
#include "core/rendering/text.h"

#include <iostream>  // for cout
#include <sstream>

#include "core/rendering/sprite.h"           // for Sprite
#include "core/rendering/texture.h"          // for Texture
#include "core/resources/resource_helper.h"  // for loadFile (pack + filesystem fallback)
#include "utils/utils.h"                     // for Color

// Parser compartido: rellena un TextFile desde cualquier istream
static void parseTextFileStream(std::istream &rfile, TextFile &tf) {
    std::string buffer;
    std::getline(rfile, buffer);
    std::getline(rfile, buffer);
    tf.box_width = std::stoi(buffer);

    std::getline(rfile, buffer);
    std::getline(rfile, buffer);
    tf.box_height = std::stoi(buffer);

    int index = 32;
    int line_read = 0;
    while (std::getline(rfile, buffer)) {
        if (line_read % 2 == 1) {
            tf.offset[index++].w = std::stoi(buffer);
        }
        buffer.clear();
        line_read++;
    }
}

static void computeTextFileOffsets(TextFile &tf) {
    for (int i = 32; i < 128; ++i) {
        tf.offset[i].x = ((i - 32) % 15) * tf.box_width;
        tf.offset[i].y = ((i - 32) / 15) * tf.box_height;
    }
}

// Llena una estructuta TextFile desde un fichero (vía ResourceHelper: pack o filesystem)
auto loadTextFile(const std::string &file, bool verbose) -> TextFile {
    const std::string FILE_NAME = file.substr(file.find_last_of("\\/") + 1);
    auto bytes = ResourceHelper::loadFile(file);
    if (bytes.empty()) {
        if (verbose) {
            std::cout << "Warning: Unable to open " << FILE_NAME.c_str() << " file" << '\n';
        }
        TextFile tf;
        tf.box_width = 0;
        tf.box_height = 0;
        for (auto &i : tf.offset) {
            i.x = 0;
            i.y = 0;
            i.w = 0;
        }
        computeTextFileOffsets(tf);
        return tf;
    }
    if (verbose) {
        std::cout << "Text loaded: " << FILE_NAME.c_str() << '\n';
    }
    return loadTextFileFromMemory(bytes, verbose);
}

// Llena una estructura TextFile desde bytes en memoria
auto loadTextFileFromMemory(const std::vector<uint8_t> &bytes, bool verbose) -> TextFile {
    TextFile tf;
    tf.box_width = 0;
    tf.box_height = 0;
    for (auto &i : tf.offset) {
        i.x = 0;
        i.y = 0;
        i.w = 0;
    }
    if (!bytes.empty()) {
        std::string content(reinterpret_cast<const char *>(bytes.data()), bytes.size());
        std::stringstream ss(content);
        parseTextFileStream(ss, tf);
        if (verbose) {
            std::cout << "Text loaded from memory" << '\n';
        }
    }
    computeTextFileOffsets(tf);
    return tf;
}

// Constructor
Text::Text(const std::string &bitmap_file, const std::string &text_file, SDL_Renderer *renderer) {
    // Carga los offsets desde el fichero
    TextFile tf = loadTextFile(text_file);

    // Inicializa variables desde la estructura
    box_height_ = tf.box_height;
    box_width_ = tf.box_width;
    for (int i = 0; i < 128; ++i) {
        offset_[i].x = tf.offset[i].x;
        offset_[i].y = tf.offset[i].y;
        offset_[i].w = tf.offset[i].w;
    }

    // Crea los objetos
    texture_ = new Texture(renderer, bitmap_file);
    sprite_ = new Sprite({0, 0, box_width_, box_height_}, texture_, renderer);

    // Inicializa variables
    fixed_width_ = false;
}

// Constructor
Text::Text(const std::string &text_file, Texture *texture, SDL_Renderer *renderer) {
    // Carga los offsets desde el fichero
    TextFile tf = loadTextFile(text_file);

    // Inicializa variables desde la estructura
    box_height_ = tf.box_height;
    box_width_ = tf.box_width;
    for (int i = 0; i < 128; ++i) {
        offset_[i].x = tf.offset[i].x;
        offset_[i].y = tf.offset[i].y;
        offset_[i].w = tf.offset[i].w;
    }

    // Crea los objetos
    this->texture_ = nullptr;
    sprite_ = new Sprite({0, 0, box_width_, box_height_}, texture, renderer);

    // Inicializa variables
    fixed_width_ = false;
}

// Constructor
Text::Text(TextFile *text_file, Texture *texture, SDL_Renderer *renderer) {
    // Inicializa variables desde la estructura
    box_height_ = text_file->box_height;
    box_width_ = text_file->box_width;
    for (int i = 0; i < 128; ++i) {
        offset_[i].x = text_file->offset[i].x;
        offset_[i].y = text_file->offset[i].y;
        offset_[i].w = text_file->offset[i].w;
    }

    // Crea los objetos
    this->texture_ = nullptr;
    sprite_ = new Sprite({0, 0, box_width_, box_height_}, texture, renderer);

    // Inicializa variables
    fixed_width_ = false;
}

// Constructor desde bytes
Text::Text(const std::vector<uint8_t> &png_bytes, const std::vector<uint8_t> &txt_bytes, SDL_Renderer *renderer) {
    TextFile tf = loadTextFileFromMemory(txt_bytes);
    box_height_ = tf.box_height;
    box_width_ = tf.box_width;
    for (int i = 0; i < 128; ++i) {
        offset_[i].x = tf.offset[i].x;
        offset_[i].y = tf.offset[i].y;
        offset_[i].w = tf.offset[i].w;
    }

    // Crea la textura desde bytes (Text es dueño en este overload)
    texture_ = new Texture(renderer, png_bytes);
    sprite_ = new Sprite({0, 0, box_width_, box_height_}, texture_, renderer);

    fixed_width_ = false;
}

// Destructor
Text::~Text() {
    delete sprite_;

    delete texture_;
}

// Escribe texto en pantalla
void Text::write(int x, int y, const std::string &text, int kerning, int lenght) {
    int shift = 0;

    if (lenght == -1) {
        lenght = text.length();
    }

    sprite_->setPosY(y);
    const int WIDTH = sprite_->getWidth();
    const int HEIGHT = sprite_->getHeight();
    for (int i = 0; i < lenght; ++i) {
        const int INDEX = static_cast<unsigned char>(text[i]);
        sprite_->setSpriteClip(offset_[INDEX].x, offset_[INDEX].y, WIDTH, HEIGHT);
        sprite_->setPosX(x + shift);
        sprite_->render();
        shift += fixed_width_ ? box_width_ : (offset_[INDEX].w + kerning);
    }
}

// Escribe el texto con colores
void Text::writeColored(int x, int y, const std::string &text, Color color, int kerning, int lenght) {
    sprite_->getTexture()->setColor(color.r, color.g, color.b);
    write(x, y, text, kerning, lenght);
    sprite_->getTexture()->setColor(255, 255, 255);
}

// Escribe el texto con sombra
void Text::writeShadowed(int x, int y, const std::string &text, Color color, Uint8 shadow_distance, int kerning, int lenght) {
    sprite_->getTexture()->setColor(color.r, color.g, color.b);
    write(x + shadow_distance, y + shadow_distance, text, kerning, lenght);
    sprite_->getTexture()->setColor(255, 255, 255);
    write(x, y, text, kerning, lenght);
}

// Escribe el texto centrado en un punto x
void Text::writeCentered(int x, int y, const std::string &text, int kerning, int lenght) {
    x -= (Text::lenght(text, kerning) / 2);
    write(x, y, text, kerning, lenght);
}

// Escribe texto con extras
void Text::writeDX(Uint8 flags, int x, int y, const std::string &text, int kerning, Color text_color, Uint8 shadow_distance, Color shadow_color, int lenght) {
    const bool CENTERED = ((flags & TXT_CENTER) == TXT_CENTER);
    const bool SHADOWED = ((flags & TXT_SHADOW) == TXT_SHADOW);
    const bool COLORED = ((flags & TXT_COLOR) == TXT_COLOR);
    const bool STROKED = ((flags & TXT_STROKE) == TXT_STROKE);

    if (CENTERED) {
        x -= (Text::lenght(text, kerning) / 2);
    }

    if (SHADOWED) {
        writeColored(x + shadow_distance, y + shadow_distance, text, shadow_color, kerning, lenght);
    }

    if (STROKED) {
        for (int dist = 1; dist <= shadow_distance; ++dist) {
            for (int dy = -dist; dy <= dist; ++dy) {
                for (int dx = -dist; dx <= dist; ++dx) {
                    writeColored(x + dx, y + dy, text, shadow_color, kerning, lenght);
                }
            }
        }
    }

    if (COLORED) {
        writeColored(x, y, text, text_color, kerning, lenght);
    } else {
        write(x, y, text, kerning, lenght);
    }
}

// Obtiene la longitud en pixels de una cadena
auto Text::lenght(const std::string &text, int kerning) -> int {
    int shift = 0;

    for (int i = 0; i < (int)text.length(); ++i) {
        shift += (offset_[static_cast<unsigned char>(text[i])].w + kerning);
    }

    // Descuenta el kerning del último caracter
    return shift - kerning;
}

// Devuelve el valor de la variable
auto Text::getCharacterSize() const -> int {
    return box_width_;
}

// Recarga la textura
void Text::reLoadTexture() {
    sprite_->getTexture()->reLoad();
}

// Establece si se usa un tamaño fijo de letra
void Text::setFixedWidth(bool value) {
    fixed_width_ = value;
}