#include "pywrkgame/platform/PlatformManager.h"
#include "pywrkgame/platform/TouchInputManager.h"
#include <iostream>
#include <cstring>
#include <algorithm>

#ifdef PLATFORM_WINDOWS
    #include <windows.h>
    #include <sysinfoapi.h>
#elif defined(PLATFORM_LINUX)
    #include <sys/sysinfo.h>
    #include <unistd.h>
#elif defined(PLATFORM_MACOS)
    #include <sys/sysctl.h>
    #include <mach/mach.h>
#elif defined(PLATFORM_ANDROID)
    #include <sys/system_properties.h>
    #include <android/sensor.h>
#elif defined(PLATFORM_IOS)
    #include <sys/sysctl.h>
#endif

namespace pywrkgame {
namespace platform {

// Forward declaration
std::unique_ptr<TouchInputManager> CreateTouchInputManager();

// Platform-specific SensorManager implementations
class DefaultSensorManager : public SensorManager {
private:
    mutable SensorData accelerometerData;
    mutable SensorData gyroscopeData;
    mutable SensorData magnetometerData;
    bool accelerometerEnabled;
    bool gyroscopeEnabled;
    bool magnetometerEnabled;
    float accelerometerRate;
    float gyroscopeRate;
    float magnetometerRate;
    
public:
    DefaultSensorManager() 
        : accelerometerEnabled(false)
        , gyroscopeEnabled(false)
        , magnetometerEnabled(false)
        , accelerometerRate(60.0f)
        , gyroscopeRate(60.0f)
        , magnetometerRate(60.0f) {
        // Initialize with default gravity
        accelerometerData = SensorData(0.0f, 0.0f, -9.81f, 0.0);
    }
    
    bool IsAccelerometerAvailable() const override {
        return PlatformManager::IsMobilePlatform();
    }
    
    bool IsGyroscopeAvailable() const override {
        return PlatformManager::IsMobilePlatform();
    }
    
    bool IsMagnetometerAvailable() const override {
        return PlatformManager::IsMobilePlatform();
    }
    
    SensorData GetAccelerometerData() const override {
        if (!accelerometerEnabled) {
            return SensorData();
        }
        return accelerometerData;
    }
    
    SensorData GetGyroscopeData() const override {
        if (!gyroscopeEnabled) {
            return SensorData();
        }
        return gyroscopeData;
    }
    
    SensorData GetMagnetometerData() const override {
        if (!magnetometerEnabled) {
            return SensorData();
        }
        return magnetometerData;
    }
    
    void EnableSensor(SensorType sensorType, bool enable) override {
        switch (sensorType) {
            case SensorType::Accelerometer:
                accelerometerEnabled = enable;
                if (enable && !accelerometerData.valid) {
                    accelerometerData = SensorData(0.0f, 0.0f, -9.81f, 0.0);
                }
                break;
            case SensorType::Gyroscope:
                gyroscopeEnabled = enable;
                if (enable && !gyroscopeData.valid) {
                    gyroscopeData = SensorData(0.0f, 0.0f, 0.0f, 0.0);
                }
                break;
            case SensorType::Magnetometer:
                magnetometerEnabled = enable;
                if (enable && !magnetometerData.valid) {
                    magnetometerData = SensorData(0.0f, 1.0f, 0.0f, 0.0);
                }
                break;
        }
    }
    
    bool IsSensorEnabled(SensorType sensorType) const override {
        switch (sensorType) {
            case SensorType::Accelerometer:
                return accelerometerEnabled;
            case SensorType::Gyroscope:
                return gyroscopeEnabled;
            case SensorType::Magnetometer:
                return magnetometerEnabled;
        }
        return false;
    }
    
    void SetSensorUpdateRate(SensorType sensorType, float hz) override {
        switch (sensorType) {
            case SensorType::Accelerometer:
                accelerometerRate = hz;
                break;
            case SensorType::Gyroscope:
                gyroscopeRate = hz;
                break;
            case SensorType::Magnetometer:
                magnetometerRate = hz;
                break;
        }
    }
};

PlatformType PlatformManager::currentPlatform = PlatformType::Unknown;
bool PlatformManager::initialized = false;
std::unique_ptr<TouchInputManager> PlatformManager::touchManager = nullptr;
std::unique_ptr<SensorManager> PlatformManager::sensorManager = nullptr;
BatteryOptimizationLevel PlatformManager::batteryOptLevel = BatteryOptimizationLevel::Balanced;
float PlatformManager::lastBatteryLevel = 1.0f;
float PlatformManager::performanceScale = 1.0f;
AppLifecycleState PlatformManager::lifecycleState = AppLifecycleState::Active;
LifecycleCallback PlatformManager::lifecycleCallback = nullptr;
std::vector<std::string> PlatformManager::purchasedProducts;
bool PlatformManager::inAppPurchasesInitialized = false;
bool PlatformManager::socialFeaturesInitialized = false;

bool PlatformManager::Initialize() {
    if (initialized) {
        return true;
    }

    DetectPlatform();
    InitializePlatformSpecific();
    
    // Initialize managers
    touchManager = CreateTouchInputManager();
    sensorManager = std::make_unique<DefaultSensorManager>();

    initialized = true;
    return true;
}

void PlatformManager::Shutdown() {
    if (!initialized) {
        return;
    }
    
    ShutdownPlatformSpecific();
    touchManager.reset();
    sensorManager.reset();
    initialized = false;
}

void PlatformManager::DetectPlatform() {
#ifdef PLATFORM_WINDOWS
    currentPlatform = PlatformType::Windows;
#elif defined(PLATFORM_MACOS)
    currentPlatform = PlatformType::macOS;
#elif defined(PLATFORM_LINUX)
    currentPlatform = PlatformType::Linux;
#elif defined(PLATFORM_ANDROID)
    currentPlatform = PlatformType::Android;
#elif defined(PLATFORM_IOS)
    currentPlatform = PlatformType::iOS;
#elif defined(PLATFORM_PLAYSTATION)
    currentPlatform = PlatformType::PlayStation;
#elif defined(PLATFORM_XBOX)
    currentPlatform = PlatformType::Xbox;
#elif defined(PLATFORM_NINTENDO_SWITCH)
    currentPlatform = PlatformType::NintendoSwitch;
#elif defined(PLATFORM_OCULUS)
    currentPlatform = PlatformType::OculusVR;
#elif defined(PLATFORM_VIVE)
    currentPlatform = PlatformType::HTCVive;
#else
    currentPlatform = PlatformType::Unknown;
#endif
}

void PlatformManager::InitializePlatformSpecific() {
    // Platform-specific initialization code would go here
    switch (currentPlatform) {
        case PlatformType::Android:
            // Initialize Android-specific features
            break;
        case PlatformType::iOS:
            // Initialize iOS-specific features
            break;
        case PlatformType::Windows:
            // Initialize Windows-specific features
            break;
        default:
            break;
    }
}

void PlatformManager::ShutdownPlatformSpecific() {
    // Platform-specific shutdown code
}

PlatformType PlatformManager::GetCurrentPlatform() {
    return currentPlatform;
}

bool PlatformManager::IsMobilePlatform() {
    return currentPlatform == PlatformType::Android || 
           currentPlatform == PlatformType::iOS;
}

bool PlatformManager::IsConsolePlatform() {
    return currentPlatform == PlatformType::PlayStation ||
           currentPlatform == PlatformType::Xbox ||
           currentPlatform == PlatformType::NintendoSwitch;
}

bool PlatformManager::IsVRPlatform() {
    return currentPlatform == PlatformType::OculusVR ||
           currentPlatform == PlatformType::HTCVive;
}

bool PlatformManager::IsARPlatform() {
    return currentPlatform == PlatformType::ARCore ||
           currentPlatform == PlatformType::ARKit;
}

std::string PlatformManager::GetPlatformName() {
    switch (currentPlatform) {
        case PlatformType::Windows: return "Windows";
        case PlatformType::macOS: return "macOS";
        case PlatformType::Linux: return "Linux";
        case PlatformType::Android: return "Android";
        case PlatformType::iOS: return "iOS";
        case PlatformType::PlayStation: return "PlayStation";
        case PlatformType::Xbox: return "Xbox";
        case PlatformType::NintendoSwitch: return "Nintendo Switch";
        case PlatformType::OculusVR: return "Oculus VR";
        case PlatformType::HTCVive: return "HTC Vive";
        case PlatformType::ARCore: return "ARCore";
        case PlatformType::ARKit: return "ARKit";
        default: return "Unknown";
    }
}

std::string PlatformManager::GetPlatformVersion() {
    // Platform-specific version detection
#ifdef PLATFORM_WINDOWS
    OSVERSIONINFO osvi;
    ZeroMemory(&osvi, sizeof(OSVERSIONINFO));
    osvi.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
    if (GetVersionEx(&osvi)) {
        return std::to_string(osvi.dwMajorVersion) + "." + std::to_string(osvi.dwMinorVersion);
    }
#elif defined(PLATFORM_ANDROID)
    char version[PROP_VALUE_MAX];
    if (__system_property_get("ro.build.version.release", version) > 0) {
        return std::string(version);
    }
#endif
    return "Unknown";
}

bool PlatformManager::SupportsVulkan() {
    return currentPlatform == PlatformType::Windows ||
           currentPlatform == PlatformType::Linux ||
           currentPlatform == PlatformType::Android ||
           IsConsolePlatform();
}

bool PlatformManager::SupportsMetal() {
    return currentPlatform == PlatformType::macOS ||
           currentPlatform == PlatformType::iOS;
}

bool PlatformManager::SupportsDirectX12() {
    return currentPlatform == PlatformType::Windows ||
           currentPlatform == PlatformType::Xbox;
}

bool PlatformManager::SupportsOpenGL() {
    return currentPlatform != PlatformType::Unknown;
}

bool PlatformManager::SupportsRayTracing() {
    return currentPlatform == PlatformType::Windows ||
           currentPlatform == PlatformType::PlayStation ||
           currentPlatform == PlatformType::Xbox;
}

bool PlatformManager::HasTouchScreen() {
    return IsMobilePlatform() || 
           currentPlatform == PlatformType::NintendoSwitch;
}

bool PlatformManager::HasKeyboard() {
    return !IsMobilePlatform() && !IsVRPlatform();
}

bool PlatformManager::HasMouse() {
    return currentPlatform == PlatformType::Windows ||
           currentPlatform == PlatformType::macOS ||
           currentPlatform == PlatformType::Linux;
}

bool PlatformManager::HasGamepad() {
    return IsConsolePlatform() || 
           currentPlatform == PlatformType::Windows ||
           currentPlatform == PlatformType::macOS ||
           currentPlatform == PlatformType::Linux;
}

bool PlatformManager::HasHapticFeedback() {
    return IsMobilePlatform() || IsConsolePlatform() || IsVRPlatform();
}

bool PlatformManager::HasSensors() {
    return IsMobilePlatform() || IsVRPlatform();
}

bool PlatformManager::HasCamera() {
    return IsMobilePlatform() || IsARPlatform();
}

bool PlatformManager::HasMicrophone() {
    return currentPlatform != PlatformType::Unknown;
}

bool PlatformManager::HasGPS() {
    return IsMobilePlatform();
}

void PlatformManager::EnableHapticFeedback(HapticPattern pattern, float intensity) {
    if (!HasHapticFeedback()) {
        return;
    }
    
    // Clamp intensity
    if (intensity < 0.0f) intensity = 0.0f;
    if (intensity > 1.0f) intensity = 1.0f;
    
    // Platform-specific haptic feedback implementation
    switch (currentPlatform) {
        case PlatformType::Android:
            // Android haptic feedback
            // Would use Android Vibrator API
            break;
        case PlatformType::iOS:
            // iOS haptic feedback
            // Would use UIImpactFeedbackGenerator, UINotificationFeedbackGenerator
            break;
        case PlatformType::PlayStation:
        case PlatformType::Xbox:
        case PlatformType::NintendoSwitch:
            // Console haptic feedback through controllers
            break;
        default:
            break;
    }
}

void PlatformManager::EnableHapticFeedbackCustom(float duration, float intensity) {
    if (!HasHapticFeedback()) {
        return;
    }
    
    // Clamp values
    if (duration < 0.0f) duration = 0.0f;
    if (duration > 10.0f) duration = 10.0f;
    if (intensity < 0.0f) intensity = 0.0f;
    if (intensity > 1.0f) intensity = 1.0f;
    
    // Platform-specific custom haptic feedback
    switch (currentPlatform) {
        case PlatformType::Android:
            // Android custom vibration pattern
            break;
        case PlatformType::iOS:
            // iOS custom haptic pattern
            break;
        default:
            break;
    }
}

void PlatformManager::SetBatteryOptimization(BatteryOptimizationLevel level) {
    batteryOptLevel = level;
    
    if (IsMobilePlatform()) {
        UpdatePerformanceBasedOnBattery();
    }
}

BatteryOptimizationLevel PlatformManager::GetBatteryOptimizationLevel() {
    return batteryOptLevel;
}

float PlatformManager::CalculatePerformanceScale(float batteryLevel, bool isCharging) {
    if (isCharging) {
        return 1.0f; // Full performance when charging
    }
    
    switch (batteryOptLevel) {
        case BatteryOptimizationLevel::None:
            return 1.0f;
            
        case BatteryOptimizationLevel::Balanced:
            if (batteryLevel < 0.2f) {
                return 0.7f; // Reduce to 70% when below 20%
            } else if (batteryLevel < 0.5f) {
                return 0.85f; // Reduce to 85% when below 50%
            }
            return 1.0f;
            
        case BatteryOptimizationLevel::PowerSaver:
            if (batteryLevel < 0.2f) {
                return 0.5f; // Reduce to 50% when below 20%
            } else if (batteryLevel < 0.5f) {
                return 0.65f; // Reduce to 65% when below 50%
            }
            return 0.8f; // Always reduce to 80% in power saver
            
        case BatteryOptimizationLevel::Adaptive:
            // Smooth scaling based on battery level
            if (batteryLevel < 0.15f) {
                return 0.5f;
            } else if (batteryLevel < 0.3f) {
                return 0.6f + (batteryLevel - 0.15f) * (0.2f / 0.15f);
            } else if (batteryLevel < 0.5f) {
                return 0.8f + (batteryLevel - 0.3f) * (0.15f / 0.2f);
            }
            return 0.95f + (batteryLevel - 0.5f) * (0.1f / 0.5f);
    }
    
    return 1.0f;
}

void PlatformManager::UpdatePerformanceBasedOnBattery() {
    if (!IsMobilePlatform()) {
        performanceScale = 1.0f;
        return;
    }
    
    float batteryLevel = GetBatteryLevel();
    bool charging = IsCharging();
    
    performanceScale = CalculatePerformanceScale(batteryLevel, charging);
    lastBatteryLevel = batteryLevel;
    
    // Apply performance scaling to various subsystems
    // This would affect rendering quality, physics update rate, etc.
}

float PlatformManager::GetBatteryLevel() {
    if (!IsMobilePlatform()) {
        return 1.0f; // Desktop platforms assume full power
    }
    
    // Platform-specific battery level detection
#ifdef PLATFORM_ANDROID
    // Would use Android BatteryManager API
    // For now, return simulated value
    return 0.75f;
#elif defined(PLATFORM_IOS)
    // Would use UIDevice.current.batteryLevel
    // For now, return simulated value
    return 0.75f;
#endif
    
    return 1.0f; // Default
}

bool PlatformManager::IsCharging() {
    if (!IsMobilePlatform()) {
        return true; // Desktop platforms assume always charging
    }
    
    // Platform-specific charging detection
#ifdef PLATFORM_ANDROID
    // Would use Android BatteryManager API
    return false;
#elif defined(PLATFORM_IOS)
    // Would use UIDevice.current.batteryState
    return false;
#endif
    
    return false; // Default
}

float PlatformManager::GetBatteryTemperature() {
    if (!IsMobilePlatform()) {
        return 25.0f; // Normal temperature for desktop
    }
    
    // Platform-specific battery temperature detection
#ifdef PLATFORM_ANDROID
    // Would use Android BatteryManager.EXTRA_TEMPERATURE
    return 30.0f; // Simulated value in Celsius
#elif defined(PLATFORM_IOS)
    // iOS doesn't provide direct battery temperature access
    return 30.0f;
#endif
    
    return 25.0f; // Default
}

TouchInputManager* PlatformManager::GetTouchInput() {
    return touchManager.get();
}

SensorManager* PlatformManager::GetSensors() {
    return sensorManager.get();
}

void PlatformManager::SetControllerVibration(int controller, float intensity) {
    if (!IsConsolePlatform() && currentPlatform != PlatformType::Windows) {
        return;
    }
    
    // Platform-specific controller vibration
}

bool PlatformManager::IsControllerConnected(int controller) {
    if (!HasGamepad()) {
        return false;
    }
    
    // Platform-specific controller detection
    return false; // Default
}

int PlatformManager::GetConnectedControllerCount() {
    if (!HasGamepad()) {
        return 0;
    }
    
    // Platform-specific controller counting
    return 0; // Default
}

bool PlatformManager::IsVRHeadsetConnected() {
    return IsVRPlatform();
}

bool PlatformManager::IsARSupported() {
    return IsARPlatform() || IsMobilePlatform();
}

void PlatformManager::EnableVRMode(bool enable) {
    if (!IsVRPlatform()) {
        return;
    }
    
    // VR mode initialization
}

void PlatformManager::EnableARMode(bool enable) {
    if (!IsARSupported()) {
        return;
    }
    
    // AR mode initialization
}

size_t PlatformManager::GetTotalMemory() {
#ifdef PLATFORM_WINDOWS
    MEMORYSTATUSEX memInfo;
    memInfo.dwLength = sizeof(MEMORYSTATUSEX);
    GlobalMemoryStatusEx(&memInfo);
    return static_cast<size_t>(memInfo.ullTotalPhys);
#elif defined(PLATFORM_LINUX)
    struct sysinfo memInfo;
    sysinfo(&memInfo);
    return static_cast<size_t>(memInfo.totalram * memInfo.mem_unit);
#elif defined(PLATFORM_MACOS) || defined(PLATFORM_IOS)
    int mib[2];
    mib[0] = CTL_HW;
    mib[1] = HW_MEMSIZE;
    uint64_t size = 0;
    size_t len = sizeof(size);
    if (sysctl(mib, 2, &size, &len, NULL, 0) == 0) {
        return static_cast<size_t>(size);
    }
#endif
    return 0;
}

size_t PlatformManager::GetAvailableMemory() {
#ifdef PLATFORM_WINDOWS
    MEMORYSTATUSEX memInfo;
    memInfo.dwLength = sizeof(MEMORYSTATUSEX);
    GlobalMemoryStatusEx(&memInfo);
    return static_cast<size_t>(memInfo.ullAvailPhys);
#elif defined(PLATFORM_LINUX)
    struct sysinfo memInfo;
    sysinfo(&memInfo);
    return static_cast<size_t>(memInfo.freeram * memInfo.mem_unit);
#endif
    return 0;
}

int PlatformManager::GetCPUCoreCount() {
#ifdef PLATFORM_WINDOWS
    SYSTEM_INFO sysinfo;
    GetSystemInfo(&sysinfo);
    return static_cast<int>(sysinfo.dwNumberOfProcessors);
#elif defined(PLATFORM_LINUX) || defined(PLATFORM_MACOS) || defined(PLATFORM_IOS)
    return static_cast<int>(sysconf(_SC_NPROCESSORS_ONLN));
#endif
    return 1;
}

float PlatformManager::GetCPUFrequency() {
    // Platform-specific CPU frequency detection
    return 0.0f; // Default
}

std::string PlatformManager::GetGPUName() {
    // Platform-specific GPU name detection
    return "Unknown GPU";
}

size_t PlatformManager::GetGPUMemory() {
    // Platform-specific GPU memory detection
    return 0;
}

// Mobile Lifecycle Management
void PlatformManager::RegisterLifecycleCallback(LifecycleCallback callback) {
    lifecycleCallback = callback;
}

void PlatformManager::UnregisterLifecycleCallback() {
    lifecycleCallback = nullptr;
}

AppLifecycleState PlatformManager::GetCurrentLifecycleState() {
    return lifecycleState;
}

void PlatformManager::NotifyLifecycleChange(AppLifecycleState newState) {
    lifecycleState = newState;
    if (lifecycleCallback) {
        lifecycleCallback(newState);
    }
}

void PlatformManager::PauseApp() {
    if (lifecycleState == AppLifecycleState::Active) {
        NotifyLifecycleChange(AppLifecycleState::Paused);
        
        // Platform-specific pause handling
        switch (currentPlatform) {
            case PlatformType::Android:
                // Android pause handling
                // Would save state, stop audio, etc.
                break;
            case PlatformType::iOS:
                // iOS pause handling
                break;
            default:
                break;
        }
    }
}

void PlatformManager::ResumeApp() {
    if (lifecycleState == AppLifecycleState::Paused) {
        NotifyLifecycleChange(AppLifecycleState::Resumed);
        
        // Platform-specific resume handling
        switch (currentPlatform) {
            case PlatformType::Android:
                // Android resume handling
                // Would restore state, resume audio, etc.
                break;
            case PlatformType::iOS:
                // iOS resume handling
                break;
            default:
                break;
        }
        
        // Return to active state
        NotifyLifecycleChange(AppLifecycleState::Active);
    }
}

bool PlatformManager::IsAppPaused() {
    return lifecycleState == AppLifecycleState::Paused;
}

// In-App Purchases
bool PlatformManager::IsInAppPurchaseSupported() {
    return IsMobilePlatform() || IsConsolePlatform();
}

void PlatformManager::InitializeInAppPurchases() {
    if (!IsInAppPurchaseSupported()) {
        return;
    }
    
    if (inAppPurchasesInitialized) {
        return;
    }
    
    // Platform-specific IAP initialization
    switch (currentPlatform) {
        case PlatformType::Android:
            // Initialize Google Play Billing
            break;
        case PlatformType::iOS:
            // Initialize StoreKit
            break;
        case PlatformType::PlayStation:
        case PlatformType::Xbox:
        case PlatformType::NintendoSwitch:
            // Initialize console store APIs
            break;
        default:
            break;
    }
    
    inAppPurchasesInitialized = true;
}

void PlatformManager::PurchaseProduct(const std::string& productId, PurchaseCallback callback) {
    if (!inAppPurchasesInitialized) {
        if (callback) {
            callback(false, "In-app purchases not initialized");
        }
        return;
    }
    
    // Platform-specific purchase flow
    switch (currentPlatform) {
        case PlatformType::Android:
            // Google Play Billing purchase flow
            // For simulation, add to purchased products
            purchasedProducts.push_back(productId);
            if (callback) {
                callback(true, "Purchase successful");
            }
            break;
        case PlatformType::iOS:
            // StoreKit purchase flow
            purchasedProducts.push_back(productId);
            if (callback) {
                callback(true, "Purchase successful");
            }
            break;
        default:
            if (callback) {
                callback(false, "Platform not supported");
            }
            break;
    }
}

void PlatformManager::RestorePurchases(PurchaseCallback callback) {
    if (!inAppPurchasesInitialized) {
        if (callback) {
            callback(false, "In-app purchases not initialized");
        }
        return;
    }
    
    // Platform-specific restore flow
    switch (currentPlatform) {
        case PlatformType::Android:
        case PlatformType::iOS:
            // Restore purchases from platform store
            if (callback) {
                callback(true, "Purchases restored");
            }
            break;
        default:
            if (callback) {
                callback(false, "Platform not supported");
            }
            break;
    }
}

std::vector<std::string> PlatformManager::GetPurchasedProducts() {
    return purchasedProducts;
}

// Social Features
bool PlatformManager::IsSocialFeaturesSupported() {
    return IsMobilePlatform() || IsConsolePlatform();
}

void PlatformManager::InitializeSocialFeatures() {
    if (!IsSocialFeaturesSupported()) {
        return;
    }
    
    if (socialFeaturesInitialized) {
        return;
    }
    
    // Platform-specific social features initialization
    switch (currentPlatform) {
        case PlatformType::Android:
            // Initialize Google Play Games Services
            break;
        case PlatformType::iOS:
            // Initialize Game Center
            break;
        case PlatformType::PlayStation:
        case PlatformType::Xbox:
        case PlatformType::NintendoSwitch:
            // Initialize console social APIs
            break;
        default:
            break;
    }
    
    socialFeaturesInitialized = true;
}

void PlatformManager::UnlockAchievement(const std::string& achievementId, AchievementCallback callback) {
    if (!socialFeaturesInitialized) {
        if (callback) {
            callback(false, "Social features not initialized");
        }
        return;
    }
    
    // Platform-specific achievement unlock
    switch (currentPlatform) {
        case PlatformType::Android:
            // Google Play Games achievement unlock
            if (callback) {
                callback(true, "Achievement unlocked");
            }
            break;
        case PlatformType::iOS:
            // Game Center achievement unlock
            if (callback) {
                callback(true, "Achievement unlocked");
            }
            break;
        default:
            if (callback) {
                callback(false, "Platform not supported");
            }
            break;
    }
}

void PlatformManager::SubmitScore(const std::string& leaderboardId, int score, AchievementCallback callback) {
    if (!socialFeaturesInitialized) {
        if (callback) {
            callback(false, "Social features not initialized");
        }
        return;
    }
    
    // Platform-specific score submission
    switch (currentPlatform) {
        case PlatformType::Android:
            // Google Play Games leaderboard submission
            if (callback) {
                callback(true, "Score submitted");
            }
            break;
        case PlatformType::iOS:
            // Game Center leaderboard submission
            if (callback) {
                callback(true, "Score submitted");
            }
            break;
        default:
            if (callback) {
                callback(false, "Platform not supported");
            }
            break;
    }
}

void PlatformManager::ShowLeaderboard(const std::string& leaderboardId) {
    if (!socialFeaturesInitialized) {
        return;
    }
    
    // Platform-specific leaderboard display
    switch (currentPlatform) {
        case PlatformType::Android:
            // Show Google Play Games leaderboard UI
            break;
        case PlatformType::iOS:
            // Show Game Center leaderboard UI
            break;
        default:
            break;
    }
}

void PlatformManager::GetLeaderboardScores(const std::string& leaderboardId, LeaderboardCallback callback) {
    if (!socialFeaturesInitialized) {
        if (callback) {
            callback(false, {});
        }
        return;
    }
    
    // Platform-specific leaderboard fetch
    switch (currentPlatform) {
        case PlatformType::Android:
        case PlatformType::iOS:
            // Fetch leaderboard scores
            // For simulation, return empty list
            if (callback) {
                std::vector<std::pair<std::string, int>> scores;
                scores.push_back({"Player1", 1000});
                scores.push_back({"Player2", 900});
                scores.push_back({"Player3", 800});
                callback(true, scores);
            }
            break;
        default:
            if (callback) {
                callback(false, {});
            }
            break;
    }
}

} // namespace platform
} // namespace pywrkgame
