using Ryujinx.Ava.Systems.Configuration.System;
using Ryujinx.Ava.Systems.Configuration.UI;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Configuration.Multiplayer;
using Ryujinx.Common.Logging;
using Ryujinx.Common.Utilities;
using Ryujinx.HLE;
using System;
using System.Collections.Generic;
using System.IO;

namespace Ryujinx.Ava.Systems.Configuration
{
    public class ConfigurationFileFormat
    {
        /// <summary>
        /// The current version of the file format
        /// </summary>
        public const int CurrentVersion = 71;

        /// <summary>
        /// Version of the configuration file format
        /// </summary>
        public int Version { get; set; }

        /// <summary>
        /// Enables or disables logging to a file on disk
        /// </summary>
        public bool EnableFileLog { get; set; }

        /// <summary>
        /// Whether or not backend threading is enabled. The "Auto" setting will determine whether threading should be enabled at runtime.
        /// </summary>
        public BackendThreading BackendThreading { get; set; }

        /// <summary>
        /// Resolution Scale. An integer scale applied to applicable render targets. Values 1-4, or -1 to use a custom floating point scale instead.
        /// </summary>
        public int ResScale { get; set; }

        /// <summary>
        /// Custom Resolution Scale. A custom floating point scale applied to applicable render targets. Only active when Resolution Scale is -1.
        /// </summary>
        public float ResScaleCustom { get; set; }

        /// <summary>
        /// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.
        /// </summary>
        public float MaxAnisotropy { get; set; }

        /// <summary>
        /// Aspect Ratio applied to the renderer window.
        /// </summary>
        public AspectRatio AspectRatio { get; set; }

        /// <summary>
        /// Applies anti-aliasing to the renderer.
        /// </summary>
        public AntiAliasing AntiAliasing { get; set; }

        /// <summary>
        /// Sets the framebuffer upscaling type.
        /// </summary>
        public ScalingFilter ScalingFilter { get; set; }

        /// <summary>
        /// Sets the framebuffer upscaling level.
        /// </summary>
        public int ScalingFilterLevel { get; set; }

        /// <summary>
        /// Dumps shaders in this local directory
        /// </summary>
        public string GraphicsShadersDumpPath { get; set; }

        /// <summary>
        /// Enables printing debug log messages
        /// </summary>
        public bool LoggingEnableDebug { get; set; }

        /// <summary>
        /// Enables printing stub log messages
        /// </summary>
        public bool LoggingEnableStub { get; set; }

        /// <summary>
        /// Enables printing info log messages
        /// </summary>
        public bool LoggingEnableInfo { get; set; }

        /// <summary>
        /// Enables printing warning log messages
        /// </summary>
        public bool LoggingEnableWarn { get; set; }

        /// <summary>
        /// Enables printing error log messages
        /// </summary>
        public bool LoggingEnableError { get; set; }

        /// <summary>
        /// Enables printing trace log messages
        /// </summary>
        public bool LoggingEnableTrace { get; set; }

        /// <summary>
        /// Enables printing guest log messages
        /// </summary>
        public bool LoggingEnableGuest { get; set; }

        /// <summary>
        /// Enables printing FS access log messages
        /// </summary>
        public bool LoggingEnableFsAccessLog { get; set; }

        /// <summary>
        /// Enables log messages from Avalonia
        /// </summary>
        public bool LoggingEnableAvalonia { get; set; }

        /// <summary>
        /// Controls which log messages are written to the log targets
        /// </summary>
        public LogClass[] LoggingFilteredClasses { get; set; }

        /// <summary>
        /// Change Graphics API debug log level
        /// </summary>
        public GraphicsDebugLevel LoggingGraphicsDebugLevel { get; set; }

        /// <summary>
        /// Change System Language
        /// </summary>
        public Language SystemLanguage { get; set; }

        /// <summary>
        /// Change System Region
        /// </summary>
        public Region SystemRegion { get; set; }

        /// <summary>
        /// Change System TimeZone
        /// </summary>
        public string SystemTimeZone { get; set; }

        /// <summary>
        /// Change System Time Offset in seconds
        /// </summary>
        public long SystemTimeOffset { get; set; }

        /// <summary>
        /// Instead of setting the time via configuration, use the values provided by the system.
        /// </summary>
        public bool MatchSystemTime { get; set; }

        /// <summary>
        /// Enable or disable use global input config  (Independent from controllers binding)
        /// </summary>
        public bool UseInputGlobalConfig { get; set; }

        /// <summary>
        /// Enables or disables Docked Mode
        /// </summary>
        public bool DockedMode { get; set; }

        /// <summary>
        /// Enables or disables Discord Rich Presence
        /// </summary>
        public bool EnableDiscordIntegration { get; set; }

        /// <summary>
        /// DEPRECATED: Checks for updates when Ryujinx starts when enabled
        /// </summary>
        public bool CheckUpdatesOnStart { get; set; }

        /// <summary>
        /// Checks for updates when Ryujinx starts when enabled, either prompting when an update is found or just showing a notification.
        /// </summary>
        public UpdaterType UpdateCheckerType { get; set; }

        /// <summary>
        /// How the emulator should behave when you click off/on the window.
        /// </summary>
        public FocusLostType FocusLostActionType { get; set; }

        /// <summary>
        /// Show "Confirm Exit" Dialog
        /// </summary>
        public bool ShowConfirmExit { get; set; }

        /// <summary>
        /// Ignore Controller Applet dialog
        /// </summary>
        public bool IgnoreApplet { get; set; }

        /// <summary>
        /// Skip user profiles manager dialog during gameplay(the used profile in the configuration will be selected)
        /// </summary>
        public bool SkipUserProfiles { get; set; }

        /// <summary>
        /// Enables or disables save window size, position and state on close.
        /// </summary>
        public bool RememberWindowState { get; set; }

        /// <summary>
        /// Enables or disables the redesigned title bar
        /// </summary>
        public bool ShowTitleBar { get; set; }

        /// <summary>
        /// Enables hardware-accelerated rendering for Avalonia
        /// </summary>
        public bool EnableHardwareAcceleration { get; set; }

        /// <summary>
        /// Whether to hide cursor on idle, always or never
        /// </summary>
        public HideCursorMode HideCursor { get; set; }

        /// <summary>
        /// Enables or disables Vertical Sync
        /// </summary>
        /// <remarks>Kept for file format compatibility (to avoid possible failure when parsing configuration on old versions)</remarks>
        /// TODO: Remove this when those older versions aren't in use anymore.
        public bool EnableVsync { get; set; }

        /// <summary>
        /// Current VSync mode; 60 (Switch), unbounded ("Vsync off"), or custom
        /// </summary>
        public VSyncMode VSyncMode { get; set; }

        /// <summary>
        /// Enables or disables the custom present interval
        /// </summary>
        public bool EnableCustomVSyncInterval { get; set; }

        /// <summary>
        /// The custom present interval value
        /// </summary>
        public int CustomVSyncInterval { get; set; }

        /// <summary>
        /// Enables or disables Shader cache
        /// </summary>
        public bool EnableShaderCache { get; set; }

        /// <summary>
        /// Enables or disables texture recompression
        /// </summary>
        public bool EnableTextureRecompression { get; set; }

        /// <summary>
        /// Enables or disables Macro high-level emulation
        /// </summary>
        public bool EnableMacroHLE { get; set; }

        /// <summary>
        /// Enables or disables color space passthrough, if available.
        /// </summary>
        public bool EnableColorSpacePassthrough { get; set; }

        /// <summary>
        /// Enables or disables profiled translation cache persistency
        /// </summary>
        public bool EnablePtc { get; set; }

        /// <summary>
        /// Enables or disables low-power profiled translation cache persistency loading
        /// </summary>
        public bool EnableLowPowerPtc { get; set; }

        /// <summary>
        /// Clock tick scalar, in percent points (100 = 1.0).
        /// </summary>
        public long TickScalar { get; set; }

        /// <summary>
        /// Enables or disables guest Internet access
        /// </summary>
        public bool EnableInternetAccess { get; set; }

        /// <summary>
        /// Enables integrity checks on Game content files
        /// </summary>
        public bool EnableFsIntegrityChecks { get; set; }

        /// <summary>
        /// Enables FS access log output to the console. Possible modes are 0-3
        /// </summary>
        public int FsGlobalAccessLogMode { get; set; }

        /// <summary>
        /// The selected audio backend
        /// </summary>
        public AudioBackend AudioBackend { get; set; }

        /// <summary>
        /// The audio volume
        /// </summary>
        public float AudioVolume { get; set; }

        /// <summary>
        /// The selected memory manager mode
        /// </summary>
        public MemoryManagerMode MemoryManagerMode { get; set; }

        /// <summary>
        /// Expands the RAM amount on the emulated system
        /// </summary>
        public MemoryConfiguration DramSize { get; set; }

        /// <summary>
        /// Enable or disable ignoring missing services
        /// </summary>
        public bool IgnoreMissingServices { get; set; }

        /// <summary>
        /// Used to toggle columns in the GUI
        /// </summary>
        public GuiColumns GuiColumns { get; set; }

        /// <summary>
        /// Used to configure column sort settings in the GUI
        /// </summary>
        public ColumnSort ColumnSort { get; set; }

        /// <summary>
        /// A list of directories containing games to be used to load games into the games list
        /// </summary>
        public List<string> GameDirs { get; set; }

        /// <summary>
        /// A list of directories containing DLC/updates the user wants to autoload during library refreshes
        /// </summary>
        public List<string> AutoloadDirs { get; set; }

        /// <summary>
        /// A list of file types to be hidden in the games List
        /// </summary>
        public ShownFileTypes ShownFileTypes { get; set; }

        /// <summary>
        /// Main window start-up position, size and state
        /// </summary>
        public WindowStartup WindowStartup { get; set; }

        /// <summary>
        /// Language Code for the UI
        /// </summary>
        public string LanguageCode { get; set; }

        /// <summary>
        /// Chooses the base style // Not Used
        /// </summary>
        public string BaseStyle { get; set; }

        /// <summary>
        /// Chooses the view mode of the game list // Not Used
        /// </summary>
        public int GameListViewMode { get; set; }

        /// <summary>
        /// Show application name in Grid Mode // Not Used
        /// </summary>
        public bool ShowNames { get; set; }

        /// <summary>
        /// Sets App Icon Size // Not Used
        /// </summary>
        public int GridSize { get; set; }

        /// <summary>
        /// Sorts Apps in the game list // Not Used
        /// </summary>
        public int ApplicationSort { get; set; }

        /// <summary>
        /// Sets if Grid is ordered in Ascending Order // Not Used
        /// </summary>
        public bool IsAscendingOrder { get; set; }

        /// <summary>
        /// Start games in fullscreen mode
        /// </summary>
        public bool StartFullscreen { get; set; }

        /// <summary>
        /// Start games with UI hidden
        /// </summary>
        public bool StartNoUI { get; set; }

        /// <summary>
        /// Show console window
        /// </summary>
        public bool ShowConsole { get; set; }

        /// <summary>
        /// Enable or disable keyboard support (Independent from controllers binding)
        /// </summary>
        public bool EnableKeyboard { get; set; }

        /// <summary>
        /// Enable or disable mouse support (Independent from controllers binding)
        /// </summary>
        public bool EnableMouse { get; set; }

        /// <summary>
        /// Enable/disable the ability to control Ryujinx when it's not the currently focused window.
        /// </summary>
        public bool DisableInputWhenOutOfFocus { get; set; }

        /// <summary>
        /// Hotkey Keyboard Bindings
        /// </summary>
        public KeyboardHotkeys Hotkeys { get; set; }

        /// <summary>
        /// Input configurations
        /// </summary>
        public List<InputConfig> InputConfig { get; set; }

        /// <summary>
        /// The speed of spectrum cycling for the Rainbow LED feature.
        /// </summary>
        public float RainbowSpeed { get; set; }

        /// <summary>
        /// Graphics backend
        /// </summary>
        public GraphicsBackend GraphicsBackend { get; set; }

        /// <summary>
        /// Preferred GPU
        /// </summary>
        public string PreferredGpu { get; set; }

        /// <summary>
        /// Multiplayer Mode
        /// </summary>
        public MultiplayerMode MultiplayerMode { get; set; }

        /// <summary>
        /// GUID for the network interface used by LAN (or 0 for default)
        /// </summary>
        public string MultiplayerLanInterfaceId { get; set; }

        /// <summary>
        /// Disable P2p Toggle
        /// </summary>
        public bool MultiplayerDisableP2p { get; set; }

        /// <summary>
        /// Local network passphrase, for private networks.
        /// </summary>
        public string MultiplayerLdnPassphrase { get; set; }

        /// <summary>
        /// Custom LDN Server
        /// </summary>
        public string LdnServer { get; set; }

        /// <summary>
        /// Uses Hypervisor over JIT if available
        /// </summary>
        public bool UseHypervisor { get; set; }

        /// <summary>
        /// Enables or disables the GDB stub
        /// </summary>
        public bool EnableGdbStub { get; set; }

        /// <summary>
        /// Which TCP port should the GDB stub listen on
        /// </summary>
        public ushort GdbStubPort { get; set; }

        /// <summary>
        /// Suspend execution when starting an application
        /// </summary>
        public bool DebuggerSuspendOnStart { get; set; }

        /// <summary>
        ///     Show toggles for dirty hacks in the UI.
        /// </summary>
        public bool ShowDirtyHacks { get; set; }

        /// <summary>
        ///     The packed values of the enabled dirty hacks.
        /// </summary>
        public ulong[] DirtyHacks { get; set; }

        /// <summary>
        /// Loads a configuration file from disk
        /// </summary>
        /// <param name="path">The path to the JSON configuration file</param>
        /// <param name="configurationFileFormat">Parsed configuration file</param>
        public static bool TryLoad(string path, out ConfigurationFileFormat configurationFileFormat)
        {
            try
            {
                configurationFileFormat = JsonHelper.DeserializeFromFile(path, ConfigurationFileFormatSettings.SerializerContext.ConfigurationFileFormat);

                return configurationFileFormat.Version != 0;
            }
            catch
            {
                configurationFileFormat = null;

                return false;
            }
        }

        /// <summary>
        /// Renames the configuration file when it is deemed invalid
        /// </summary>
        /// <param name="path">The path to the invalid JSON configuration file</param>
        /// <returns>The path of the renamed invalid JSON configuration file, or null if the rename failed</returns>
        public static string RenameInvalidConfigFile(string path)
        {
            if (string.IsNullOrWhiteSpace(path) || !File.Exists(path))
            {
                return null;
            }

            try
            {
                string directory = Path.GetDirectoryName(path) ?? string.Empty;
                string originalFileName = Path.GetFileName(path);
                if (string.IsNullOrWhiteSpace(originalFileName))
                {
                    return null;
                }
                string renamedFileName = $"{originalFileName}.{DateTime.Now:yyyy-MM-dd_HH-mm-ss}.invalid";
                string renamedPath = string.IsNullOrEmpty(directory) ? renamedFileName : Path.Combine(directory, renamedFileName);

                File.Move(path, renamedPath, overwrite: false);

                Logger.Warning?.PrintMsg(LogClass.Application, $"Invalid configuration renamed to: {renamedPath}");

                return renamedPath;
            }
            catch (Exception ex)
            {
                Logger.Error?.PrintMsg(LogClass.Application, $"Failed to rename invalid configuration file \"{path}\": {ex}");

                return null;
            }
        }

        /// <summary>
        /// Save a configuration file to disk
        /// </summary>
        /// <param name="path">The path to the JSON configuration file</param>
        public void SaveConfig(string path)
        {
            JsonHelper.SerializeToFile(path, this, ConfigurationFileFormatSettings.SerializerContext.ConfigurationFileFormat);
        }
    }
}
