#pragma once

#include <atomic>
#include <string>
#include <vector>
#include <optional>
#include <cstdint>

#include <windows.h>
#include <d3d9.h>
#if !SPICE_XP
#include <dwmapi.h>
#endif

#include "external/toojpeg/toojpeg.h"

// order must match spice2x_AutoOrientation UI enum order
enum graphics_orientation {
    ORIENTATION_CW = 0,
    ORIENTATION_CCW = 1,
    ORIENTATION_NORMAL = 2,
    ORIENTATION_FLIPPED = 3
};

enum graphics_dx9on12_state {
    DX9ON12_AUTO,
    DX9ON12_FORCE_OFF,
    DX9ON12_FORCE_ON,
};

// SDVX Live2D suppression policy. the mode comes from the launcher
// option; the in-gameplay flag is maintained by the SDVX scene-detection hook in
// games/sdvx (which does not require the SDVX game module to be enabled). the
// d3d9 backend reads graphics_sdvx_live2d_should_skip() on every draw.
// only the Live2D-capable SDVX versions are 64-bit, so the whole feature is
// compiled out of 32-bit builds.
#ifdef SPICE64
enum class SdvxLive2dMode {
    Off,    // leave Live2D untouched (default)
    Always, // always skip Live2D draws (also removes the menu navigator)
    InGame, // skip Live2D draws only during a song
};
extern SdvxLive2dMode GRAPHICS_SDVX_LIVE2D_MODE;
extern std::atomic<bool> GRAPHICS_SDVX_LIVE2D_IN_GAMEPLAY;

inline bool graphics_sdvx_live2d_should_skip() {
    switch (GRAPHICS_SDVX_LIVE2D_MODE) {
        case SdvxLive2dMode::Always:
            return true;
        case SdvxLive2dMode::InGame:
            return GRAPHICS_SDVX_LIVE2D_IN_GAMEPLAY.load(std::memory_order_relaxed);
        default:
            return false;
    }
}
#endif // SPICE64

// flag settings
extern bool GRAPHICS_CAPTURE_CURSOR;
extern bool GRAPHICS_LOG_HRESULT;
extern bool GRAPHICS_SDVX_FORCE_720;
extern bool GRAPHICS_SHOW_CURSOR;
extern bool GRAPHICS_WINDOWED;
extern std::vector<HWND> GRAPHICS_WINDOWS;
extern UINT GRAPHICS_FORCE_REFRESH;
extern std::optional<uint32_t> GRAPHICS_FORCE_REFRESH_SUB;
extern std::optional<int> GRAPHICS_FORCE_VSYNC_BUFFER;
extern bool GRAPHICS_FORCE_SINGLE_ADAPTER;
extern bool GRAPHICS_PREVENT_SECONDARY_WINDOWS;
extern bool GRAPHICS_GITADORA_HIDE_SIDE_WINDOWS;
extern std::optional<std::pair<uint32_t, uint32_t>> GRAPHICS_FS_CUSTOM_RESOLUTION;
extern std::optional<std::pair<uint32_t, uint32_t>> GRAPHICS_FS_CUSTOM_RESOLUTION_SUB;
extern bool GRAPHICS_FS_ORIENTATION_SWAP;
extern uint32_t GRAPHICS_FS_ORIGINAL_WIDTH;
extern uint32_t GRAPHICS_FS_ORIGINAL_HEIGHT;

extern graphics_dx9on12_state GRAPHICS_9_ON_12_STATE;
extern bool GRAPHICS_9_ON_12_REQUESTED_BY_GAME;

extern std::optional<int> GRAPHICS_WINDOW_STYLE;
extern std::optional<std::pair<uint32_t, uint32_t>> GRAPHICS_WINDOW_SIZE;
extern std::optional<std::string> GRAPHICS_WINDOW_POS;
extern bool GRAPHICS_WINDOW_ALWAYS_ON_TOP;
extern bool GRAPHICS_WINDOW_BACKBUFFER_SCALE;
extern bool GRAPHICS_WINDOW_DISABLE_ROUNDED_CORNERS;
extern std::optional<HWND> GRAPHICS_HOOKED_WINDOW;
extern std::string GRAPHICS_GITADORA_MAIN_MONITOR;
extern std::string GRAPHICS_GITADORA_LEFT_MONITOR;
extern std::string GRAPHICS_GITADORA_RIGHT_MONITOR;
extern std::string GRAPHICS_GITADORA_SMALL_MONITOR;
extern std::optional<std::string> GRAPHICS_GITADORA_SMALL_SIZE;
extern std::optional<std::string> GRAPHICS_GITADORA_SMALL_POS;

extern bool GRAPHICS_IIDX_WSUB;
extern std::optional<std::string> GRAPHICS_WSUB_SIZE;
extern std::optional<std::string> GRAPHICS_WSUB_POS;
extern int GRAPHICS_WSUB_WIDTH;
extern int GRAPHICS_WSUB_HEIGHT;
extern int GRAPHICS_WSUB_X;
extern int GRAPHICS_WSUB_Y;
extern bool GRAPHICS_WSUB_BORDERLESS;
extern bool GRAPHICS_WSUB_ALWAYS_ON_TOP;
extern HWND TDJ_SUBSCREEN_WINDOW;
extern HWND SDVX_SUBSCREEN_WINDOW;
extern HWND POPN_SUBSCREEN_WINDOW;
extern HWND GFDM_SUBSCREEN_WINDOW;

extern bool SUBSCREEN_FORCE_REDRAW;
extern bool FAKE_SUBSCREEN_ADAPTER;

// settings
extern std::string GRAPHICS_DEVICEID;
extern std::string GRAPHICS_SCREENSHOT_DIR;

// Direct3D 9 settings
extern std::optional<UINT> D3D9_ADAPTER;
extern DWORD D3D9_BEHAVIOR_DISABLE;
extern bool D3D9_DEVICE_HOOK_DISABLE;

void graphics_init();
void graphics_hook_window(HWND hWnd, D3DPRESENT_PARAMETERS *pPresentationParameters);
void graphics_add_wnd_proc(WNDPROC wndProc);
void graphics_remove_wnd_proc(WNDPROC wndProc);
void graphics_hook_subscreen_window(HWND hWnd);
void graphics_screens_register(int screen);
void graphics_screens_unregister(int screen);
void graphics_screens_get(std::vector<int> &screens);
void graphics_screenshot_trigger();
bool graphics_screenshot_consume();
void graphics_capture_trigger(int screen);
bool graphics_capture_consume(int *screen);
void graphics_capture_enqueue(int screen, uint8_t *data, size_t width, size_t height);
void graphics_capture_skip(int screen);
bool graphics_capture_receive_jpeg(int screen, TooJpeg::WRITE_ONE_BYTE receiver,
        bool rgb = true, int quality = 80, bool downsample = true, int divide = 0,
        uint64_t *timestamp = nullptr,
        int *width = nullptr, int *height = nullptr);
std::string graphics_screenshot_genpath();

// graphics_windowed.cpp
void graphics_windowed_wndproc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
void graphics_capture_initial_window(HWND hWnd);
void graphics_update_window_style(HWND hWnd, bool force_update=false);
void graphics_update_z_order(HWND hWnd, bool always_on_top);
void graphics_set_corner_preference(HWND hWnd, bool disable);
void graphics_move_resize_window(HWND hWnd);
bool graphics_window_options_breaks_game();
bool graphics_window_decoration_change_crashes_game();
bool graphics_window_resize_breaks_game();
bool graphics_window_move_and_resize_breaks_game();
void graphics_load_windowed_subscreen_parameters();
void graphics_window_check_bounds_before_creation(int &x, int &y, const int width, const int height);
bool graphics_gitadora_is_borderless_windowed();
void graphics_gitadora_apply_window_style(DWORD &style, DWORD &style_ex);
bool graphics_gitadora_apply_window_monitor(
        const std::string &window_name,
        int &x,
        int &y,
        int &width,
        int &height,
        bool log_change);
bool graphics_gitadora_has_window_override(const std::string &window_name);

void change_primary_monitor(const std::string &monitor_name);
void update_monitor_on_boot(
    std::optional<graphics_orientation> target_orientation,
    UINT target_refresh_rate,
    std::optional<std::pair<uint32_t, uint32_t>> target_resolution);

void update_monitor_at_runtime();
void reset_monitor_on_exit();
