// SPDX-FileCopyrightText: 2002-2025 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+

#pragma once

#include "common/Pcsx2Types.h"

#include "Config.h"

#include <functional>
#include <mutex>
#include <span>
#include <string>
#include <utility>
#include <vector>

class Error;

class SaveStateBase;

namespace Achievements
{
	enum class LoginRequestReason
	{
		UserInitiated,
		TokenInvalid,
	};

	/// Acquires the achievements lock. Must be held when accessing any achievement state from another thread.
	std::unique_lock<std::recursive_mutex> GetLock();

	/// Initializes the RetroAchievments client.
	bool Initialize();

	/// Updates achievements settings.
	void UpdateSettings(const Pcsx2Config::AchievementsOptions& old_config);

	/// Resets the internal state of all achievement tracking. Call on system reset.
	void ResetClient();

	/// Called when the system is being reset. If it returns false, the reset should be aborted.
	bool ConfirmSystemReset();

	/// Called when the system is being shut down. If Shutdown() returns false, the shutdown should be aborted.
	bool Shutdown(bool allow_cancel);

	/// Called when the system is being paused and resumed.
	void OnVMPaused(bool paused);

	/// Called once a frame at vsync time on the CPU thread.
	void FrameUpdate();

	/// Called when the system is paused, because FrameUpdate() won't be getting called.
	void IdleUpdate();

	/// Saves/loads state.
	void LoadState(std::span<const u8> data);
	void SaveState(SaveStateBase& writer);

	/// Attempts to log in to RetroAchievements using the specified credentials.
	/// If the login is successful, the token returned by the server will be saved.
	bool Login(const char* username, const char* password, Error* error);

	/// Logs out of RetroAchievements, clearing any credentials.
	void Logout();

	/// Called when the system changes game, or is booting.
	void GameChanged(u32 disc_crc, u32 crc);

	/// Re-enables hardcode mode if it is enabled in the settings.
	bool ResetHardcoreMode(bool is_booting);

	/// Forces hardcore mode off until next reset.
	void DisableHardcoreMode();

	/// Prompts the user to disable hardcore mode, if they agree, returns true.
	bool ConfirmHardcoreModeDisable(const char* trigger);
	void ConfirmHardcoreModeDisableAsync(const char* trigger, std::function<void(bool)> callback);

	/// Returns true if hardcore mode is active, and functionality should be restricted.
	bool IsHardcoreModeActive();

	/// RAIntegration only exists for Windows, so no point checking it on other platforms.
	bool IsUsingRAIntegration();

	/// Returns true if the achievement system is active. Achievements can be active without a valid client.
	bool IsActive();

	/// Returns true if RetroAchievements game data has been loaded.
	bool HasActiveGame();

	/// Returns the RetroAchievements ID for the current game.
	u32 GetGameID();

	/// Returns true if the current game has any achievements or leaderboards.
	bool HasAchievementsOrLeaderboards();

	/// Returns true if the current game has any achievements.
	bool HasAchievements();

	/// Returns true if the current game has any leaderboards.
	bool HasLeaderboards();

	/// Returns true if the game supports rich presence.
	bool HasRichPresence();

	/// Returns the current rich presence string.
	/// Should be called with the lock held.
	const std::string& GetRichPresenceString();

	/// Returns the current game icon url.
	/// Should be called with the lock held.
	const std::string& GetGameIconURL();

	/// Returns the RetroAchievements title for the current game.
	/// Should be called with the lock held.
	const std::string& GetGameTitle();

	/// Returns the logged-in user name.
	const char* GetLoggedInUserName();

	/// Returns the path to the user's profile avatar.
	/// Should be called with the lock held.
	std::string GetLoggedInUserBadgePath();

	/// Clears all cached state used to render the UI.
	void ClearUIState();

	/// Draws ImGui overlays when not paused.
	void DrawGameOverlays();

	/// Draws ImGui overlays when paused.
	void DrawPauseMenuOverlays();

	/// Queries the achievement list, and if no achievements are available, returns false.
	bool PrepareAchievementsWindow();

	/// Renders the achievement list.
	void DrawAchievementsWindow();

	/// Queries the leaderboard list, and if no leaderboards are available, returns false.
	bool PrepareLeaderboardsWindow();

	/// Renders the leaderboard list.
	void DrawLeaderboardsWindow();

#ifdef ENABLE_RAINTEGRATION
	/// Prevents the internal implementation from being used. Instead, RAIntegration will be
	/// called into when achievement-related events occur.
	void SwitchToRAIntegration();

	namespace RAIntegration
	{
		void MainWindowChanged(void* new_handle);
		void GameChanged();
		std::vector<std::tuple<int, std::string, bool>> GetMenuItems();
		void ActivateMenuItem(int item);
	} // namespace RAIntegration
#endif
} // namespace Achievements

/// Functions implemented in the frontend.
namespace Host
{
	/// Called if the big picture UI requests achievements login, or token login fails.
	void OnAchievementsLoginRequested(Achievements::LoginRequestReason reason);

	/// Called when achievements login completes.
	void OnAchievementsLoginSuccess(const char* display_name, u32 points, u32 sc_points, u32 unread_messages);

	/// Called whenever game details or rich presence information is updated.
	/// Implementers can assume the lock is held when this is called.
	void OnAchievementsRefreshed();

	/// Called whenever hardcore mode is toggled.
	void OnAchievementsHardcoreModeChanged(bool enabled);
} // namespace Host
