/*
  Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely.
*/

#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_test.h>
#include <SDL3/SDL_test_common.h>

static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
static SDLTest_CommonState *state = NULL;
static SDL_Camera *camera = NULL;
static SDL_Texture *texture = NULL;
static bool texture_updated = false;
static SDL_Surface *frame_current = NULL;
static SDL_CameraID front_camera = 0;
static SDL_CameraID back_camera = 0;

/* For frequency logging */
static Uint64 last_log_time = 0;
static int iterate_count = 0;
static int frame_count = 0;

static void PrintCameraSpecs(SDL_CameraID camera_id)
{
    SDL_CameraSpec **specs = SDL_GetCameraSupportedFormats(camera_id, NULL);
    if (specs) {
        int i;

        SDL_Log("Available formats:");
        for (i = 0; specs[i]; ++i) {
            const SDL_CameraSpec *s = specs[i];
            SDL_Log("    %dx%d %.2f FPS %s", s->width, s->height, (float)s->framerate_numerator / s->framerate_denominator, SDL_GetPixelFormatName(s->format));
        }
        SDL_free(specs);
    }
}

static void PickCameraSpec(SDL_CameraID camera_id, SDL_CameraSpec *spec)
{
    SDL_CameraSpec **specs = SDL_GetCameraSupportedFormats(camera_id, NULL);

    SDL_zerop(spec);

    if (specs) {
        int i;

        int max_size = (int)SDL_GetNumberProperty(SDL_GetRendererProperties(state->renderers[0]), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 0);
        for (i = 0; specs[i]; ++i) {
            const SDL_CameraSpec *s = specs[i];
            if (s->width <= max_size && s->height <= max_size) {
                SDL_copyp(spec, s);
                break;
            }
        }
        SDL_free(specs);
    }
}

SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
    char window_title[128];
    int devcount = 0;
    int i;
    const char *camera_name = NULL;
    SDL_CameraSpec spec;

    /* Initialize test framework */
    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_CAMERA);
    if (!state) {
        return SDL_APP_FAILURE;
    }

    /* Parse commandline */
    for (i = 1; i < argc;) {
        int consumed;

        consumed = SDLTest_CommonArg(state, i);
        if (!consumed) {
            if (SDL_strcmp(argv[i], "--camera") == 0 && argv[i+1]) {
                camera_name = argv[i+1];
                consumed = 2;
            }
        }
        if (consumed <= 0) {
            static const char *options[] = {
                "[--camera name]",
                NULL,
            };
            SDLTest_CommonLogUsage(state, argv[0], options);
            return SDL_APP_FAILURE;
        }
        i += consumed;
    }

    state->num_windows = 1;

    /* Load the SDL library */
    if (!SDLTest_CommonInit(state)) {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }

    window = state->windows[0];
    if (!window) {
        SDL_Log("Couldn't create window: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }

    renderer = state->renderers[0];
    if (!renderer) {
        /* SDL_Log("Couldn't create renderer: %s", SDL_GetError()); */
        return SDL_APP_FAILURE;
    }

    SDL_Log("Using SDL camera driver: %s", SDL_GetCurrentCameraDriver());

    SDL_CameraID *devices = SDL_GetCameras(&devcount);
    if (!devices) {
        SDL_Log("SDL_GetCameras failed: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }

    SDL_CameraID camera_id = 0;

    SDL_Log("Saw %d camera devices.", devcount);
    for (i = 0; i < devcount; i++) {
        const SDL_CameraID device = devices[i];
        const char *name = SDL_GetCameraName(device);
        const SDL_CameraPosition position = SDL_GetCameraPosition(device);
        const char *posstr = "";
        if (position == SDL_CAMERA_POSITION_FRONT_FACING) {
            if (!front_camera) {
                front_camera = device;
            }
            posstr = "[front-facing] ";
        } else if (position == SDL_CAMERA_POSITION_BACK_FACING) {
            if (!back_camera) {
                back_camera = device;
            }
            posstr = "[back-facing] ";
        }
        if (camera_name && SDL_strcasecmp(name, camera_name) == 0) {
            camera_id = device;
        }
        SDL_Log("  - Camera #%d: %s %s", i, posstr, name);

        PrintCameraSpecs(device);
    }

    if (!camera_id) {
        if (camera_name) {
            SDL_Log("Could not find camera \"%s\"", camera_name);
            return SDL_APP_FAILURE;
        }
        if (front_camera) {
            camera_id = front_camera;
        } else if (devcount > 0) {
            camera_id = devices[0];
        }
    }
    SDL_free(devices);

    if (!camera_id) {
        SDL_Log("No cameras available?");
        return SDL_APP_FAILURE;
    }

    PickCameraSpec(camera_id, &spec);
    camera = SDL_OpenCamera(camera_id, &spec);
    if (!camera) {
        SDL_Log("Failed to open camera device: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }

    SDL_snprintf(window_title, sizeof (window_title), "testcamera: %s (%s)", SDL_GetCameraName(camera_id), SDL_GetCurrentCameraDriver());
    SDL_SetWindowTitle(window, window_title);

    return SDL_APP_CONTINUE;
}


static int FlipCamera(void)
{
    static Uint64 last_flip = 0;
    if ((SDL_GetTicks() - last_flip) < 3000) {  /* must wait at least 3 seconds between flips. */
        return SDL_APP_CONTINUE;
    }

    if (camera) {
        const SDL_CameraID current = SDL_GetCameraID(camera);
        SDL_CameraID nextcam = 0;
        if (current == front_camera) {
            nextcam = back_camera;
        } else if (current == back_camera) {
            nextcam = front_camera;
        }

        if (nextcam) {
            SDL_CameraSpec spec;

            SDL_Log("Flip camera!");

            if (frame_current) {
                SDL_ReleaseCameraFrame(camera, frame_current);
                frame_current = NULL;
            }

            SDL_CloseCamera(camera);

            if (texture) {
                SDL_DestroyTexture(texture);
                texture = NULL;  /* will rebuild when new camera is approved. */
            }

            PickCameraSpec(nextcam, &spec);
            camera = SDL_OpenCamera(nextcam, &spec);
            if (!camera) {
                SDL_Log("Failed to open camera device: %s", SDL_GetError());
                return SDL_APP_FAILURE;
            }

            last_flip = SDL_GetTicks();
        }
    }

    return SDL_APP_CONTINUE;
}

SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
    switch (event->type) {
        case SDL_EVENT_KEY_DOWN: {
            const SDL_Keycode sym = event->key.key;
            if (sym == SDLK_ESCAPE || sym == SDLK_AC_BACK) {
                SDL_Log("Key : Escape!");
                return SDL_APP_SUCCESS;
            } else if (sym == SDLK_SPACE) {
                FlipCamera();
                return SDL_APP_CONTINUE;
            }
            break;
        }

        case SDL_EVENT_MOUSE_BUTTON_DOWN:
            /* !!! FIXME: only flip if clicked in the area of a "flip" icon. */
            return FlipCamera();

        case SDL_EVENT_QUIT:
            SDL_Log("Quit!");
            return SDL_APP_SUCCESS;

        case SDL_EVENT_CAMERA_DEVICE_APPROVED:
            SDL_Log("Camera approved!");
            SDL_CameraSpec camera_spec;
            SDL_GetCameraFormat(camera, &camera_spec);
            float fps = 0;
            if (camera_spec.framerate_denominator != 0) {
                fps = (float)camera_spec.framerate_numerator / (float)camera_spec.framerate_denominator;
            }
            SDL_Log("Camera Spec: %dx%d %.2f FPS %s",
                    camera_spec.width, camera_spec.height, fps, SDL_GetPixelFormatName(camera_spec.format));
            break;

        case SDL_EVENT_CAMERA_DEVICE_DENIED:
            SDL_Log("Camera denied!");
            SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Camera permission denied!", "User denied access to the camera!", window);
            return SDL_APP_FAILURE;
        default:
            break;
    }

    return SDLTest_CommonEventMainCallbacks(state, event);
}

SDL_AppResult SDL_AppIterate(void *appstate)
{
    iterate_count++;

    Uint64 current_time = SDL_GetTicks();

    /* If a minute has passed, log the frequencies and reset the counters */
    if (current_time - last_log_time >= 60000) {
        SDL_Log("SDL_AppIterate() called %d times in the last minute", iterate_count);
        float fps = (float)frame_count / 60.0f;
        SDL_Log("SDL_AcquireCameraFrame() FPS: %.2f", fps);

        iterate_count = 0;
        frame_count = 0;
        last_log_time = current_time;
    }

    SDL_SetRenderDrawColor(renderer, 0x99, 0x99, 0x99, 255);
    SDL_RenderClear(renderer);

    int win_w, win_h;
    SDL_FRect d;
    Uint64 timestampNS = 0;
    SDL_Surface *frame_next = camera ? SDL_AcquireCameraFrame(camera, &timestampNS) : NULL;

    #if 0
    if (frame_next) {
        SDL_Log("frame: %p  at %" SDL_PRIu64, frame_next->pixels, timestampNS);
    }
    #endif

    if (frame_next) {
        frame_count++;

        if (frame_current) {
            SDL_ReleaseCameraFrame(camera, frame_current);
        }

        /* It's not needed to keep the frame once updated the texture is updated.
         * But in case of 0-copy, it's needed to have the frame while using the texture.
         */
         frame_current = frame_next;
         texture_updated = false;
    }

    if (frame_current) {
        if (!texture ||
            texture->w != frame_current->w || texture->h != frame_current->h) {
            /* Resize the window to match */
            SDL_SetWindowSize(window, frame_current->w, frame_current->h);

            if (texture) {
                SDL_DestroyTexture(texture);
            }

            SDL_Colorspace colorspace = SDL_GetSurfaceColorspace(frame_current);

            /* Create texture with appropriate format */
            SDL_PropertiesID props = SDL_CreateProperties();
            SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, frame_current->format);
            SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, colorspace);
            SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STREAMING);
            SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, frame_current->w);
            SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, frame_current->h);
            texture = SDL_CreateTextureWithProperties(renderer, props);
            SDL_DestroyProperties(props);
            if (!texture) {
                SDL_Log("Couldn't create texture: %s", SDL_GetError());
                return SDL_APP_FAILURE;
            }
        }

        /* Update SDL_Texture with last video frame (only once per new frame) */
        if (frame_current && !texture_updated) {
            SDL_UpdateTexture(texture, NULL, frame_current->pixels, frame_current->pitch);
            texture_updated = true;
        }

        // the image might be coming from a mobile device that provides images in only one orientation, but the
        // device might be rotated to a different one (like an iPhone providing portrait images even if you hold
        // the phone in landscape mode). The rotation is how far to rotate the image clockwise to put it right-side
        // up, for how the user would expect it to be for how they are holding the device.
        const float rotation = SDL_GetFloatProperty(SDL_GetSurfaceProperties(frame_current), SDL_PROP_SURFACE_ROTATION_FLOAT, 0.0f);
        SDL_GetRenderOutputSize(renderer, &win_w, &win_h);
        d.x = ((win_w - texture->w) / 2.0f);
        d.y = ((win_h - texture->h) / 2.0f);
        d.w = (float)texture->w;
        d.h = (float)texture->h;
        SDL_RenderTextureRotated(renderer, texture, NULL, &d, rotation, NULL, SDL_FLIP_NONE);
    }

    /* !!! FIXME: Render a "flip" icon if front_camera and back_camera are both != 0. */

    SDL_RenderPresent(renderer);

    return SDL_APP_CONTINUE;
}

void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
    SDL_ReleaseCameraFrame(camera, frame_current);
    SDL_CloseCamera(camera);
    SDL_DestroyTexture(texture);
    SDLTest_CommonQuit(state);
}
