// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.

#include <algorithm>
#include <memory>
#include <thread>

#include <QSignalBlocker>
#include <QTimer>

#include "core/core.h"
#include "core/hid/emulated_controller.h"
#include "core/hid/hid_core.h"
#include "core/hle/service/am/am.h"
#include "core/hle/service/am/applet_ae.h"
#include "core/hle/service/am/applet_oe.h"
#include "core/hle/service/sm/sm.h"
#include "ui_configure_input.h"
#include "ui_configure_input_advanced.h"
#include "ui_configure_input_player.h"
#include "yuzu/configuration/configure_debug_controller.h"
#include "yuzu/configuration/configure_input.h"
#include "yuzu/configuration/configure_input_advanced.h"
#include "yuzu/configuration/configure_input_player.h"
#include "yuzu/configuration/configure_motion_touch.h"
#include "yuzu/configuration/configure_touchscreen_advanced.h"
#include "yuzu/configuration/configure_vibration.h"
#include "yuzu/configuration/input_profiles.h"

namespace {
template <typename Dialog, typename... Args>
void CallConfigureDialog(ConfigureInput& parent, Args&&... args) {
    Dialog dialog(&parent, std::forward<Args>(args)...);

    const auto res = dialog.exec();
    if (res == QDialog::Accepted) {
        dialog.ApplyConfiguration();
    }
}
} // Anonymous namespace

void OnDockedModeChanged(bool last_state, bool new_state, Core::System& system) {
    if (last_state == new_state) {
        return;
    }

    if (!system.IsPoweredOn()) {
        return;
    }
    Service::SM::ServiceManager& sm = system.ServiceManager();

    // Message queue is shared between these services, we just need to signal an operation
    // change to one and it will handle both automatically
    auto applet_oe = sm.GetService<Service::AM::AppletOE>("appletOE");
    auto applet_ae = sm.GetService<Service::AM::AppletAE>("appletAE");
    bool has_signalled = false;

    if (applet_oe != nullptr) {
        applet_oe->GetMessageQueue()->OperationModeChanged();
        has_signalled = true;
    }

    if (applet_ae != nullptr && !has_signalled) {
        applet_ae->GetMessageQueue()->OperationModeChanged();
    }
}

ConfigureInput::ConfigureInput(Core::System& system_, QWidget* parent)
    : QWidget(parent), ui(std::make_unique<Ui::ConfigureInput>()),
      profiles(std::make_unique<InputProfiles>(system_)), system{system_} {
    ui->setupUi(this);
}

ConfigureInput::~ConfigureInput() = default;

void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem,
                                std::size_t max_players) {
    const bool is_powered_on = system.IsPoweredOn();
    auto& hid_core = system.HIDCore();
    player_controllers = {
        new ConfigureInputPlayer(this, 0, ui->consoleInputSettings, input_subsystem, profiles.get(),
                                 hid_core, is_powered_on),
        new ConfigureInputPlayer(this, 1, ui->consoleInputSettings, input_subsystem, profiles.get(),
                                 hid_core, is_powered_on),
        new ConfigureInputPlayer(this, 2, ui->consoleInputSettings, input_subsystem, profiles.get(),
                                 hid_core, is_powered_on),
        new ConfigureInputPlayer(this, 3, ui->consoleInputSettings, input_subsystem, profiles.get(),
                                 hid_core, is_powered_on),
        new ConfigureInputPlayer(this, 4, ui->consoleInputSettings, input_subsystem, profiles.get(),
                                 hid_core, is_powered_on),
        new ConfigureInputPlayer(this, 5, ui->consoleInputSettings, input_subsystem, profiles.get(),
                                 hid_core, is_powered_on),
        new ConfigureInputPlayer(this, 6, ui->consoleInputSettings, input_subsystem, profiles.get(),
                                 hid_core, is_powered_on),
        new ConfigureInputPlayer(this, 7, ui->consoleInputSettings, input_subsystem, profiles.get(),
                                 hid_core, is_powered_on),
    };

    player_tabs = {
        ui->tabPlayer1, ui->tabPlayer2, ui->tabPlayer3, ui->tabPlayer4,
        ui->tabPlayer5, ui->tabPlayer6, ui->tabPlayer7, ui->tabPlayer8,
    };

    player_connected = {
        ui->checkboxPlayer1Connected, ui->checkboxPlayer2Connected, ui->checkboxPlayer3Connected,
        ui->checkboxPlayer4Connected, ui->checkboxPlayer5Connected, ui->checkboxPlayer6Connected,
        ui->checkboxPlayer7Connected, ui->checkboxPlayer8Connected,
    };

    std::array<QLabel*, 8> player_connected_labels = {
        ui->label,   ui->label_3, ui->label_4, ui->label_5,
        ui->label_6, ui->label_7, ui->label_8, ui->label_9,
    };

    for (std::size_t i = 0; i < player_tabs.size(); ++i) {
        player_tabs[i]->setLayout(new QHBoxLayout(player_tabs[i]));
        player_tabs[i]->layout()->addWidget(player_controllers[i]);
        connect(player_controllers[i], &ConfigureInputPlayer::Connected, [&, i](bool is_connected) {
            // Ensures that the controllers are always connected in sequential order
            if (is_connected) {
                for (std::size_t index = 0; index <= i; ++index) {
                    player_connected[index]->setChecked(is_connected);
                }
            } else {
                for (std::size_t index = i; index < player_tabs.size(); ++index) {
                    player_connected[index]->setChecked(is_connected);
                }
            }
        });
        connect(player_controllers[i], &ConfigureInputPlayer::RefreshInputDevices, this,
                &ConfigureInput::UpdateAllInputDevices);
        connect(player_controllers[i], &ConfigureInputPlayer::RefreshInputProfiles, this,
                &ConfigureInput::UpdateAllInputProfiles, Qt::QueuedConnection);
        connect(player_connected[i], &QCheckBox::stateChanged, [this, i](int state) {
            player_controllers[i]->ConnectPlayer(state == Qt::Checked);
        });

        // Remove/hide all the elements that exceed max_players, if applicable.
        if (i >= max_players) {
            ui->tabWidget->removeTab(static_cast<int>(max_players));
            player_connected[i]->hide();
            player_connected_labels[i]->hide();
        }
    }
    // Only the first player can choose handheld mode so connect the signal just to player 1
    connect(player_controllers[0], &ConfigureInputPlayer::HandheldStateChanged,
            [this](bool is_handheld) { UpdateDockedState(is_handheld); });

    advanced = new ConfigureInputAdvanced(this);
    ui->tabAdvanced->setLayout(new QHBoxLayout(ui->tabAdvanced));
    ui->tabAdvanced->layout()->addWidget(advanced);

    connect(advanced, &ConfigureInputAdvanced::CallDebugControllerDialog,
            [this, input_subsystem, &hid_core, is_powered_on] {
                CallConfigureDialog<ConfigureDebugController>(
                    *this, input_subsystem, profiles.get(), hid_core, is_powered_on);
            });
    connect(advanced, &ConfigureInputAdvanced::CallTouchscreenConfigDialog,
            [this] { CallConfigureDialog<ConfigureTouchscreenAdvanced>(*this); });
    connect(advanced, &ConfigureInputAdvanced::CallMotionTouchConfigDialog,
            [this, input_subsystem] {
                CallConfigureDialog<ConfigureMotionTouch>(*this, input_subsystem);
            });

    connect(ui->vibrationButton, &QPushButton::clicked,
            [this] { CallConfigureDialog<ConfigureVibration>(*this); });

    connect(ui->motionButton, &QPushButton::clicked, [this, input_subsystem] {
        CallConfigureDialog<ConfigureMotionTouch>(*this, input_subsystem);
    });

    connect(ui->buttonClearAll, &QPushButton::clicked, [this] { ClearAll(); });
    connect(ui->buttonRestoreDefaults, &QPushButton::clicked, [this] { RestoreDefaults(); });

    RetranslateUI();
    LoadConfiguration();
}

QList<QWidget*> ConfigureInput::GetSubTabs() const {
    return {
        ui->tabPlayer1, ui->tabPlayer2, ui->tabPlayer3, ui->tabPlayer4,  ui->tabPlayer5,
        ui->tabPlayer6, ui->tabPlayer7, ui->tabPlayer8, ui->tabAdvanced,
    };
}

void ConfigureInput::ApplyConfiguration() {
    for (auto* controller : player_controllers) {
        controller->ApplyConfiguration();
    }

    advanced->ApplyConfiguration();

    const bool pre_docked_mode = Settings::values.use_docked_mode.GetValue();
    Settings::values.use_docked_mode.SetValue(ui->radioDocked->isChecked());
    OnDockedModeChanged(pre_docked_mode, Settings::values.use_docked_mode.GetValue(), system);

    Settings::values.vibration_enabled.SetValue(ui->vibrationGroup->isChecked());
    Settings::values.motion_enabled.SetValue(ui->motionGroup->isChecked());
}

void ConfigureInput::changeEvent(QEvent* event) {
    if (event->type() == QEvent::LanguageChange) {
        RetranslateUI();
    }

    QWidget::changeEvent(event);
}

void ConfigureInput::RetranslateUI() {
    ui->retranslateUi(this);
}

void ConfigureInput::LoadConfiguration() {
    const auto* handheld = system.HIDCore().GetEmulatedController(Core::HID::NpadIdType::Handheld);

    LoadPlayerControllerIndices();
    UpdateDockedState(handheld->IsConnected());

    ui->vibrationGroup->setChecked(Settings::values.vibration_enabled.GetValue());
    ui->motionGroup->setChecked(Settings::values.motion_enabled.GetValue());
}

void ConfigureInput::LoadPlayerControllerIndices() {
    for (std::size_t i = 0; i < player_connected.size(); ++i) {
        if (i == 0) {
            auto* handheld =
                system.HIDCore().GetEmulatedController(Core::HID::NpadIdType::Handheld);
            if (handheld->IsConnected()) {
                player_connected[i]->setChecked(true);
                continue;
            }
        }
        const auto* controller = system.HIDCore().GetEmulatedControllerByIndex(i);
        player_connected[i]->setChecked(controller->IsConnected());
    }
}

void ConfigureInput::ClearAll() {
    // We don't have a good way to know what tab is active, but we can find out by getting the
    // parent of the consoleInputSettings
    auto* player_tab = static_cast<ConfigureInputPlayer*>(ui->consoleInputSettings->parent());
    player_tab->ClearAll();
}

void ConfigureInput::RestoreDefaults() {
    // We don't have a good way to know what tab is active, but we can find out by getting the
    // parent of the consoleInputSettings
    auto* player_tab = static_cast<ConfigureInputPlayer*>(ui->consoleInputSettings->parent());
    player_tab->RestoreDefaults();

    ui->radioDocked->setChecked(true);
    ui->radioUndocked->setChecked(false);
    ui->vibrationGroup->setChecked(true);
    ui->motionGroup->setChecked(true);
}

void ConfigureInput::UpdateDockedState(bool is_handheld) {
    // Disallow changing the console mode if the controller type is handheld.
    ui->radioDocked->setEnabled(!is_handheld);
    ui->radioUndocked->setEnabled(!is_handheld);

    ui->radioDocked->setChecked(Settings::values.use_docked_mode.GetValue());
    ui->radioUndocked->setChecked(!Settings::values.use_docked_mode.GetValue());

    // Also force into undocked mode if the controller type is handheld.
    if (is_handheld) {
        ui->radioUndocked->setChecked(true);
    }
}

void ConfigureInput::UpdateAllInputDevices() {
    for (const auto& player : player_controllers) {
        player->UpdateInputDeviceCombobox();
    }
}

void ConfigureInput::UpdateAllInputProfiles(std::size_t player_index) {
    for (std::size_t i = 0; i < player_controllers.size(); ++i) {
        if (i == player_index) {
            continue;
        }

        player_controllers[i]->UpdateInputProfiles();
    }
}
