// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays;
using osu.Game.Overlays.Mods;
using osu.Game.Overlays.Toolbar;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Screens.Menu;
using osu.Game.Screens.OnlinePlay.Lounge;
using osu.Game.Screens.Play;
using osu.Game.Screens.Ranking;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Options;
using osu.Game.Tests.Beatmaps.IO;
using osuTK;
using osuTK.Input;

namespace osu.Game.Tests.Visual.Navigation
{
    public class TestSceneScreenNavigation : OsuGameTestScene
    {
        private const float click_padding = 25;

        private Vector2 backButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, Game.LayoutRectangle.Bottom - click_padding));

        private Vector2 optionsButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, click_padding));

        [Test]
        public void TestExitSongSelectWithEscape()
        {
            TestPlaySongSelect songSelect = null;

            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
            AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
            pushEscape();
            AddAssert("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
            exitViaEscapeAndConfirm();
        }

        /// <summary>
        /// This tests that the F1 key will open the mod select overlay, and not be handled / blocked by the music controller (which has the same default binding
        /// but should be handled *after* song select).
        /// </summary>
        [Test]
        public void TestOpenModSelectOverlayUsingAction()
        {
            TestPlaySongSelect songSelect = null;

            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddStep("Show mods overlay", () => InputManager.Key(Key.F1));
            AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
        }

        [Test]
        public void TestRetryCountIncrements()
        {
            Player player = null;

            PushAndConfirm(() => new TestPlaySongSelect());

            AddStep("import beatmap", () => ImportBeatmapTest.LoadQuickOszIntoOsu(Game).Wait());

            AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);

            AddStep("press enter", () => InputManager.Key(Key.Enter));

            AddUntilStep("wait for player", () =>
            {
                // dismiss any notifications that may appear (ie. muted notification).
                clickMouseInCentre();
                return (player = Game.ScreenStack.CurrentScreen as Player) != null;
            });

            AddAssert("retry count is 0", () => player.RestartCount == 0);

            AddStep("attempt to retry", () => player.ChildrenOfType<HotkeyRetryOverlay>().First().Action());
            AddUntilStep("wait for old player gone", () => Game.ScreenStack.CurrentScreen != player);

            AddUntilStep("get new player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
            AddAssert("retry count is 1", () => player.RestartCount == 1);
        }

        [Test]
        public void TestRetryFromResults()
        {
            Player player = null;
            ResultsScreen results = null;

            WorkingBeatmap beatmap() => Game.Beatmap.Value;

            PushAndConfirm(() => new TestPlaySongSelect());

            AddStep("import beatmap", () => ImportBeatmapTest.LoadQuickOszIntoOsu(Game).Wait());

            AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);

            AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail(), new OsuModDoubleTime { SpeedChange = { Value = 2 } } });

            AddStep("press enter", () => InputManager.Key(Key.Enter));

            AddUntilStep("wait for player", () =>
            {
                // dismiss any notifications that may appear (ie. muted notification).
                clickMouseInCentre();
                return (player = Game.ScreenStack.CurrentScreen as Player) != null;
            });

            AddUntilStep("wait for track playing", () => beatmap().Track.IsRunning);
            AddStep("seek to near end", () => player.ChildrenOfType<GameplayClockContainer>().First().Seek(beatmap().Beatmap.HitObjects[^1].StartTime - 1000));
            AddUntilStep("wait for pass", () => (results = Game.ScreenStack.CurrentScreen as ResultsScreen) != null && results.IsLoaded);
            AddStep("attempt to retry", () => results.ChildrenOfType<HotkeyRetryOverlay>().First().Action());
            AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen != player && Game.ScreenStack.CurrentScreen is Player);
        }

        [TestCase(true)]
        [TestCase(false)]
        public void TestSongContinuesAfterExitPlayer(bool withUserPause)
        {
            Player player = null;

            WorkingBeatmap beatmap() => Game.Beatmap.Value;

            PushAndConfirm(() => new TestPlaySongSelect());

            AddStep("import beatmap", () => ImportBeatmapTest.LoadOszIntoOsu(Game, virtualTrack: true).Wait());

            AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);

            if (withUserPause)
                AddStep("pause", () => Game.Dependencies.Get<MusicController>().Stop(true));

            AddStep("press enter", () => InputManager.Key(Key.Enter));

            AddUntilStep("wait for player", () =>
            {
                // dismiss any notifications that may appear (ie. muted notification).
                clickMouseInCentre();
                return (player = Game.ScreenStack.CurrentScreen as Player) != null;
            });

            AddUntilStep("wait for fail", () => player.HasFailed);

            AddUntilStep("wait for track stop", () => !Game.MusicController.IsPlaying);
            AddAssert("Ensure time before preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().Metadata.PreviewTime);

            pushEscape();

            AddUntilStep("wait for track playing", () => Game.MusicController.IsPlaying);
            AddAssert("Ensure time wasn't reset to preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().Metadata.PreviewTime);
        }

        [Test]
        public void TestMenuMakesMusic()
        {
            TestPlaySongSelect songSelect = null;

            PushAndConfirm(() => songSelect = new TestPlaySongSelect());

            AddUntilStep("wait for no track", () => Game.MusicController.CurrentTrack.IsDummyDevice);

            AddStep("return to menu", () => songSelect.Exit());

            AddUntilStep("wait for track", () => !Game.MusicController.CurrentTrack.IsDummyDevice && Game.MusicController.IsPlaying);
        }

        [Test]
        public void TestPushSongSelectAndPressBackButtonImmediately()
        {
            AddStep("push song select", () => Game.ScreenStack.Push(new TestPlaySongSelect()));
            AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
            AddWaitStep("wait two frames", 2);
        }

        [Test]
        public void TestExitSongSelectWithClick()
        {
            TestPlaySongSelect songSelect = null;

            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
            AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
            AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));

            // BackButton handles hover using its child button, so this checks whether or not any of BackButton's children are hovered.
            AddUntilStep("Back button is hovered", () => Game.ChildrenOfType<BackButton>().First().Children.Any(c => c.IsHovered));

            AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
            AddUntilStep("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
            exitViaBackButtonAndConfirm();
        }

        [Test]
        public void TestExitMultiWithEscape()
        {
            PushAndConfirm(() => new Screens.OnlinePlay.Playlists.Playlists());
            exitViaEscapeAndConfirm();
        }

        [Test]
        public void TestExitMultiWithBackButton()
        {
            PushAndConfirm(() => new Screens.OnlinePlay.Playlists.Playlists());
            exitViaBackButtonAndConfirm();
        }

        [Test]
        public void TestOpenOptionsAndExitWithEscape()
        {
            AddUntilStep("Wait for options to load", () => Game.Settings.IsLoaded);
            AddStep("Enter menu", () => InputManager.Key(Key.Enter));
            AddStep("Move mouse to options overlay", () => InputManager.MoveMouseTo(optionsButtonPosition));
            AddStep("Click options overlay", () => InputManager.Click(MouseButton.Left));
            AddAssert("Options overlay was opened", () => Game.Settings.State.Value == Visibility.Visible);
            AddStep("Hide options overlay using escape", () => InputManager.Key(Key.Escape));
            AddAssert("Options overlay was closed", () => Game.Settings.State.Value == Visibility.Hidden);
        }

        [Test]
        public void TestWaitForNextTrackInMenu()
        {
            bool trackCompleted = false;

            AddUntilStep("Wait for music controller", () => Game.MusicController.IsLoaded);
            AddStep("Seek close to end", () =>
            {
                Game.MusicController.SeekTo(Game.MusicController.CurrentTrack.Length - 1000);
                Game.MusicController.CurrentTrack.Completed += () => trackCompleted = true;
            });

            AddUntilStep("Track was completed", () => trackCompleted);
            AddUntilStep("Track was restarted", () => Game.MusicController.IsPlaying);
        }

        [Test]
        public void TestModSelectInput()
        {
            TestPlaySongSelect songSelect = null;

            PushAndConfirm(() => songSelect = new TestPlaySongSelect());

            AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());

            AddStep("Change ruleset to osu!taiko", () =>
            {
                InputManager.PressKey(Key.ControlLeft);
                InputManager.Key(Key.Number2);
                InputManager.ReleaseKey(Key.ControlLeft);
            });

            AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType<ToolbarRulesetSelector>().Single().Current.Value.ID == 1);

            AddAssert("Mods overlay still visible", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
        }

        [Test]
        public void TestBeatmapOptionsInput()
        {
            TestPlaySongSelect songSelect = null;

            PushAndConfirm(() => songSelect = new TestPlaySongSelect());

            AddStep("Show options overlay", () => songSelect.BeatmapOptionsOverlay.Show());

            AddStep("Change ruleset to osu!taiko", () =>
            {
                InputManager.PressKey(Key.ControlLeft);
                InputManager.Key(Key.Number2);
                InputManager.ReleaseKey(Key.ControlLeft);
            });

            AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType<ToolbarRulesetSelector>().Single().Current.Value.ID == 1);

            AddAssert("Options overlay still visible", () => songSelect.BeatmapOptionsOverlay.State.Value == Visibility.Visible);
        }

        [Test]
        public void TestSettingsViaHotkeyFromMainMenu()
        {
            AddAssert("toolbar not displayed", () => Game.Toolbar.State.Value == Visibility.Hidden);

            AddStep("press settings hotkey", () =>
            {
                InputManager.PressKey(Key.ControlLeft);
                InputManager.Key(Key.O);
                InputManager.ReleaseKey(Key.ControlLeft);
            });

            AddUntilStep("settings displayed", () => Game.Settings.State.Value == Visibility.Visible);
        }

        [Test]
        public void TestToolbarHiddenByUser()
        {
            AddStep("Enter menu", () => InputManager.Key(Key.Enter));

            AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);

            AddStep("Hide toolbar", () =>
            {
                InputManager.PressKey(Key.ControlLeft);
                InputManager.Key(Key.T);
                InputManager.ReleaseKey(Key.ControlLeft);
            });

            pushEscape();

            AddStep("Enter menu", () => InputManager.Key(Key.Enter));

            AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden);

            AddStep("Enter song select", () =>
            {
                InputManager.Key(Key.Enter);
                InputManager.Key(Key.Enter);
            });

            AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden);
        }

        [Test]
        public void TestPushMatchSubScreenAndPressBackButtonImmediately()
        {
            TestMultiplayerScreenStack multiplayerScreenStack = null;

            PushAndConfirm(() => multiplayerScreenStack = new TestMultiplayerScreenStack());

            AddUntilStep("wait for lounge", () => multiplayerScreenStack.ChildrenOfType<LoungeSubScreen>().SingleOrDefault()?.IsLoaded == true);
            AddStep("open room", () => multiplayerScreenStack.ChildrenOfType<LoungeSubScreen>().Single().Open());
            AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
            AddWaitStep("wait two frames", 2);
        }

        [Test]
        public void TestOverlayClosing()
        {
            // use now playing overlay for "overlay -> background" drag case
            // since most overlays use a scroll container that absorbs on mouse down
            NowPlayingOverlay nowPlayingOverlay = null;

            AddUntilStep("Wait for now playing load", () => (nowPlayingOverlay = Game.ChildrenOfType<NowPlayingOverlay>().FirstOrDefault()) != null);

            AddStep("enter menu", () => InputManager.Key(Key.Enter));
            AddUntilStep("toolbar displayed", () => Game.Toolbar.State.Value == Visibility.Visible);

            AddStep("open now playing", () => InputManager.Key(Key.F6));
            AddUntilStep("now playing is visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);

            // drag tests

            // background -> toolbar
            AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
            AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
            AddStep("move cursor to toolbar", () => InputManager.MoveMouseTo(Game.Toolbar.ScreenSpaceDrawQuad.Centre));
            AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
            AddAssert("now playing is hidden", () => nowPlayingOverlay.State.Value == Visibility.Hidden);

            AddStep("press now playing hotkey", () => InputManager.Key(Key.F6));

            // toolbar -> background
            AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
            AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
            AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
            AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);

            // background -> overlay
            AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
            AddStep("move cursor to now playing overlay", () => InputManager.MoveMouseTo(nowPlayingOverlay.ScreenSpaceDrawQuad.Centre));
            AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
            AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);

            // overlay -> background
            AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
            AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
            AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
            AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);

            // background -> background
            AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
            AddStep("move cursor to left", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomLeft));
            AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
            AddAssert("now playing is hidden", () => nowPlayingOverlay.State.Value == Visibility.Hidden);

            AddStep("press now playing hotkey", () => InputManager.Key(Key.F6));

            // click tests

            // toolbar
            AddStep("move cursor to toolbar", () => InputManager.MoveMouseTo(Game.Toolbar.ScreenSpaceDrawQuad.Centre));
            AddStep("click left mouse button", () => InputManager.Click(MouseButton.Left));
            AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);

            // background
            AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
            AddStep("click left mouse button", () => InputManager.Click(MouseButton.Left));
            AddAssert("now playing is hidden", () => nowPlayingOverlay.State.Value == Visibility.Hidden);
        }

        [Test]
        public void TestExitGameFromSongSelect()
        {
            PushAndConfirm(() => new TestPlaySongSelect());
            exitViaEscapeAndConfirm();

            pushEscape(); // returns to osu! logo

            AddStep("Hold escape", () => InputManager.PressKey(Key.Escape));
            AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen);
            AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape));
            AddUntilStep("Wait for game exit", () => Game.ScreenStack.CurrentScreen == null);
            AddStep("test dispose doesn't crash", () => Game.Dispose());
        }

        private void clickMouseInCentre()
        {
            InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre);
            InputManager.Click(MouseButton.Left);
        }

        private void pushEscape() =>
            AddStep("Press escape", () => InputManager.Key(Key.Escape));

        private void exitViaEscapeAndConfirm()
        {
            pushEscape();
            ConfirmAtMainMenu();
        }

        private void exitViaBackButtonAndConfirm()
        {
            AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));
            AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
            ConfirmAtMainMenu();
        }

        public class TestPlaySongSelect : PlaySongSelect
        {
            public ModSelectOverlay ModSelectOverlay => ModSelect;

            public BeatmapOptionsOverlay BeatmapOptionsOverlay => BeatmapOptions;

            protected override bool DisplayStableImportPrompt => false;
        }
    }
}
