//  SPDX-License-Identifier: MIT
//
//  EmulationStation Desktop Edition
//  Window.cpp
//
//  Window management, screensaver management, help prompts and splash screen.
//  The input stack starts here as well, as this is the first instance called by InputManager.
//

#include "Window.h"

#include "InputManager.h"
#include "Log.h"
#include "Scripting.h"
#include "Sound.h"
#include "components/HelpComponent.h"
#include "components/ImageComponent.h"
#include "guis/GuiInfoPopup.h"
#include "resources/Font.h"

#include <algorithm>
#include <iomanip>

#define CLOCK_BACKGROUND_CREATION false

Window::Window() noexcept
    : mRenderer {Renderer::getInstance()}
    , mSplashTextPositions {0.0f, 0.0f, 0.0f, 0.0f}
    , mBackgroundOverlayOpacity {1.0f}
    , mScreensaver {nullptr}
    , mMediaViewer {nullptr}
    , mPDFViewer {nullptr}
    , mLaunchScreen {nullptr}
    , mInfoPopup {nullptr}
    , mListScrollOpacity {0.0f}
    , mFrameTimeElapsed {0}
    , mFrameCountElapsed {0}
    , mAverageDeltaTime {10}
    , mTimeSinceLastInput {0}
    , mBlockInput {false}
    , mNormalizeNextUpdate {false}
    , mRenderScreensaver {false}
    , mRenderMediaViewer {false}
    , mRenderLaunchScreen {false}
    , mRenderPDFViewer {false}
    , mGameLaunchedState {false}
    , mAllowTextScrolling {true}
    , mAllowFileAnimation {true}
    , mCachedBackground {false}
    , mInvalidatedCachedBackground {false}
    , mInitiateCacheTimer {false}
    , mInvalidateCacheTimer {0}
    , mVideoPlayerCount {0}
    , mTopScale {0.5f}
    , mRenderedHelpPrompts {false}
    , mChangedTheme {false}
{
}

Window::~Window()
{
    // Delete all our GUIs.
    while (peekGui())
        delete peekGui();

    if (mInfoPopup)
        delete mInfoPopup;
}

Window* Window::getInstance()
{
    static Window instance;
    return &instance;
}

void Window::pushGui(GuiComponent* gui)
{
    mGuiStack.push_back(gui);
    gui->updateHelpPrompts();
}

void Window::removeGui(GuiComponent* gui)
{
    for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); ++it) {
        if (*it == gui) {
            it = mGuiStack.erase(it);

            // We just popped the stack and the stack is not empty.
            if (it == mGuiStack.cend() && mGuiStack.size())
                mGuiStack.back()->updateHelpPrompts();

            return;
        }
    }
}

GuiComponent* Window::peekGui()
{
    if (mGuiStack.size() == 0)
        return nullptr;

    return mGuiStack.back();
}

bool Window::init()
{
    if (!mRenderer->init()) {
        LOG(LogError) << "Renderer failed to initialize.";
        return false;
    }

    InputManager::getInstance().init();

    ResourceManager::getInstance().reloadAll();

    mHelp = std::make_unique<HelpComponent>();
    mSplash = std::make_unique<ImageComponent>(false, false);

    mBackgroundOverlay = std::make_unique<ImageComponent>(false, false);
    mBackgroundOverlayOpacity = 0.0f;

    // Keep a reference to the default fonts, so they don't keep getting destroyed/recreated.
    if (mDefaultFonts.empty()) {
        mDefaultFonts.push_back(Font::get(FONT_SIZE_SMALL));
        mDefaultFonts.push_back(Font::get(FONT_SIZE_MEDIUM));
        mDefaultFonts.push_back(Font::get(FONT_SIZE_MEDIUM_FIXED));
        mDefaultFonts.push_back(Font::get(FONT_SIZE_LARGE));
        mDefaultFonts.push_back(Font::get(FONT_SIZE_LARGE_FIXED));
    }

    if (mRenderer->getIsVerticalOrientation())
        mSplash->setResize(mRenderer->getScreenWidth() * 0.8f, 0.0f);
    else
        mSplash->setResize(0.0f, glm::clamp(mRenderer->getScreenHeight() * 0.62f, 0.0f,
                                            mRenderer->getScreenWidth() * 0.42f));

    mSplash->setImage(":/graphics/splash.svg");
    mSplash->setPosition((mRenderer->getScreenWidth() - mSplash->getSize().x) / 2.0f,
                         (mRenderer->getScreenHeight() - mSplash->getSize().y) / 2.0f * 0.6f);

    mSplashTextScanning = std::unique_ptr<TextCache>(
        mDefaultFonts.at(1)->buildTextCache("Searching for games...", 0.0f, 0.0f, 0x777777FF));
    mSplashTextPopulating = std::unique_ptr<TextCache>(
        mDefaultFonts.at(1)->buildTextCache("Loading systems...", 0.0f, 0.0f, 0x777777FF));
    mSplashTextReloading = std::unique_ptr<TextCache>(
        mDefaultFonts.at(1)->buildTextCache("Reloading...", 0.0f, 0.0f, 0x777777FF));

    mSplashTextPositions.x =
        (mRenderer->getScreenWidth() - mSplashTextScanning->metrics.size.x) / 2.0f;
    mSplashTextPositions.z =
        (mRenderer->getScreenWidth() - mSplashTextPopulating->metrics.size.x) / 2.0f;
    mSplashTextPositions.w =
        (mRenderer->getScreenWidth() - mSplashTextReloading->metrics.size.x) / 2.0f;
    mSplashTextPositions.y =
        mRenderer->getScreenHeight() * (mRenderer->getIsVerticalOrientation() ? 0.620f : 0.745f);

    ProgressBarRectangle progressBarRect;
    if (mRenderer->getIsVerticalOrientation())
        progressBarRect.barWidth = mRenderer->getScreenWidth() * 0.53f;
    else
        progressBarRect.barWidth = mRenderer->getScreenHeight() * 0.53f;

    progressBarRect.barHeight = mDefaultFonts.at(1)->getLetterHeight() * 1.1f;
    progressBarRect.barPosX =
        (mRenderer->getScreenWidth() / 2.0f) - (progressBarRect.barWidth / 2.0f);
    progressBarRect.barPosY = mSplashTextPositions.y + (progressBarRect.barHeight * 2.0f);
    progressBarRect.color = 0x777777FF;
    mProgressBarRectangles.emplace_back(progressBarRect);

    const float borderThickness {std::ceil(2.0f * mRenderer->getScreenResolutionModifier())};

    progressBarRect.barWidth -= borderThickness * 2.0f;
    progressBarRect.barHeight -= borderThickness * 2.0f;
    progressBarRect.barPosX += borderThickness;
    progressBarRect.barPosY += borderThickness;
    progressBarRect.color = 0x000000FF;
    mProgressBarRectangles.emplace_back(progressBarRect);

    progressBarRect.barWidth -= borderThickness * 2.0f;
    progressBarRect.barHeight -= borderThickness * 2.0f;
    progressBarRect.barPosX += borderThickness;
    progressBarRect.barPosY += borderThickness;
    progressBarRect.color = 0x79010FFF;
    mProgressBarRectangles.emplace_back(progressBarRect);

    mBackgroundOverlay->setImage(":/graphics/frame.png");
    mBackgroundOverlay->setResize(mRenderer->getScreenWidth(), mRenderer->getScreenHeight());

    mPostprocessedBackground = TextureResource::get("", false, false, false, false, false);

    mListScrollFont = Font::get(FONT_SIZE_LARGE);

    // Update our help because font sizes probably changed.
    if (peekGui())
        peekGui()->updateHelpPrompts();

    return true;
}

void Window::deinit()
{
    // Hide all GUI elements on uninitialisation - this disable.
    for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); ++it)
        (*it)->onHide();

    mPostprocessedBackground.reset();

    InputManager::getInstance().deinit();
    ResourceManager::getInstance().unloadAll();
    mRenderer->deinit();
}

void Window::input(InputConfig* config, Input input)
{
    if (mBlockInput)
        return;

    mTimeSinceLastInput = 0;

    // The DebugSkipInputLogging option has to be set manually in es_settings.xml as
    // it does not have any settings menu entry.
    if (Settings::getInstance()->getBool("Debug") &&
        !Settings::getInstance()->getBool("DebugSkipInputLogging")) {
        logInput(config, input);
    }

    if (mMediaViewer && mRenderMediaViewer) {
        mMediaViewer->input(config, input);
        return;
    }

    if (mPDFViewer && mRenderPDFViewer) {
        mPDFViewer->input(config, input);
        return;
    }

    if (mGameLaunchedState && mLaunchScreen && mRenderLaunchScreen) {
        if (input.value != 0) {
            mLaunchScreen->closeLaunchScreen();
            mRenderLaunchScreen = false;
        }
    }

    if (mScreensaver) {
        if (mScreensaver->isScreensaverActive() &&
            Settings::getInstance()->getBool("ScreensaverControls") &&
            ((Settings::getInstance()->getString("ScreensaverType") == "video") ||
             (Settings::getInstance()->getString("ScreensaverType") == "slideshow"))) {
            bool customImageSlideshow = false;
            if (Settings::getInstance()->getString("ScreensaverType") == "slideshow" &&
                Settings::getInstance()->getBool("ScreensaverSlideshowCustomImages"))
                customImageSlideshow = true;

            if ((customImageSlideshow || mScreensaver->getCurrentGame() != nullptr) &&
                (config->isMappedTo("a", input) || config->isMappedTo("y", input) ||
                 config->isMappedLike("left", input) || config->isMappedLike("right", input))) {
                // Left or right browses to the next video or image.
                if (config->isMappedLike("left", input) || config->isMappedLike("right", input)) {
                    if (input.value != 0) {
                        // Handle screensaver control.
                        mScreensaver->nextGame();
                    }
                    return;
                }
                else if (config->isMappedTo("a", input) && input.value != 0) {
                    // Launch game.
                    Scripting::fireEvent("screensaver-end", "game-start");
                    stopScreensaver();
                    mScreensaver->launchGame();
                    return;
                }
                else if (config->isMappedTo("y", input) && input.value != 0) {
                    // Jump to the game in its gamelist, but do not launch it.
                    Scripting::fireEvent("screensaver-end", "game-jump");
                    stopScreensaver();
                    NavigationSounds::getInstance().playThemeNavigationSound(SCROLLSOUND);
                    mScreensaver->goToGame();
                    return;
                }
            }
        }
    }

    // Any keypress cancels the screensaver.
    if (input.value != 0 && isScreensaverActive()) {
        Scripting::fireEvent("screensaver-end", "cancel");
        stopScreensaver();
        return;
    }

    if (config->isMappedTo("a", input) && input.value != 0 &&
        Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up" && mTopScale < 1.0f &&
        mGuiStack.size() == 2) {
        // The user has entered a submenu when the initial menu screen has not finished scaling
        // up. So scale it to full size so it won't be stuck at a smaller size when returning
        // from the submenu.
        mTopScale = 1.0f;
        GuiComponent* menu {mGuiStack.back()};
        glm::vec2 menuCenter {menu->getCenter()};
        menu->setOrigin(0.5f, 0.5f);
        menu->setPosition(menuCenter.x, menuCenter.y, 0.0f);
        menu->setScale(1.0f);
    }

    if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_g &&
        SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
        // Toggle debug grid with Ctrl-G.
        Settings::getInstance()->setBool("DebugGrid",
                                         !Settings::getInstance()->getBool("DebugGrid"));
    }
    else if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_t &&
             SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
        // Toggle TextComponent debug view with Ctrl-T.
        Settings::getInstance()->setBool("DebugText",
                                         !Settings::getInstance()->getBool("DebugText"));
    }
    else if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_i &&
             SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
        // Toggle ImageComponent debug view with Ctrl-I.
        Settings::getInstance()->setBool("DebugImage",
                                         !Settings::getInstance()->getBool("DebugImage"));
    }
    else {
        if (peekGui())
            // This is where the majority of inputs will be consumed: the GuiComponent Stack.
            this->peekGui()->input(config, input);
    }
}

void Window::textInput(const std::string& text, const bool pasting)
{
    if (peekGui())
        peekGui()->textInput(text, pasting);
}

void Window::logInput(InputConfig* config, Input input)
{
    std::string mapname;
    std::vector<std::string> maps {config->getMappedTo(input)};

    for (auto mn : maps) {
        mapname += mn;
        mapname += ", ";
    }

    LOG(LogDebug) << "Window::logInput(" << config->getDeviceName() << "): " << input.string()
                  << ", isMappedTo=" << mapname << "value=" << input.value;
}

void Window::update(int deltaTime)
{
    if (mInvalidateCacheTimer > 0)
        mInvalidateCacheTimer = glm::clamp(mInvalidateCacheTimer - deltaTime, 0, 500);

    if (mNormalizeNextUpdate) {
        mNormalizeNextUpdate = false;
        mTimeSinceLastInput = 0;
        if (deltaTime > mAverageDeltaTime)
            deltaTime = mAverageDeltaTime;
    }

    mFrameTimeElapsed += deltaTime;
    ++mFrameCountElapsed;
    if (mFrameTimeElapsed > 500) {
        mAverageDeltaTime = mFrameTimeElapsed / mFrameCountElapsed;

        if (Settings::getInstance()->getBool("DisplayGPUStatistics")) {
            std::stringstream ss;

            // FPS.
            ss << std::fixed << std::setprecision(1)
               << (1000.0f * static_cast<float>(mFrameCountElapsed) /
                   static_cast<float>(mFrameTimeElapsed))
               << " FPS (";
            ss << std::fixed << std::setprecision(2)
               << (static_cast<float>(mFrameTimeElapsed) / static_cast<float>(mFrameCountElapsed))
               << " ms)";

            // The following calculations are not accurate, and the font calculation is completely
            // broken. For now, still report the figures as it's somehow useful to locate memory
            // leaks and similar. But this needs to be completely overhauled later on.
            // VRAM.
            float textureVramUsageMiB {TextureResource::getTotalMemUsage() / 1024.0f / 1024.0f};
            float textureTotalUsageMiB {TextureResource::getTotalTextureSize() / 1024.0f / 1024.0f};
            float fontVramUsageMiB {Font::getTotalMemUsage() / 1024.0f / 1024.0f};

            ss << "\nFont VRAM: " << fontVramUsageMiB
               << " MiB\nTexture VRAM: " << textureVramUsageMiB
               << " MiB\nMax Texture VRAM: " << textureTotalUsageMiB << " MiB";
            mFrameDataText = std::unique_ptr<TextCache>(mDefaultFonts.at(0)->buildTextCache(
                ss.str(), mRenderer->getScreenWidth() * 0.02f, mRenderer->getScreenHeight() * 0.02f,
                0xFF00FFFF, 1.3f));
        }

        mFrameTimeElapsed = 0;
        mFrameCountElapsed = 0;
    }

    mTimeSinceLastInput += deltaTime;

    // If there is a popup notification queued, then display it.
    if (mInfoPopupQueue.size() > 0) {
        bool popupIsRunning = false;

        // If uncommenting the following, new popups will not be displayed until the one
        // currently shown has reached its display duration. This will be used later when
        // support for multiple GuiInfoPopup notifications is implemented.
        //        if (mInfoPopup != nullptr && mInfoPopup->isRunning())
        //            popupIsRunning = true;

        if (!popupIsRunning) {
            delete mInfoPopup;
            mInfoPopup =
                new GuiInfoPopup(mInfoPopupQueue.front().first, mInfoPopupQueue.front().second);
            mInfoPopupQueue.pop();
        }
    }

    if (peekGui())
        peekGui()->update(deltaTime);

    // If the theme changed, we need to update the background once so that the camera
    // will be moved. This is required as theme changes always make a transition to
    // the system view. If we wouldn't make this update, the camera movement would take
    // place once the menu has been closed.
    if (mChangedTheme) {
        mGuiStack.front()->update(deltaTime);
        mChangedTheme = false;
    }

    if (mMediaViewer && mRenderMediaViewer)
        mMediaViewer->update(deltaTime);

    if (mPDFViewer && mRenderPDFViewer)
        mPDFViewer->update(deltaTime);

    if (mLaunchScreen && mRenderLaunchScreen)
        mLaunchScreen->update(deltaTime);

    if (mScreensaver && mRenderScreensaver)
        mScreensaver->update(deltaTime);
}

bool Window::isBackgroundDimmed()
{
    return !mGuiStack.empty() && (mGuiStack.front() != mGuiStack.back() || mRenderLaunchScreen);
}

void Window::render()
{
    // Short 25 ms delay before invalidating the cached background which will give the various
    // components a chance to render so they don't get exclued from the new cached image.
    if (mInitiateCacheTimer) {
        mInvalidateCacheTimer = 25;
        mInitiateCacheTimer = false;
    }

    glm::mat4 trans {mRenderer->getIdentity()};

    mRenderedHelpPrompts = false;

    // Draw only bottom and top of GuiStack (if they are different).
    if (!mGuiStack.empty()) {
        auto& bottom = mGuiStack.front();
        auto& top = mGuiStack.back();

        if (mRenderMediaViewer || mRenderPDFViewer || mRenderScreensaver) {
            bottom->cancelAllAnimations();
            bottom->stopAllAnimations();
        }

        // Don't render the system view or gamelist view if the media viewer is active or if the
        // video or slideshow screensaver is running. The exception is if the fallback screensaver
        // is active due to a lack of videos or images.
        bool renderBottom {true};
        if (mRenderMediaViewer || mRenderPDFViewer)
            renderBottom = false;
        else if (mRenderScreensaver && mScreensaver->isFallbackScreensaver())
            renderBottom = true;
        else if (mRenderScreensaver &&
                 Settings::getInstance()->getString("ScreensaverType") == "video")
            renderBottom = false;
        else if (mRenderScreensaver &&
                 Settings::getInstance()->getString("ScreensaverType") == "slideshow")
            renderBottom = false;

        // Don't render the bottom if the menu is open and the opening animation has finished
        // playing. If the background is invalidated rendering will be enabled briefly until
        // a new cached background has been generated.
        if (mGuiStack.size() > 1 && mCachedBackground) {
            if ((Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up" &&
                 mBackgroundOverlayOpacity == 1.0f) ||
                Settings::getInstance()->getString("MenuOpeningEffect") != "scale-up")
                renderBottom = false;
        }

        if (renderBottom)
            bottom->render(trans);

        if (bottom != top || mRenderLaunchScreen) {
            if (!mCachedBackground && mInvalidateCacheTimer == 0) {
                // Generate a cache texture of the shaded background when opening the menu, which
                // will remain valid until the menu is closed. This is way faster than having to
                // render the shaders for every frame.
#if (CLOCK_BACKGROUND_CREATION)
                const auto backgroundStartTime = std::chrono::system_clock::now();
#endif
                std::vector<unsigned char> processedTexture(
                    static_cast<size_t>(mRenderer->getScreenWidth()) *
                    static_cast<size_t>(mRenderer->getScreenHeight()) * 4);

                // De-focus the background using multiple passes of gaussian blur, with the number
                // of iterations relative to the screen resolution.
                Renderer::postProcessingParams backgroundParameters;

                // TODO: Add support for non-blurred background when rotating screen 90 or 270
                // degrees.
                if (Settings::getInstance()->getBool("MenuBlurBackground") ||
                    mRenderer->getScreenRotation() == 90 || mRenderer->getScreenRotation() == 270) {

                    // We run two passes to make the blur smoother.
                    backgroundParameters.blurPasses = 2;
                    backgroundParameters.blurStrength = 1.35f;

                    // Also dim the background slightly.
                    if (Settings::getInstance()->getString("MenuColorScheme") == "light")
                        backgroundParameters.dimming = 0.60f;
                    else
                        backgroundParameters.dimming = 0.80f;

                    mRenderer->shaderPostprocessing(Renderer::Shader::CORE |
                                                        Renderer::Shader::BLUR_HORIZONTAL |
                                                        Renderer::Shader::BLUR_VERTICAL,
                                                    backgroundParameters, &processedTexture[0]);
                }
                else {
                    // Dim the background slightly.
                    if (Settings::getInstance()->getString("MenuColorScheme") == "light")
                        backgroundParameters.dimming = 0.60f;
                    else
                        backgroundParameters.dimming = 0.80f;

                    mRenderer->shaderPostprocessing(Renderer::Shader::CORE, backgroundParameters,
                                                    &processedTexture[0]);
                }

                if (mRenderer->getScreenRotation() == 0 || mRenderer->getScreenRotation() == 180) {
                    mPostprocessedBackground->initFromPixels(
                        &processedTexture[0], static_cast<size_t>(mRenderer->getScreenWidth()),
                        static_cast<size_t>(mRenderer->getScreenHeight()));
                }
                else {
                    mPostprocessedBackground->initFromPixels(
                        &processedTexture[0], static_cast<size_t>(mRenderer->getScreenHeight()),
                        static_cast<size_t>(mRenderer->getScreenWidth()));
                }

                mBackgroundOverlay->setImage(mPostprocessedBackground);

                // The following is done to avoid fading in if the cached image was
                // invalidated (rather than the menu being opened).
                if (mInvalidatedCachedBackground) {
                    mBackgroundOverlayOpacity = 1.0f;
                    mInvalidatedCachedBackground = false;
                }
                else {
                    mBackgroundOverlayOpacity = 0.1f;
                }

                mCachedBackground = true;

#if (CLOCK_BACKGROUND_CREATION)
                LOG(LogDebug) << "Window::render(): Time to create cached background: "
                              << std::chrono::duration_cast<std::chrono::milliseconds>(
                                     std::chrono::system_clock::now() - backgroundStartTime)
                                     .count()
                              << " ms";
#endif
            }
            // Fade in the cached background if the menu opening effect has been set to scale-up.
            if (Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up") {
                mBackgroundOverlay->setOpacity(mBackgroundOverlayOpacity);
                if (mBackgroundOverlayOpacity < 1.0f)
                    mBackgroundOverlayOpacity =
                        glm::clamp(mBackgroundOverlayOpacity + 0.118f, 0.0f, 1.0f);
            }

            mBackgroundOverlay->render(trans);

            // Scale-up menu opening effect.
            if (Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up") {
                if (mTopScale < 1.0f) {
                    mTopScale = glm::clamp(mTopScale + 0.07f, 0.0f, 1.0f);
                    glm::vec2 topCenter {top->getCenter()};
                    top->setOrigin(0.5f, 0.5f);
                    top->setPosition(topCenter.x, topCenter.y, 0.0f);
                    top->setScale(mTopScale);
                }
            }

            if (!mRenderedHelpPrompts)
                mHelp->render(trans);

            if (!mRenderLaunchScreen)
                top->render(trans);
        }
        else {
            mCachedBackground = false;
            mTopScale = 0.5f;
        }
    }

    // Render the quick list scrolling overlay, which is triggered in IList.
    if (mListScrollOpacity != 0.0f) {
        mRenderer->setMatrix(mRenderer->getIdentity());
        mRenderer->drawRect(0.0f, 0.0f, mRenderer->getScreenWidth(), mRenderer->getScreenHeight(),
                            0x00000000 | static_cast<unsigned char>(mListScrollOpacity * 255.0f),
                            0x00000000 | static_cast<unsigned char>(mListScrollOpacity * 255.0f));

        glm::vec2 offset {mListScrollFont->sizeText(mListScrollText)};
        offset.x = (mRenderer->getScreenWidth() - offset.x) * 0.5f;
        offset.y = (mRenderer->getScreenHeight() - offset.y) * 0.5f;

        TextCache* cache {mListScrollFont->buildTextCache(
            mListScrollText, offset.x, offset.y,
            0xFFFFFF00 | static_cast<unsigned char>(mListScrollOpacity * 255.0f))};
        mListScrollFont->renderTextCache(cache);
        delete cache;
    }

    unsigned int screensaverTimer {
        static_cast<unsigned int>(Settings::getInstance()->getInt("ScreensaverTimer"))};
    if (mTimeSinceLastInput >= screensaverTimer && screensaverTimer != 0) {
        // If the media viewer or PDF viewer is running, or if a menu is open, then reset the
        // screensaver timer so that the screensaver won't start.
        if (mRenderMediaViewer || mRenderPDFViewer || mGuiStack.front() != mGuiStack.back())
            mTimeSinceLastInput = 0;
        // If a game has been launched, reset the screensaver timer as we don't want to start
        // the screensaver in the background when running a game.
        else if (mGameLaunchedState)
            mTimeSinceLastInput = 0;
        else if (!isProcessing() && !mScreensaver->isScreensaverActive())
            startScreensaver(true);
    }

    if (mInfoPopup)
        mInfoPopup->render(trans);

    if (mRenderMediaViewer)
        mMediaViewer->render(trans);

    if (mRenderPDFViewer)
        mPDFViewer->render(trans);

    if (mRenderLaunchScreen)
        mLaunchScreen->render(trans);

    if (mRenderScreensaver)
        mScreensaver->renderScreensaver();

    if (Settings::getInstance()->getBool("DisplayGPUStatistics") && mFrameDataText) {
        mRenderer->setMatrix(mRenderer->getIdentity());
        mDefaultFonts.at(1)->renderTextCache(mFrameDataText.get());
    }
}

void Window::renderSplashScreen(SplashScreenState state, float progress)
{
    glm::mat4 trans {mRenderer->getIdentity()};
    mRenderer->setMatrix(trans);
    mRenderer->drawRect(0.0f, 0.0f, mRenderer->getScreenWidth(), mRenderer->getScreenHeight(),
                        0x000000FF, 0x000000FF);
    mSplash->render(trans);
    mRenderer->setMatrix(trans);

    if (state != SplashScreenState::RELOADING) {
        // We need to render three rectangles: border, black center and actual progress bar.
        for (size_t i {0}; i < mProgressBarRectangles.size(); ++i) {
            const float rectWidth {i == mProgressBarRectangles.size() - 1 ? progress : 1.0f};
            mRenderer->drawRect(
                mProgressBarRectangles.at(i).barPosX, mProgressBarRectangles.at(i).barPosY,
                mProgressBarRectangles.at(i).barWidth * rectWidth,
                mProgressBarRectangles.at(i).barHeight, mProgressBarRectangles.at(i).color,
                mProgressBarRectangles.at(i).color);
        }
    }

    float textPosX {0.0f};
    float textPosY {mSplashTextPositions.y};

    if (state == SplashScreenState::SCANNING) {
        textPosX = mSplashTextPositions.x;
    }
    else if (state == SplashScreenState::POPULATING) {
        textPosX = mSplashTextPositions.z;
    }
    else if (state == SplashScreenState::RELOADING) {
        textPosX = mSplashTextPositions.w;
        textPosY += mDefaultFonts.at(1)->getLetterHeight();
    }

    trans = glm::translate(trans, glm::round(glm::vec3 {textPosX, textPosY, 0.0f}));
    mRenderer->setMatrix(trans);

    if (state == SplashScreenState::SCANNING)
        mDefaultFonts.at(1)->renderTextCache(mSplashTextScanning.get());
    else if (state == SplashScreenState::POPULATING)
        mDefaultFonts.at(1)->renderTextCache(mSplashTextPopulating.get());
    else if (state == SplashScreenState::RELOADING)
        mDefaultFonts.at(1)->renderTextCache(mSplashTextReloading.get());

    mRenderer->swapBuffers();
}

void Window::renderListScrollOverlay(const float opacity, const std::string& text)
{
    mListScrollOpacity = opacity * 0.6f;
    mListScrollText = text;
}

void Window::renderHelpPromptsEarly()
{
    mHelp->render(mRenderer->getIdentity());
    mRenderedHelpPrompts = true;
}

void Window::setHelpPrompts(const std::vector<HelpPrompt>& prompts, const HelpStyle& style)
{
    mHelp->clearPrompts();
    mHelp->setStyle(style);

    std::vector<HelpPrompt> addPrompts;

    std::map<std::string, bool> inputSeenMap;
    std::map<std::string, int> mappedToSeenMap;
    for (auto it = prompts.cbegin(); it != prompts.cend(); ++it) {
        // Only add it if the same icon hasn't already been added.
        if (inputSeenMap.emplace(it->first, true).second) {
            // This symbol hasn't been seen yet, what about the action name?
            auto mappedTo = mappedToSeenMap.find(it->second);
            if (mappedTo != mappedToSeenMap.cend()) {
                // Yes, it has!

                // Can we combine? (dpad only).
                if ((it->first == "up/down" &&
                     addPrompts.at(mappedTo->second).first != "left/right") ||
                    (it->first == "left/right" &&
                     addPrompts.at(mappedTo->second).first != "up/down")) {
                    // Yes.
                    addPrompts.at(mappedTo->second).first = "up/down/left/right";
                }
                else {
                    addPrompts.push_back(*it);
                }
            }
            else {
                mappedToSeenMap.emplace(it->second, static_cast<int>(addPrompts.size()));
                addPrompts.push_back(*it);
            }
        }
    }

    // Sort prompts so it goes [dpad_all] [dpad_u/d] [dpad_l/r] [a/b/x/y/l/r] [start/back].
    std::sort(addPrompts.begin(), addPrompts.end(),
              [](const HelpPrompt& a, const HelpPrompt& b) -> bool {
                  static const std::vector<std::string> map {"up/down/left/right",
                                                             "up/down",
                                                             "up",
                                                             "down",
                                                             "left/right",
                                                             "rt",
                                                             "lt",
                                                             "r",
                                                             "l",
                                                             "y",
                                                             "x",
                                                             "b",
                                                             "a",
                                                             "start",
                                                             "back"};
                  int i {0};
                  int aVal {0};
                  int bVal {0};
                  while (i < static_cast<int>(map.size())) {
                      if (a.first == map[i])
                          aVal = i;
                      if (b.first == map[i])
                          bVal = i;
                      ++i;
                  }

                  return aVal > bVal;
              });

    mHelp->setPrompts(addPrompts);
}

void Window::stopInfoPopup()
{
    if (mInfoPopup)
        mInfoPopup->stop();

    if (mInfoPopupQueue.size() > 0)
        std::queue<std::pair<std::string, int>>().swap(mInfoPopupQueue);
}

void Window::startScreensaver(bool onTimer)
{
    if (mScreensaver && !mRenderScreensaver) {
        if (onTimer)
            Scripting::fireEvent("screensaver-start", "timer");
        else
            Scripting::fireEvent("screensaver-start", "manual");
        setAllowTextScrolling(false);
        setAllowFileAnimation(false);
        mScreensaver->startScreensaver(true);
        mScreensaver->renderScreensaver();
        mRenderScreensaver = true;
    }
}

bool Window::stopScreensaver()
{
    if (mScreensaver && mRenderScreensaver) {
        mScreensaver->stopScreensaver();
        mRenderScreensaver = false;
        setAllowTextScrolling(true);
        setAllowFileAnimation(true);

        return true;
    }

    return false;
}

void Window::startMediaViewer(FileData* game)
{
    if (mMediaViewer) {
        if (mMediaViewer->startMediaViewer(game)) {
            setAllowTextScrolling(false);
            setAllowFileAnimation(false);

            mRenderMediaViewer = true;
        }
    }
}

void Window::stopMediaViewer()
{
    if (mMediaViewer) {
        mMediaViewer->stopMediaViewer();
        setAllowTextScrolling(true);
        setAllowFileAnimation(true);
    }

    mRenderMediaViewer = false;
}

void Window::startPDFViewer(FileData* game)
{
    if (mPDFViewer) {
        if (mPDFViewer->startPDFViewer(game)) {
            setAllowTextScrolling(false);
            setAllowFileAnimation(false);

            mRenderPDFViewer = true;
        }
        else {
            queueInfoPopup("ERROR: COULDN'T RENDER PDF FILE", 4000);
        }
    }
}

void Window::stopPDFViewer()
{
    if (mPDFViewer) {
        mPDFViewer->stopPDFViewer();
        setAllowTextScrolling(true);
        setAllowFileAnimation(true);
    }

    mRenderPDFViewer = false;
}

void Window::displayLaunchScreen(FileData* game)
{
    if (mLaunchScreen) {
        mLaunchScreen->displayLaunchScreen(game);
        mRenderLaunchScreen = true;
    }
}

void Window::closeLaunchScreen()
{
    if (mLaunchScreen)
        mLaunchScreen->closeLaunchScreen();

    mRenderLaunchScreen = false;
}

int Window::getVideoPlayerCount()
{
    int videoPlayerCount;
    videoPlayerCount = mVideoPlayerCount;
    return videoPlayerCount;
}

void Window::invalidateCachedBackground()
{
    mCachedBackground = false;
    mInvalidatedCachedBackground = true;
    mInitiateCacheTimer = true;
}

bool Window::isProcessing()
{
    return count_if(mGuiStack.cbegin(), mGuiStack.cend(),
                    [](GuiComponent* c) { return c->isProcessing(); }) > 0;
}