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#include "engine/renderer.hpp"
#include "engine/camera.hpp"
#include "stb_image.h"
#include "imgui.h"
#include "imgui_impl_sdl3.h"
#include "imgui_impl_sdlrenderer3.h"

#include <cstdio>
#include <cstdlib>
#include <cmath>
#include <vector>
#include <algorithm>
#include <string>
#include <filesystem>

namespace {

// Root of a bring-your-own Forts install, used to resolve "forts:REL" texture
// paths. Tries known developer install locations first, then the FORTS_DATA
// override, and returns the first that exists on disk. Resolved once, cached.
const std::string& forts_data_root() {
    static const std::string root = [] {
        std::vector<std::string> candidates = {
            "/opt/steam/steamapps/common/Forts/data",              // Emil
            "/mnt/games/SteamLibrary/steamapps/common/Forts/data", // Vaino
        };
        if (const char* env = std::getenv("FORTS_DATA")) {
            candidates.emplace_back(env);
        }
        for (const auto& c : candidates) {
            std::error_code ec;
            if (std::filesystem::is_directory(c, ec)) return c;
        }
        // None present; return the override if set, else the first guess, so the
        // failed-load message at least points somewhere meaningful.
        return candidates.back();
    }();
    return root;
}

}  // namespace

bool Renderer::init(SDL_Window* window, int width, int height) {
    width_  = width;
    height_ = height;

    sdl_renderer_ = SDL_CreateRenderer(window, NULL);
    if (!sdl_renderer_) {
        fprintf(stderr, "SDL_CreateRenderer failed: %s\n", SDL_GetError());
        return false;
    }

    SDL_SetRenderDrawColor(sdl_renderer_, 0x1a, 0x1a, 0x2e, 0xff);

    const char* name = SDL_GetRendererName(sdl_renderer_);
    printf("Renderer: %s %dx%d\n", name ? name : "unknown", width, height);

    // Dear ImGui (dev UI).
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGui::StyleColorsDark();
    if (ImGui_ImplSDL3_InitForSDLRenderer(window, sdl_renderer_) &&
        ImGui_ImplSDLRenderer3_Init(sdl_renderer_)) {
        imgui_ready_ = true;
    }
    return true;
}

void Renderer::shutdown() {
    if (imgui_ready_) {
        ImGui_ImplSDLRenderer3_Shutdown();
        ImGui_ImplSDL3_Shutdown();
        ImGui::DestroyContext();
        imgui_ready_ = false;
    }
    if (sdl_renderer_) { SDL_DestroyRenderer(sdl_renderer_); sdl_renderer_ = nullptr; }
}

void Renderer::begin_frame(Camera& camera) {
    current_cam_ = &camera;
    SDL_SetRenderDrawColor(sdl_renderer_, 0x1a, 0x1a, 0x2e, 0xff);
    SDL_RenderClear(sdl_renderer_);
    if (imgui_ready_) {
        ImGui_ImplSDLRenderer3_NewFrame();
        ImGui_ImplSDL3_NewFrame();
        ImGui::NewFrame();
    }
}

void Renderer::end_frame() {
    if (imgui_ready_) {
        ImGui::Render();
        ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), sdl_renderer_);
    }
    SDL_RenderPresent(sdl_renderer_);
    current_cam_ = nullptr;
}

void Renderer::resize(int width, int height) {
    width_  = width;
    height_ = height;
}

void Renderer::draw_box(float cx, float cy,
                         float half_w, float half_h,
                         float angle,
                         float r, float g, float b, float a) {
    if (!current_cam_) return;

    // Convert world coords to screen pixels
    const auto& cam = *current_cam_;
    float zoom = cam.zoom();
    float vp_w = static_cast<float>(cam.viewport_width());
    float vp_h = static_cast<float>(cam.viewport_height());

    // Screen position of world origin
    float ox = vp_w * 0.5f - cam.position().x * zoom;
    float oy = vp_h * 0.5f + cam.position().y * zoom;

    // Box center in screen space
    float sx = ox + cx * zoom;
    float sy = oy - cy * zoom;  // y flips

    // Box half-size in screen pixels
    float shw = half_w * zoom;
    float shh = half_h * zoom;

    SDL_SetRenderDrawColor(sdl_renderer_,
        static_cast<uint8_t>(r * 255),
        static_cast<uint8_t>(g * 255),
        static_cast<uint8_t>(b * 255),
        static_cast<uint8_t>(a * 255));

    if (angle == 0.0f) {
        // Fast path: axis-aligned rect
        SDL_FRect rect = {
            sx - shw, sy - shh,
            shw * 2.0f, shh * 2.0f
        };
        SDL_RenderFillRect(sdl_renderer_, &rect);
    } else {
        // Rotated: use SDL_RenderGeometry with 4 vertices
        float ca = std::cos(angle);
        float sa = std::sin(angle);

        SDL_Vertex verts[4];
        float corners[4][2] = {
            {-half_w, -half_h}, { half_w, -half_h},
            { half_w,  half_h}, {-half_w,  half_h}
        };
        for (int i = 0; i < 4; i++) {
            float rx = corners[i][0] * ca - corners[i][1] * sa;
            float ry = corners[i][0] * sa + corners[i][1] * ca;
            verts[i].position.x = ox + (cx + rx) * zoom;
            verts[i].position.y = oy - (cy + ry) * zoom;
            // SDL_Vertex.color is SDL_FColor (0..1 floats), NOT 0..255.
            verts[i].color = {r, g, b, a};
        }
        int indices[6] = {0, 1, 2, 0, 2, 3};
        SDL_RenderGeometry(sdl_renderer_, NULL, verts, 4, indices, 6);
    }
}

SDL_Texture* Renderer::load_texture(const std::string& path) {
    auto it = tex_cache_.find(path);
    if (it != tex_cache_.end()) return it->second;

    // "forts:REL" resolves to the user's own Forts install (bring-your-own game
    // files, like a Doom source port + WAD). Nothing is copied into the repo.
    std::string file = path;
    if (path.rfind("forts:", 0) == 0) {
        file = forts_data_root() + "/" + path.substr(6);
    }

    int w = 0, h = 0, n = 0;
    unsigned char* px = stbi_load(file.c_str(), &w, &h, &n, 4);
    SDL_Texture* tex = nullptr;
    if (px) {
        tex = SDL_CreateTexture(sdl_renderer_, SDL_PIXELFORMAT_RGBA32,
                                SDL_TEXTUREACCESS_STATIC, w, h);
        if (tex) {
            SDL_UpdateTexture(tex, nullptr, px, w * 4);
            SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND);
            SDL_SetTextureScaleMode(tex, SDL_SCALEMODE_LINEAR);
        }
        stbi_image_free(px);
        printf("Texture: loaded %s (%dx%d)\n", path.c_str(), w, h);
    } else {
        fprintf(stderr, "Texture: FAILED to load %s\n", path.c_str());
    }
    tex_cache_[path] = tex;   // cache even nullptr so we don't retry every frame
    return tex;
}

SDL_Texture* Renderer::load_texture_or(const std::string& primary,
                                       const std::string& fallback) {
    if (!primary.empty()) {
        if (SDL_Texture* t = load_texture(primary)) return t;
    }
    return fallback.empty() ? nullptr : load_texture(fallback);
}

void Renderer::draw_sprite(float cx, float cy, float half_w, float half_h,
                            float angle, SDL_Texture* tex,
                            float r, float g, float b, float a) {
    if (!current_cam_ || !tex) return;
    const auto& cam = *current_cam_;
    float zoom = cam.zoom();
    float ox = cam.viewport_width()  * 0.5f - cam.position().x * zoom;
    float oy = cam.viewport_height() * 0.5f + cam.position().y * zoom;
    float ca = std::cos(angle), sa = std::sin(angle);

    const float corners[4][2] = {
        {-half_w, -half_h}, { half_w, -half_h}, { half_w, half_h}, {-half_w, half_h}
    };
    const float uv[4][2] = { {0,1}, {1,1}, {1,0}, {0,0} };  // flip V (screen y is down)
    SDL_FColor col = {r, g, b, a};
    SDL_Vertex v[4];
    for (int i = 0; i < 4; i++) {
        float rx = corners[i][0]*ca - corners[i][1]*sa;
        float ry = corners[i][0]*sa + corners[i][1]*ca;
        v[i].position = { ox + (cx + rx) * zoom, oy - (cy + ry) * zoom };
        v[i].color = col;
        v[i].tex_coord = { uv[i][0], uv[i][1] };
    }
    int idx[6] = {0, 1, 2, 0, 2, 3};
    SDL_RenderGeometry(sdl_renderer_, tex, v, 4, idx, 6);
}

void Renderer::draw_arc(float cx, float cy, float radius_world,
                         float a0, float a1, float r, float g, float b, float a) {
    if (!current_cam_) return;
    const auto& cam = *current_cam_;
    float zoom = cam.zoom();
    float ox = cam.viewport_width()  * 0.5f - cam.position().x * zoom;
    float oy = cam.viewport_height() * 0.5f + cam.position().y * zoom;
    float scx = ox + cx * zoom, scy = oy - cy * zoom;   // centre (screen)

    const float PI = 3.14159265358979323846f;
    int n = std::max(1, (int)(std::fabs(a1 - a0) / (2.0f * PI) * 64.0f) + 1);
    SDL_FColor col = {r, g, b, a};
    fan_scratch_.clear();
    for (int i = 0; i < n; i++) {
        float t0 = a0 + (a1 - a0) * (float)i / n;
        float t1 = a0 + (a1 - a0) * (float)(i + 1) / n;
        // world direction (y up) -> screen (y down)
        SDL_Vertex c { {scx, scy}, col, {0, 0} };
        SDL_Vertex p0{ {scx + std::cos(t0) * radius_world * zoom,
                        scy - std::sin(t0) * radius_world * zoom}, col, {0, 0} };
        SDL_Vertex p1{ {scx + std::cos(t1) * radius_world * zoom,
                        scy - std::sin(t1) * radius_world * zoom}, col, {0, 0} };
        fan_scratch_.push_back(c); fan_scratch_.push_back(p0); fan_scratch_.push_back(p1);
    }
    SDL_RenderGeometry(sdl_renderer_, nullptr, fan_scratch_.data(),
                       (int)fan_scratch_.size(), nullptr, 0);
}

void Renderer::draw_radial_timer(float cx, float cy, float radius_world,
                                  float frac,
                                  float r, float g, float b, float a) {
    if (!current_cam_) return;
    if (frac < 0.0f) frac = 0.0f;
    if (frac > 1.0f) frac = 1.0f;

    const auto& cam = *current_cam_;
    float zoom = cam.zoom();
    float vp_w = static_cast<float>(cam.viewport_width());
    float vp_h = static_cast<float>(cam.viewport_height());
    float ox = vp_w * 0.5f - cam.position().x * zoom;
    float oy = vp_h * 0.5f + cam.position().y * zoom;
    float sx = ox + cx * zoom;
    float sy = oy - cy * zoom;
    float rad = radius_world * zoom;

    const int   SEG = 32;
    const float PI  = 3.14159265358979323846f;

    auto fan = [&](float start, float