//  SPDX-License-Identifier: MIT
//
//  EmulationStation Desktop Edition
//  GuiCollectionSystemsOptions.cpp
//
//  User interface for the game collection settings.
//  Submenu to the GuiMenu main menu.
//

#include "guis/GuiCollectionSystemsOptions.h"

#include "CollectionSystemsManager.h"
#include "components/OptionListComponent.h"
#include "components/SwitchComponent.h"
#include "guis/GuiMsgBox.h"
#include "guis/GuiSettings.h"
#include "guis/GuiTextEditKeyboardPopup.h"
#include "guis/GuiTextEditPopup.h"
#include "utils/StringUtil.h"
#include "views/ViewController.h"

GuiCollectionSystemsOptions::GuiCollectionSystemsOptions(std::string title)
    : GuiSettings {title}
    , mAddedCustomCollection {false}
    , mDeletedCustomCollection {false}
{
    // Finish editing custom collection.
    if (CollectionSystemsManager::getInstance()->isEditing()) {
        ComponentListRow row;
        row.addElement(
            std::make_shared<TextComponent>(
                "FINISH EDITING '" +
                    Utils::String::toUpper(
                        CollectionSystemsManager::getInstance()->getEditingCollection()) +
                    "' COLLECTION",
                Font::get(FONT_SIZE_MEDIUM), 0x777777FF),
            true);
        row.makeAcceptInputHandler([this] {
            CollectionSystemsManager::getInstance()->exitEditMode();
            mWindow->invalidateCachedBackground();
            delete this;
        });
        addRow(row);
    }

    // Automatic collections.
    collection_systems_auto = std::make_shared<OptionListComponent<std::string>>(
        getHelpStyle(), "SELECT COLLECTIONS", true);
    std::map<std::string, CollectionSystemData, stringComparator> autoSystems =
        CollectionSystemsManager::getInstance()->getAutoCollectionSystems();
    // Add automatic systems.
    for (std::map<std::string, CollectionSystemData, stringComparator>::const_iterator it =
             autoSystems.cbegin();
         it != autoSystems.cend(); ++it)
        collection_systems_auto->add(it->second.decl.fullName, it->second.decl.name,
                                     it->second.isEnabled);
    addWithLabel("AUTOMATIC GAME COLLECTIONS", collection_systems_auto);
    addSaveFunc([this, autoSystems] {
        std::string autoSystemsSelected = Utils::String::vectorToDelimitedString(
            collection_systems_auto->getSelectedObjects(), ",", true);
        std::string autoSystemsConfig = Settings::getInstance()->getString("CollectionSystemsAuto");
        if (autoSystemsSelected != autoSystemsConfig) {
            if (CollectionSystemsManager::getInstance()->isEditing())
                CollectionSystemsManager::getInstance()->exitEditMode();
            Settings::getInstance()->setString("CollectionSystemsAuto", autoSystemsSelected);
            // Check if any systems have been enabled, and if so repopulate them, which results in
            // a complete initialization of their content. This is necessary as collections aren't
            // updated while they are disabled.
            std::vector<std::string> addedAutoSystems;
            if (autoSystemsConfig == "") {
                addedAutoSystems = Utils::String::delimitedStringToVector(autoSystemsSelected, ",");
            }
            else if (autoSystemsSelected != "") {
                std::vector<std::string> selectedVector =
                    Utils::String::delimitedStringToVector(autoSystemsSelected, ",");
                std::vector<std::string> configuredVector =
                    Utils::String::delimitedStringToVector(autoSystemsConfig, ",");
                for (std::string system : selectedVector) {
                    if (std::find(configuredVector.begin(), configuredVector.end(), system) ==
                        configuredVector.end())
                        addedAutoSystems.push_back(system);
                }
            }
            if (!addedAutoSystems.empty()) {
                for (std::string system : addedAutoSystems)
                    CollectionSystemsManager::getInstance()->repopulateCollection(
                        autoSystems.find(system)->second.system);
            }
            setNeedsSaving();
            setNeedsReloading();
            setNeedsCollectionsUpdate();
        }
    });

    // Custom collections.
    collection_systems_custom = std::make_shared<OptionListComponent<std::string>>(
        getHelpStyle(), "SELECT COLLECTIONS", true);
    std::map<std::string, CollectionSystemData, stringComparator> customSystems =
        CollectionSystemsManager::getInstance()->getCustomCollectionSystems();
    // Add custom systems.
    for (std::map<std::string, CollectionSystemData, stringComparator>::const_iterator it =
             customSystems.cbegin();
         it != customSystems.cend(); ++it)
        collection_systems_custom->add(it->second.decl.fullName, it->second.decl.name,
                                       it->second.isEnabled);

    addWithLabel("CUSTOM GAME COLLECTIONS", collection_systems_custom);
    addSaveFunc([this, customSystems] {
        if (!mDeletedCustomCollection) {
            std::string customSystemsSelected = Utils::String::vectorToDelimitedString(
                collection_systems_custom->getSelectedObjects(), ",", true);
            std::string customSystemsConfig =
                Settings::getInstance()->getString("CollectionSystemsCustom");
            if (customSystemsSelected != customSystemsConfig) {
                if (CollectionSystemsManager::getInstance()->isEditing())
                    CollectionSystemsManager::getInstance()->exitEditMode();
                Settings::getInstance()->setString("CollectionSystemsCustom",
                                                   customSystemsSelected);
                // Check if any systems have been enabled, and if so repopulate them, which
                // results in a complete initialization of their content. This is necessary as
                // collections aren't updated while they are disabled.
                std::vector<std::string> addedCustomSystems;
                if (customSystemsConfig == "") {
                    addedCustomSystems =
                        Utils::String::delimitedStringToVector(customSystemsSelected, ",");
                }
                else if (customSystemsSelected != "") {
                    std::vector<std::string> selectedVector =
                        Utils::String::delimitedStringToVector(customSystemsSelected, ",");
                    std::vector<std::string> configuredVector =
                        Utils::String::delimitedStringToVector(customSystemsConfig, ",");
                    for (std::string system : selectedVector) {
                        if (std::find(configuredVector.begin(), configuredVector.end(), system) ==
                            configuredVector.end())
                            addedCustomSystems.push_back(system);
                    }
                }
                if (!mAddedCustomCollection && !addedCustomSystems.empty()) {
                    for (std::string system : addedCustomSystems)
                        CollectionSystemsManager::getInstance()->repopulateCollection(
                            customSystems.find(system)->second.system);
                }
                setNeedsSaving();
                setNeedsReloading();
                setNeedsCollectionsUpdate();
                setNeedsGoToGroupedCollections();
            }
        }
    });

    // If there are no custom collections, then gray out this menu entry.
    if (customSystems.empty()) {
        collection_systems_custom->setEnabled(false);
        collection_systems_custom->setOpacity(DISABLED_OPACITY);
        collection_systems_custom->getParent()
            ->getChild(collection_systems_custom->getChildIndex() - 1)
            ->setOpacity(DISABLED_OPACITY);
    }

    // Create custom collection from theme.
    std::vector<std::string> unusedFolders =
        CollectionSystemsManager::getInstance()->getUnusedSystemsFromTheme();
    if (unusedFolders.size() > 0) {
        ComponentListRow row;
        auto themeCollection = std::make_shared<TextComponent>(
            "CREATE NEW CUSTOM COLLECTION FROM THEME", Font::get(FONT_SIZE_MEDIUM), 0x777777FF);
        auto bracketThemeCollection = std::make_shared<ImageComponent>();
        bracketThemeCollection->setImage(":/graphics/arrow.svg");
        bracketThemeCollection->setResize(
            glm::vec2 {0.0f, Font::get(FONT_SIZE_MEDIUM)->getLetterHeight()});
        row.addElement(themeCollection, true);
        row.addElement(bracketThemeCollection, false);
        row.makeAcceptInputHandler([this, unusedFolders] {
            auto ss = new GuiSettings("SELECT THEME FOLDER");
            std::shared_ptr<OptionListComponent<std::string>> folderThemes {
                std::make_shared<OptionListComponent<std::string>>(getHelpStyle(),
                                                                   "SELECT THEME FOLDER", true)};
            // Add custom systems.
            for (auto it = unusedFolders.cbegin(); it != unusedFolders.cend(); ++it) {
                ComponentListRow row;
                std::string name = *it;
                std::function<void()> createCollectionCall = [this, name] {
                    createCustomCollection(name);
                };
                row.makeAcceptInputHandler(createCollectionCall);
                auto themeFolder = std::make_shared<TextComponent>(
                    Utils::String::toUpper(name), Font::get(FONT_SIZE_SMALL), 0x777777FF);
                themeFolder->setSelectable(true);
                row.addElement(themeFolder, true);
                ss->addRow(row);
            }
            mWindow->pushGui(ss);
        });
        addRow(row);
    }

    // Create new custom collection.
    ComponentListRow row;
    auto newCollection = std::make_shared<TextComponent>("CREATE NEW CUSTOM COLLECTION",
                                                         Font::get(FONT_SIZE_MEDIUM), 0x777777FF);
    auto bracketNewCollection = std::make_shared<ImageComponent>();
    bracketNewCollection->setImage(":/graphics/arrow.svg");
    bracketNewCollection->setResize(
        glm::vec2 {0.0f, Font::get(FONT_SIZE_MEDIUM)->getLetterHeight()});
    row.addElement(newCollection, true);
    row.addElement(bracketNewCollection, false);
    auto createCollectionCall = [this](const std::string& newVal) {
        std::string name {newVal};
        // We need to store the first GUI and remove it, as it'll be deleted
        // by the actual GUI.
        Window* window {mWindow};
        GuiComponent* topGui {window->peekGui()};
        window->removeGui(topGui);
        createCustomCollection(name);
    };

    if (Settings::getInstance()->getBool("VirtualKeyboard")) {
        row.makeAcceptInputHandler([this, createCollectionCall] {
            mWindow->pushGui(new GuiTextEditKeyboardPopup(getHelpStyle(), "New Collection Name", "",
                                                          createCollectionCall, false, "CREATE",
                                                          "CREATE COLLECTION?"));
        });
    }
    else {
        row.makeAcceptInputHandler([this, createCollectionCall] {
            mWindow->pushGui(new GuiTextEditPopup(getHelpStyle(), "New Collection Name", "",
                                                  createCollectionCall, false, "CREATE",
                                                  "CREATE COLLECTION?"));
        });
    }
    addRow(row);

    // Delete custom collection.
    row.elements.clear();
    auto deleteCollection = std::make_shared<TextComponent>(
        "DELETE CUSTOM COLLECTION", Font::get(FONT_SIZE_MEDIUM), 0x777777FF);
    auto bracketDeleteCollection = std::make_shared<ImageComponent>();
    bracketDeleteCollection->setImage(":/graphics/arrow.svg");
    bracketDeleteCollection->setResize(
        glm::vec2 {0.0f, Font::get(FONT_SIZE_MEDIUM)->getLetterHeight()});
    row.addElement(deleteCollection, true);
    row.addElement(bracketDeleteCollection, false);
    row.makeAcceptInputHandler([this, customSystems] {
        auto ss = new GuiSettings("SELECT COLLECTION TO DELETE");
        std::shared_ptr<OptionListComponent<std::string>> customCollections {
            std::make_shared<OptionListComponent<std::string>>(getHelpStyle(), "", true)};
        for (std::map<std::string, CollectionSystemData, stringComparator>::const_iterator it =
                 customSystems.cbegin();
             it != customSystems.cend(); ++it) {
            ComponentListRow row;
            std::string name = (*it).first;
            std::function<void()> deleteCollectionCall = [this, name] {
                mWindow->pushGui(new GuiMsgBox(
                    getHelpStyle(),
                    "THIS WILL PERMANENTLY\nDELETE THE COLLECTION\n'" +
                        Utils::String::toUpper(name) +
                        "'\n"
                        "ARE YOU SURE?",
                    "YES",
                    [this, name] {
                        if (CollectionSystemsManager::getInstance()->isEditing())
                            CollectionSystemsManager::getInstance()->exitEditMode();
                        mDeletedCustomCollection = true;
                        std::vector<std::string> selectedCustomCollections =
                            collection_systems_custom->getSelectedObjects();
                        std::string collectionsConfigEntry;
                        // Create the configuration file entry. If the collection to be
                        // deleted was activated, then exclude it.
                        for (auto it = selectedCustomCollections.begin();
                             it != selectedCustomCollections.end(); ++it) {
                            if ((*it) != name) {
                                if ((*it) != selectedCustomCollections.front() &&
                                    collectionsConfigEntry != "")
                                    collectionsConfigEntry += ",";
                                collectionsConfigEntry += (*it);
                            }
                        }
                        // If the system to be deleted was present in es_settings.xml, we
                        // need to re-write it.
                        if (collectionsConfigEntry !=
                            Settings::getInstance()->getString("CollectionSystemsCustom")) {
                            Settings::getInstance()->setString("CollectionSystemsCustom",
                                                               collectionsConfigEntry);
                            if (selectedCustomCollections.size() == 1 &&
                                Settings::getInstance()->getString("StartupSystem") ==
                                    "collections")
                                Settings::getInstance()->setString("StartupSystem", "");
                            setNeedsSaving();
                            setNeedsGoToStart();
                        }
                        CollectionSystemsManager::getInstance()->deleteCustomCollection(name);
                        return true;
                    },
                    "NO", [] { return false; }));
            };
            row.makeAcceptInputHandler(deleteCollectionCall);
            auto customCollection = std::make_shared<TextComponent>(
                Utils::String::toUpper(name), Font::get(FONT_SIZE_MEDIUM), 0x777777FF);
            customCollection->setSelectable(true);
            row.addElement(customCollection, true);
            ss->addRow(row);
        }
        // Make the menu slightly wider to fit the scroll indicators.
        glm::vec2 menuSize {ss->getMenuSize()};
        glm::vec3 menuPos {ss->getMenuPosition()};
        ss->setMenuSize(glm::vec2 {menuSize.x * 1.08f, menuSize.y});
        menuPos.x = static_cast<float>((Renderer::getScreenWidth()) - ss->getMenuSize().x) / 2.0f;
        ss->setMenuPosition(menuPos);
        mWindow->pushGui(ss);
    });
    addRow(row);

    // Sort favorites on top for custom collections.
    auto fav_first_custom = std::make_shared<SwitchComponent>();
    fav_first_custom->setState(Settings::getInstance()->getBool("FavFirstCustom"));
    addWithLabel("SORT FAVORITES ON TOP FOR CUSTOM COLLECTIONS", fav_first_custom);
    addSaveFunc([this, fav_first_custom] {
        if (fav_first_custom->getState() != Settings::getInstance()->getBool("FavFirstCustom")) {
            Settings::getInstance()->setBool("FavFirstCustom", fav_first_custom->getState());
            setNeedsSaving();
            setNeedsReloading();
            setNeedsSorting();
            setNeedsSortingCollections();
            setInvalidateCachedBackground();
        }
    });

    // Display star markings for custom collections.
    auto fav_star_custom = std::make_shared<SwitchComponent>();
    fav_star_custom->setState(Settings::getInstance()->getBool("FavStarCustom"));
    addWithLabel("DISPLAY STAR MARKINGS FOR CUSTOM COLLECTIONS", fav_star_custom);
    addSaveFunc([this, fav_star_custom] {
        if (fav_star_custom->getState() != Settings::getInstance()->getBool("FavStarCustom")) {
            Settings::getInstance()->setBool("FavStarCustom", fav_star_custom->getState());
            setNeedsSaving();
            setNeedsReloading();
            setInvalidateCachedBackground();
        }
    });

    // Group unthemed custom collections.
    auto use_custom_collections_system = std::make_shared<SwitchComponent>();
    use_custom_collections_system->setState(
        Settings::getInstance()->getBool("UseCustomCollectionsSystem"));
    addWithLabel("GROUP UNTHEMED CUSTOM COLLECTIONS", use_custom_collections_system);
    addSaveFunc([this, use_custom_collections_system] {
        if (use_custom_collections_system->getState() !=
            Settings::getInstance()->getBool("UseCustomCollectionsSystem")) {
            Settings::getInstance()->setBool("UseCustomCollectionsSystem",
                                             use_custom_collections_system->getState());
            if (CollectionSystemsManager::getInstance()->isEditing())
                CollectionSystemsManager::getInstance()->exitEditMode();
            setNeedsSaving();
            setNeedsSorting();
            setNeedsSortingCollections();
            setNeedsCollectionsUpdate();
            setNeedsReloading();
            setNeedsGoToSystem(SystemData::sSystemVector.front());
            setInvalidateCachedBackground();
        }
    });

    // Show system names in collections.
    auto collection_show_system_info = std::make_shared<SwitchComponent>();
    collection_show_system_info->setState(
        Settings::getInstance()->getBool("CollectionShowSystemInfo"));
    addWithLabel("SHOW SYSTEM NAMES IN COLLECTIONS", collection_show_system_info);
    addSaveFunc([this, collection_show_system_info] {
        if (collection_show_system_info->getState() !=
            Settings::getInstance()->getBool("CollectionShowSystemInfo")) {
            Settings::getInstance()->setBool("CollectionShowSystemInfo",
                                             collection_show_system_info->getState());
            setNeedsSaving();
            setNeedsReloading();
            setInvalidateCachedBackground();
        }
    });
}

void GuiCollectionSystemsOptions::createCustomCollection(std::string inName)
{
    if (CollectionSystemsManager::getInstance()->isEditing())
        CollectionSystemsManager::getInstance()->exitEditMode();

    std::string collectionName {
        CollectionSystemsManager::getInstance()->getValidNewCollectionName(inName)};
    SystemData* newCollection {
        CollectionSystemsManager::getInstance()->addNewCustomCollection(collectionName)};

    CollectionSystemsManager::getInstance()->saveCustomCollection(newCollection);
    collection_systems_custom->add(collectionName, collectionName, true);

    mAddedCustomCollection = true;
    setNeedsGoToStart();

    if (Settings::getInstance()->getBool("UseCustomCollectionsSystem"))
        setNeedsGoToGroupedCollections();
    else
        setNeedsGoToSystem(newCollection);

    Window* window {mWindow};
    while (window->peekGui() && window->peekGui() != ViewController::getInstance())
        delete window->peekGui();
    CollectionSystemsManager::getInstance()->setEditMode(collectionName);
}