package com.openosrs.client.engine;

import com.openosrs.client.core.ClientCore;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;

import java.util.concurrent.atomic.AtomicBoolean;

/**
 * RenderingEngine - Handles game rendering and graphics.
 * 
 * This engine is minimal for agent-focused gameplay, providing just enough
 * rendering to maintain compatibility while prioritizing performance.
 */
public class RenderingEngine {
    private static final Logger logger = LoggerFactory.getLogger(RenderingEngine.class);
    
    private final ClientCore clientCore;
    private final AtomicBoolean initialized = new AtomicBoolean(false);
    private final AtomicBoolean headlessMode = new AtomicBoolean(true); // Default to headless for agents
    
    private long frameCount = 0;
    private long lastFpsUpdate = 0;
    private double currentFps = 0;
    
    public RenderingEngine(ClientCore clientCore) {
        this.clientCore = clientCore;
    }
    
    public void initialize() {
        if (initialized.get()) {
            logger.warn("RenderingEngine already initialized");
            return;
        }
        
        logger.info("Initializing RenderingEngine (headless={})", headlessMode.get());
        
        try {
            if (!headlessMode.get()) {
                initializeGraphics();
            } else {
                logger.info("Running in headless mode - no graphics initialization");
            }
            
            initialized.set(true);
            logger.info("RenderingEngine initialized");
            
        } catch (Exception e) {
            logger.error("Failed to initialize RenderingEngine", e);
            throw new RuntimeException("RenderingEngine initialization failed", e);
        }
    }
    
    private void initializeGraphics() {
        // Initialize OpenGL context, create window, etc.
        // For now, this is a placeholder for future graphics implementation
        logger.debug("Graphics context would be initialized here");
    }
    
    public void shutdown() {
        if (!initialized.get()) {
            return;
        }
        
        logger.info("Shutting down RenderingEngine");
        
        try {
            if (!headlessMode.get()) {
                cleanupGraphics();
            }
            
            initialized.set(false);
            logger.info("RenderingEngine shutdown complete");
            
        } catch (Exception e) {
            logger.error("Error during RenderingEngine shutdown", e);
        }
    }
    
    private void cleanupGraphics() {
        // Cleanup OpenGL resources, destroy window, etc.
        logger.debug("Graphics resources would be cleaned up here");
    }
    
    /**
     * Render a frame (called each game tick).
     */
    public void render() {
        if (!initialized.get()) {
            return;
        }
        
        frameCount++;
        
        try {
            if (!headlessMode.get()) {
                renderFrame();
            } else {
                // In headless mode, just update FPS counter
                updateFpsCounter();
            }
            
        } catch (Exception e) {
            logger.error("Error during frame render", e);
        }
    }
    
    private void renderFrame() {
        // Actual rendering would happen here
        // For now, just update FPS
        updateFpsCounter();
    }
    
    private void updateFpsCounter() {
        long now = System.currentTimeMillis();
        if (now - lastFpsUpdate >= 1000) {
            currentFps = frameCount;
            frameCount = 0;
            lastFpsUpdate = now;
        }
    }
    
    public boolean isInitialized() { return initialized.get(); }
    public boolean isHeadless() { return headlessMode.get(); }
    public void setHeadless(boolean headless) { headlessMode.set(headless); }
    public double getCurrentFps() { return currentFps; }
    public long getFrameCount() { return frameCount; }
}