// Copyright 2017 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later

#include "DolphinQt/Config/Graphics/GeneralWidget.h"

#include <QCheckBox>
#include <QComboBox>
#include <QGridLayout>
#include <QGroupBox>
#include <QHBoxLayout>
#include <QLabel>
#include <QRadioButton>
#include <QSignalBlocker>
#include <QVBoxLayout>

#include "Core/Config/GraphicsSettings.h"
#include "Core/Config/MainSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"

#include "DolphinQt/Config/Graphics/GraphicsBool.h"
#include "DolphinQt/Config/Graphics/GraphicsChoice.h"
#include "DolphinQt/Config/Graphics/GraphicsRadio.h"
#include "DolphinQt/Config/Graphics/GraphicsWindow.h"
#include "DolphinQt/Config/ToolTipControls/ToolTipComboBox.h"
#include "DolphinQt/QtUtils/ModalMessageBox.h"
#include "DolphinQt/Settings.h"

#include "UICommon/VideoUtils.h"

#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"

GeneralWidget::GeneralWidget(X11Utils::XRRConfiguration* xrr_config, GraphicsWindow* parent)
    : m_xrr_config(xrr_config)
{
  CreateWidgets();
  LoadSettings();
  ConnectWidgets();
  AddDescriptions();
  emit BackendChanged(QString::fromStdString(Config::Get(Config::MAIN_GFX_BACKEND)));

  connect(parent, &GraphicsWindow::BackendChanged, this, &GeneralWidget::OnBackendChanged);
  connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [this](Core::State state) {
    OnEmulationStateChanged(state != Core::State::Uninitialized);
  });
  OnEmulationStateChanged(Core::GetState() != Core::State::Uninitialized);
}

void GeneralWidget::CreateWidgets()
{
  auto* main_layout = new QVBoxLayout;

  // Basic Section
  auto* m_video_box = new QGroupBox(tr("Basic"));
  m_video_layout = new QGridLayout();

  m_backend_combo = new ToolTipComboBox();
  m_aspect_combo =
      new GraphicsChoice({tr("Auto"), tr("Force 16:9"), tr("Force 4:3"), tr("Stretch to Window")},
                         Config::GFX_ASPECT_RATIO);
  m_adapter_combo = new ToolTipComboBox;
  m_enable_vsync = new GraphicsBool(tr("V-Sync"), Config::GFX_VSYNC);
  m_enable_fullscreen = new GraphicsBool(tr("Start in Fullscreen"), Config::MAIN_FULLSCREEN);

  m_video_box->setLayout(m_video_layout);

  for (auto& backend : VideoBackendBase::GetAvailableBackends())
  {
    m_backend_combo->addItem(tr(backend->GetDisplayName().c_str()),
                             QVariant(QString::fromStdString(backend->GetName())));
  }

  m_video_layout->addWidget(new QLabel(tr("Backend:")), 0, 0);
  m_video_layout->addWidget(m_backend_combo, 0, 1);

  m_video_layout->addWidget(new QLabel(tr("Adapter:")), 1, 0);
  m_video_layout->addWidget(m_adapter_combo, 1, 1);

  m_video_layout->addWidget(new QLabel(tr("Aspect Ratio:")), 3, 0);
  m_video_layout->addWidget(m_aspect_combo, 3, 1);

  m_video_layout->addWidget(m_enable_vsync, 4, 0);
  m_video_layout->addWidget(m_enable_fullscreen, 4, 1);

  // Other
  auto* m_options_box = new QGroupBox(tr("Other"));
  auto* m_options_layout = new QGridLayout();

  m_show_ping = new GraphicsBool(tr("Show NetPlay Ping"), Config::GFX_SHOW_NETPLAY_PING);
  m_autoadjust_window_size =
      new GraphicsBool(tr("Auto-Adjust Window Size"), Config::MAIN_RENDER_WINDOW_AUTOSIZE);
  m_show_messages =
      new GraphicsBool(tr("Show NetPlay Messages"), Config::GFX_SHOW_NETPLAY_MESSAGES);
  m_render_main_window = new GraphicsBool(tr("Render to Main Window"), Config::MAIN_RENDER_TO_MAIN);

  m_options_box->setLayout(m_options_layout);

  m_options_layout->addWidget(m_render_main_window, 0, 0);
  m_options_layout->addWidget(m_autoadjust_window_size, 1, 0);

  m_options_layout->addWidget(m_show_messages, 0, 1);
  m_options_layout->addWidget(m_show_ping, 1, 1);

  // Other
  auto* shader_compilation_box = new QGroupBox(tr("Shader Compilation"));
  auto* shader_compilation_layout = new QGridLayout();

  const std::array<const char*, 4> modes = {{
      QT_TR_NOOP("Specialized (Default)"),
      QT_TR_NOOP("Exclusive Ubershaders"),
      QT_TR_NOOP("Hybrid Ubershaders"),
      QT_TR_NOOP("Skip Drawing"),
  }};
  for (size_t i = 0; i < modes.size(); i++)
  {
    m_shader_compilation_mode[i] = new GraphicsRadioInt(
        tr(modes[i]), Config::GFX_SHADER_COMPILATION_MODE, static_cast<int>(i));
    shader_compilation_layout->addWidget(m_shader_compilation_mode[i], static_cast<int>(i / 2),
                                         static_cast<int>(i % 2));
  }
  m_wait_for_shaders = new GraphicsBool(tr("Compile Shaders Before Starting"),
                                        Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING);
  shader_compilation_layout->addWidget(m_wait_for_shaders);
  shader_compilation_box->setLayout(shader_compilation_layout);

  main_layout->addWidget(m_video_box);
  main_layout->addWidget(m_options_box);
  main_layout->addWidget(shader_compilation_box);
  main_layout->addStretch();

  setLayout(main_layout);
}

void GeneralWidget::ConnectWidgets()
{
  // Video Backend
  connect(m_backend_combo, qOverload<int>(&QComboBox::currentIndexChanged), this,
          &GeneralWidget::SaveSettings);
  connect(m_adapter_combo, qOverload<int>(&QComboBox::currentIndexChanged), this, [&](int index) {
    g_Config.iAdapter = index;
    Config::SetBaseOrCurrent(Config::GFX_ADAPTER, index);
    emit BackendChanged(QString::fromStdString(Config::Get(Config::MAIN_GFX_BACKEND)));
  });
}

void GeneralWidget::LoadSettings()
{
  // Video Backend
  m_backend_combo->setCurrentIndex(m_backend_combo->findData(
      QVariant(QString::fromStdString(Config::Get(Config::MAIN_GFX_BACKEND)))));
}

void GeneralWidget::SaveSettings()
{
  // Video Backend
  const auto current_backend = m_backend_combo->currentData().toString().toStdString();
  if (Config::Get(Config::MAIN_GFX_BACKEND) != current_backend)
  {
    auto warningMessage = VideoBackendBase::GetAvailableBackends()[m_backend_combo->currentIndex()]
                              ->GetWarningMessage();
    if (warningMessage)
    {
      ModalMessageBox confirm_sw(this);

      confirm_sw.setIcon(QMessageBox::Warning);
      confirm_sw.setStandardButtons(QMessageBox::Yes | QMessageBox::No);
      confirm_sw.setWindowTitle(tr("Confirm backend change"));
      confirm_sw.setText(tr(warningMessage->c_str()));

      if (confirm_sw.exec() != QMessageBox::Yes)
      {
        m_backend_combo->setCurrentIndex(m_backend_combo->findData(
            QVariant(QString::fromStdString(Config::Get(Config::MAIN_GFX_BACKEND)))));
        return;
      }
    }
    emit BackendChanged(QString::fromStdString(current_backend));
  }
}

void GeneralWidget::OnEmulationStateChanged(bool running)
{
  m_backend_combo->setEnabled(!running);
  m_render_main_window->setEnabled(!running);
  m_enable_fullscreen->setEnabled(!running);

  const bool supports_adapters = !g_Config.backend_info.Adapters.empty();
  m_adapter_combo->setEnabled(!running && supports_adapters);
}

void GeneralWidget::AddDescriptions()
{
  // We need QObject::tr
  static const char TR_BACKEND_DESCRIPTION[] = QT_TR_NOOP(
      "Selects which graphics API to use internally.<br><br>The software renderer is extremely "
      "slow and only useful for debugging, so any of the other backends are "
      "recommended. Different games and different GPUs will behave differently on each "
      "backend, so for the best emulation experience it is recommended to try each and "
      "select the backend that is least problematic.<br><br><dolphin_emphasis>If unsure, "
      "select OpenGL.</dolphin_emphasis>");
  static const char TR_FULLSCREEN_DESCRIPTION[] =
      QT_TR_NOOP("Uses the entire screen for rendering.<br><br>If disabled, a "
                 "render window will be created instead.<br><br><dolphin_emphasis>If "
                 "unsure, leave this unchecked.</dolphin_emphasis>");
  static const char TR_AUTOSIZE_DESCRIPTION[] =
      QT_TR_NOOP("Automatically adjusts the window size to the internal resolution.<br><br>"
                 "<dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
  static const char TR_RENDER_TO_MAINWINDOW_DESCRIPTION[] =
      QT_TR_NOOP("Uses the main Dolphin window for rendering rather than "
                 "a separate render window.<br><br><dolphin_emphasis>If unsure, leave "
                 "this unchecked.</dolphin_emphasis>");
  static const char TR_ASPECT_RATIO_DESCRIPTION[] = QT_TR_NOOP(
      "Selects which aspect ratio to use when rendering.<br><br>Auto: Uses the native aspect "
      "ratio<br>Force 16:9: Mimics an analog TV with a widescreen aspect ratio.<br>Force 4:3: "
      "Mimics a standard 4:3 analog TV.<br>Stretch to Window: Stretches the picture to the "
      "window size.<br><br><dolphin_emphasis>If unsure, select Auto.</dolphin_emphasis>");
  static const char TR_VSYNC_DESCRIPTION[] = QT_TR_NOOP(
      "Waits for vertical blanks in order to prevent tearing.<br><br>Decreases performance "
      "if emulation speed is below 100%.<br><br><dolphin_emphasis>If unsure, leave "
      "this "
      "unchecked.</dolphin_emphasis>");
  static const char TR_SHOW_NETPLAY_PING_DESCRIPTION[] = QT_TR_NOOP(
      "Shows the player's maximum ping while playing on "
      "NetPlay.<br><br><dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
  static const char TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION[] =
      QT_TR_NOOP("Shows chat messages, buffer changes, and desync alerts "
                 "while playing NetPlay.<br><br><dolphin_emphasis>If unsure, leave "
                 "this unchecked.</dolphin_emphasis>");
  static const char TR_SHADER_COMPILE_SPECIALIZED_DESCRIPTION[] =
      QT_TR_NOOP("Ubershaders are never used. Stuttering will occur during shader "
                 "compilation, but GPU demands are low.<br><br>Recommended for low-end hardware. "
                 "<br><br><dolphin_emphasis>If unsure, select this mode.</dolphin_emphasis>");
  // The "very powerful GPU" mention below is by 2021 PC GPU standards
  static const char TR_SHADER_COMPILE_EXCLUSIVE_UBER_DESCRIPTION[] = QT_TR_NOOP(
      "Ubershaders will always be used. Provides a near stutter-free experience at the cost of "
      "very high GPU performance requirements.<br><br><dolphin_emphasis>Don't use this unless you "
      "encountered stuttering with Hybrid Ubershaders and have a very powerful "
      "GPU.</dolphin_emphasis>");
  static const char TR_SHADER_COMPILE_HYBRID_UBER_DESCRIPTION[] = QT_TR_NOOP(
      "Ubershaders will be used to prevent stuttering during shader compilation, but "
      "specialized shaders will be used when they will not cause stuttering.<br><br>In the "
      "best case it eliminates shader compilation stuttering while having minimal "
      "performance impact, but results depend on video driver behavior.");
  static const char TR_SHADER_COMPILE_SKIP_DRAWING_DESCRIPTION[] = QT_TR_NOOP(
      "Prevents shader compilation stuttering by not rendering waiting objects. Can work in "
      "scenarios where Ubershaders doesn't, at the cost of introducing visual glitches and broken "
      "effects.<br><br><dolphin_emphasis>Not recommended, only use if the other "
      "options give poor results.</dolphin_emphasis>");
  static const char TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION[] =
      QT_TR_NOOP("Waits for all shaders to finish compiling before starting a game. Enabling this "
                 "option may reduce stuttering or hitching for a short time after the game is "
                 "started, at the cost of a longer delay before the game starts. For systems with "
                 "two or fewer cores, it is recommended to enable this option, as a large shader "
                 "queue may reduce frame rates.<br><br><dolphin_emphasis>Otherwise, if "
                 "unsure, leave this unchecked.</dolphin_emphasis>");

  m_backend_combo->SetTitle(tr("Backend"));
  m_backend_combo->SetDescription(tr(TR_BACKEND_DESCRIPTION));

  m_adapter_combo->SetTitle(tr("Adapter"));

  m_aspect_combo->SetTitle(tr("Aspect Ratio"));
  m_aspect_combo->SetDescription(tr(TR_ASPECT_RATIO_DESCRIPTION));

  m_enable_vsync->SetDescription(tr(TR_VSYNC_DESCRIPTION));

  m_enable_fullscreen->SetDescription(tr(TR_FULLSCREEN_DESCRIPTION));

  m_show_ping->SetDescription(tr(TR_SHOW_NETPLAY_PING_DESCRIPTION));

  m_autoadjust_window_size->SetDescription(tr(TR_AUTOSIZE_DESCRIPTION));

  m_show_messages->SetDescription(tr(TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION));

  m_render_main_window->SetDescription(tr(TR_RENDER_TO_MAINWINDOW_DESCRIPTION));

  m_shader_compilation_mode[0]->SetDescription(tr(TR_SHADER_COMPILE_SPECIALIZED_DESCRIPTION));

  m_shader_compilation_mode[1]->SetDescription(tr(TR_SHADER_COMPILE_EXCLUSIVE_UBER_DESCRIPTION));

  m_shader_compilation_mode[2]->SetDescription(tr(TR_SHADER_COMPILE_HYBRID_UBER_DESCRIPTION));

  m_shader_compilation_mode[3]->SetDescription(tr(TR_SHADER_COMPILE_SKIP_DRAWING_DESCRIPTION));

  m_wait_for_shaders->SetDescription(tr(TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION));
}

void GeneralWidget::OnBackendChanged(const QString& backend_name)
{
  m_backend_combo->setCurrentIndex(m_backend_combo->findData(QVariant(backend_name)));

  const QSignalBlocker blocker(m_adapter_combo);

  m_adapter_combo->clear();

  const auto& adapters = g_Config.backend_info.Adapters;

  for (const auto& adapter : adapters)
    m_adapter_combo->addItem(QString::fromStdString(adapter));

  const bool supports_adapters = !adapters.empty();

  m_adapter_combo->setCurrentIndex(g_Config.iAdapter);
  m_adapter_combo->setEnabled(supports_adapters && !Core::IsRunning());

  static constexpr char TR_ADAPTER_AVAILABLE_DESCRIPTION[] =
      QT_TR_NOOP("Selects a hardware adapter to use.<br><br>"
                 "<dolphin_emphasis>If unsure, select the first one.</dolphin_emphasis>");
  static constexpr char TR_ADAPTER_UNAVAILABLE_DESCRIPTION[] =
      QT_TR_NOOP("Selects a hardware adapter to use.<br><br>"
                 "<dolphin_emphasis>%1 doesn't support this feature.</dolphin_emphasis>");

  m_adapter_combo->SetDescription(supports_adapters ?
                                      tr(TR_ADAPTER_AVAILABLE_DESCRIPTION) :
                                      tr(TR_ADAPTER_UNAVAILABLE_DESCRIPTION)
                                          .arg(tr(g_video_backend->GetDisplayName().c_str())));
}
