::SRectData& data, const CRegion& damage = {});
        void                         draw(const CRendererHintsPassElement::SData& data, const CRegion& damage = {});
        void                         draw(const CShadowPassElement::SShadowData& data, const CRegion& damage = {});
        void                         draw(const CSurfacePassElement::SRenderData& data, const CRegion& damage = {});
        void                         draw(const CTexPassElement::SRenderData& data, const CRegion& damage = {});
        void                         draw(const CTextureMatteElement::STextureMatteData& data, const CRegion& damage = {});
        virtual void                 bindFB(SP<IFramebuffer> fb);
        UP<CScopeGuard>              bindTempFB(SP<IFramebuffer> fb);
        virtual UP<ISyncFDManager>   createSyncFDManager()                                                                                                                     = 0;
        virtual WP<IElementRenderer> elementRenderer()                                                                                                                         = 0;
        virtual SP<ITexture>         createStencilTexture(const int width, const int height)                                                                                   = 0;
        virtual SP<ITexture>         createTexture(bool opaque = false)                                                                                                        = 0;
        virtual SP<ITexture>         createTexture(uint32_t drmFormat, uint8_t* pixels, uint32_t stride, const Vector2D& size, bool keepDataCopy = false, bool opaque = false) = 0;
        virtual SP<ITexture>         createTexture(const Aquamarine::SDMABUFAttrs&, bool opaque = false)                                                                       = 0;
        virtual SP<ITexture>         createTexture(const int width, const int height, unsigned char* const)                                                                    = 0;
        virtual SP<ITexture>         createTexture(cairo_surface_t* cairo)                                                                                                     = 0;
        virtual SP<ITexture>         createTexture(std::span<const float> lut3D, size_t N)                                                                                     = 0;
        virtual SP<ITexture>         createTexture(const SP<Aquamarine::IBuffer> buffer, bool keepDataCopy = false);
        virtual SP<ITexture>         renderText(const std::string& text, CHyprColor col, int pt, bool italic = false, const std::string& fontFamily = "", int maxWidth = 0,
                                                int weight = 400);
        virtual SP<ITexture>         renderText(Hyprgraphics::CTextResource::STextResourceData&& data);
        SP<ITexture>                 loadAsset(const std::string& filename);
        virtual bool                 shouldUseNewBlurOptimizations(PHLLS pLayer, PHLWINDOW pWindow);
        virtual bool                 explicitSyncSupported()                                                                                                     = 0;
        virtual bool                 fp16Supported()                                                                                                             = 0;
        virtual std::vector<SDRMFormat> getDRMFormats()                                                                                                          = 0;
        virtual std::vector<uint64_t>   getDRMFormatModifiers(DRMFormat format)                                                                                  = 0;
        virtual SP<IFramebuffer>        createFB(const std::string& name = "")                                                                                   = 0;
        virtual void                    disableScissor()                                                                                                         = 0;
        virtual void                    blend(bool enabled)                                                                                                      = 0;
        virtual void                    drawShadow(const CBox& box, int round, float roundingPower, int range, const Config::CGradientValueData& color, float a) = 0;
        virtual void drawShadow(const CBox& box, int round, float roundingPower, int range, const Config::CGradientValueData& grad1, const Config::CGradientValueData& grad2,
                                float lerp, float a)                                                                                                             = 0;
        virtual void drawGlow(const CBox& box, int round, float roundingPower, int range, const Config::CGradientValueData& color, float a)                      = 0;
        virtual void drawGlow(const CBox& box, int round, float roundingPower, int range, const Config::CGradientValueData& grad1, const Config::CGradientValueData& grad2,
                              float lerp, float a)                                                                                                               = 0;
        virtual void setViewport(int x, int y, int width, int height)                                                                                            = 0;

        bool         preBlurQueued(PHLMONITORREF pMonitor);
        void         sendFrameEventsToWorkspace(PHLMONITOR pMonitor, PHLWORKSPACE pWorkspace, const Time::steady_tp& now);

        void         setProjectionType(const Vector2D& fbSize);
        void         setProjectionType(eRenderProjectionType projectionType);
        Mat3x3       getBoxProjection(const CBox& box, std::optional<eTransform> transform = std::nullopt);
        Mat3x3       projectBoxToTarget(const CBox& box, std::optional<eTransform> transform = std::nullopt);

        SP<ITexture> blurMainFramebuffer(float a, CRegion* originalDamage);
        virtual SP<ITexture> blurFramebuffer(SP<IFramebuffer> source, float a, CRegion* originalDamage) = 0;
        void                 preBlurForCurrentMonitor(CRegion* fakeDamage);

        SCMSettings          getCMSettings(const NColorManagement::PImageDescription imageDescription, const NColorManagement::PImageDescription targetImageDescription,
                                           SP<CWLSurfaceResource> surface = nullptr, bool modifySDR = false, float sdrMinLuminance = -1.0f, int sdrMaxLuminance = -1,
                                           bool shouldUseSurface = false);
        void                 clearCMSettingsCache();
        virtual bool         reloadShaders(const std::string& path = "") = 0;

      protected:
        virtual void              renderOffToMain(SP<IFramebuffer> off)                                         = 0;
        virtual SP<IRenderbuffer> getOrCreateRenderbufferInternal(SP<Aquamarine::IBuffer> buffer, uint32_t fmt) = 0;
        void                      renderMirrored();
        void                      setDamage(const CRegion& damage_, std::optional<CRegion> finalDamage);
        // if RENDER_MODE_NORMAL, provided damage will be written to.
        // otherwise, it will be the one used.
        bool         beginRender(PHLMONITOR pMonitor, CRegion& damage, eRenderMode mode = RENDER_MODE_NORMAL, SP<IHLBuffer> buffer = {}, SP<IFramebuffer> fb = nullptr,
                                 bool simple = false);

        virtual bool beginRenderInternal(PHLMONITOR pMonitor, CRegion& damage, bool simple = false) {
            return false;
        };
        virtual bool beginFullFakeRenderInternal(PHLMONITOR pMonitor, CRegion& damage, SP<IFramebuffer> fb, bool simple = false) {
            return false;
        };
        virtual void initRender() {};
        virtual bool initRenderBuffer(SP<Aquamarine::IBuffer> buffer, uint32_t fmt) {
            return false;
        };

        SP<ITexture>         getBackground(PHLMONITOR pMonitor);
        virtual SP<ITexture> getBlurTexture(PHLMONITORREF pMonitor);

        struct SCMSettingsCacheEntry {
            uint64_t    srcDescId = 0, dstDescId = 0;
            void*       surfacePtr      = nullptr; // read-only!!
            bool        modifySDR       = false;
            float       sdrMinLuminance = -1.F;
            int         sdrMaxLuminance = -1;
            SCMSettings settings;
        };
        std::vector<SCMSettingsCacheEntry> m_cmSettingsCache;

        SP<ITexture>                       m_lockDeadTexture;
        SP<ITexture>                       m_lockDead2Texture;
        SP<ITexture>                       m_lockDead3Texture;
        SP<ITexture>                       m_lockTtyTextTexture;
        CRenderPass*                       m_currentPass = nullptr;

        void                               handleFullscreenSettings(PHLMONITOR pMonitor);

        // old private:
        void arrangeLayerArray(PHLMONITOR, const std::vector<PHLLSREF>&, bool, CBox*);
        void renderWorkspace(PHLMONITOR pMonitor, PHLWORKSPACE pWorkspace, const Time::steady_tp& now, const CBox& geometry);
        void renderIME(PHLMONITOR pMonitor, const Time::steady_tp& now, const CBox& geometry);
        void renderWorkspaceWindowsFullscreen(PHLMONITOR, PHLWORKSPACE, const Time::steady_tp&); // renders workspace windows (fullscreen) (tiled, floating, pinned, but no special)
        void renderWorkspaceWindows(PHLMONITOR, PHLWORKSPACE, const Time::steady_tp&); // renders workspace windows (no fullscreen) (tiled, floating, pinned, but no special)
        void renderAllClientsForWorkspace(PHLMONITOR pMonitor, PHLWORKSPACE pWorkspace, const Time::steady_tp& now, const Vector2D& translate = {0, 0}, const float& scale = 1.f);
        void renderWindow(PHLWINDOW, PHLMONITOR, const Time::steady_tp&, bool, eRenderPassMode, bool ignorePosition = false, bool standalone = false);
        void renderLayer(PHLLS, PHLMONITOR, const Time::steady_tp&, bool popups = false, bool lockscreen = false);
        void renderSessionLockSurface(WP<SSessionLockSurface>, PHLMONITOR, const Time::steady_tp&);
        void renderDragIcon(PHLMONITOR, const Time::steady_tp&);
        void renderIMEPopup(CInputPopup*, PHLMONITOR, const Time::steady_tp&);
        void renderSessionLockPrimer(PHLMONITOR pMonitor);
        void renderSessionLockMissing(PHLMONITOR pMonitor);
        void renderBackground(PHLMONITOR pMonitor);
        void requestBackgroundResource();
        std::string                       resolveAssetPath(const std::string& file);
        void                              initMissingAssetTexture();
        void                              initAssets();
        SP<ITexture>                      m_missingAssetTexture;
        ASP<Hyprgraphics::CImageResource> m_backgroundResource;
        bool                              m_backgroundResourceFailed = false;

        bool                              shouldBlur(PHLLS ls);
        bool                              shouldBlur(PHLWINDOW w);
        bool                              shouldBlur(WP<Desktop::View::CPopup> p);

        bool                              m_cursorHidden            = false;
        bool                              m_cursorHiddenByCondition = false;
        bool                              m_cursorHasSurface        = false;
        SP<Aquamarine::IBuffer>           m_currentBuffer           = nullptr;
        eRenderMode                       m_renderMode              = RENDER_MODE_NORMAL;
        bool                              m_nvidia                  = false;
        bool                              m_intel                   = false;
        bool                              m_software                = false;
        bool                              m_mgpu                    = false;

        struct {
            bool hiddenOnTouch    = false;
            bool hiddenOnTablet   = false;
            bool hiddenOnTimeout  = false;
            bool hiddenOnKeyboard = false;
        } m_cursorHiddenConditions;

        std::vector<SP<IRenderbuffer>> m_renderbuffers;
        std::vector<PHLWINDOWREF>      m_renderUnfocused;
        SP<CEventLoopTimer>            m_renderUnfocusedTimer;

        friend class CRenderPass;
        friend class Render::GL::CHyprOpenGLImpl;
        friend class CToplevelExportFrame;
        friend class Screenshare::CScreenshareFrame;
        friend class CInputManager;
        friend class Pointer::CPointerManager;
        friend class Monitor::CMonitor;
        friend class CMonitorFrameScheduler;

      private:
        void bindOffMain();
        void bindBackOnMain();
    };

}

inline UP<Render::IHyprRenderer> g_pHyprRenderer;
