#include "pywrkgame/rendering/VulkanDevice.h"
#include <cstring>

namespace pywrkgame {
namespace rendering {

VulkanDevice::VulkanDevice() = default;

VulkanDevice::~VulkanDevice() {
    if (initialized) {
        Shutdown();
    }
}

bool VulkanDevice::Initialize() {
    if (initialized) {
        return false;
    }

    // Simplified Vulkan initialization
    // In a real implementation, this would:
    // - Create VkInstance
    // - Select physical device
    // - Create logical device
    // - Create swapchain
    // - Create command pools and buffers

    initialized = true;
    return true;
}

void VulkanDevice::Shutdown() {
    if (!initialized) {
        return;
    }

    // Clean up all resources
    textures.clear();
    buffers.clear();
    shaders.clear();

    initialized = false;
}

void VulkanDevice::BeginFrame() {
    if (!initialized) {
        return;
    }
    inFrame = true;
}

void VulkanDevice::EndFrame() {
    if (!initialized || !inFrame) {
        return;
    }
    inFrame = false;
}

void VulkanDevice::Present() {
    if (!initialized) {
        return;
    }
    // Present swapchain image
}

TextureHandle VulkanDevice::CreateTexture(const TextureDesc& desc) {
    if (!initialized) {
        return TextureHandle{};
    }

    TextureHandle handle;
    handle.id = nextTextureId++;
    handle.generation = 1;

    textures[handle.id] = desc;

    return handle;
}

BufferHandle VulkanDevice::CreateBuffer(const BufferDesc& desc) {
    if (!initialized) {
        return BufferHandle{};
    }

    BufferHandle handle;
    handle.id = nextBufferId++;
    handle.generation = 1;

    buffers[handle.id] = desc;

    return handle;
}

ShaderHandle VulkanDevice::CreateShader(const ShaderDesc& desc) {
    if (!initialized) {
        return ShaderHandle{};
    }

    ShaderHandle handle;
    handle.id = nextShaderId++;
    handle.generation = 1;

    shaders[handle.id] = desc;

    return handle;
}

void VulkanDevice::DestroyTexture(TextureHandle handle) {
    if (!initialized || !handle.IsValid()) {
        return;
    }

    textures.erase(handle.id);
}

void VulkanDevice::DestroyBuffer(BufferHandle handle) {
    if (!initialized || !handle.IsValid()) {
        return;
    }

    buffers.erase(handle.id);
}

void VulkanDevice::DestroyShader(ShaderHandle handle) {
    if (!initialized || !handle.IsValid()) {
        return;
    }

    shaders.erase(handle.id);
}

void VulkanDevice::UpdateBuffer(BufferHandle handle, const void* data, size_t size, size_t offset) {
    if (!initialized || !handle.IsValid() || !data) {
        return;
    }

    // In real implementation, would update VkBuffer
}

void VulkanDevice::UpdateTexture(TextureHandle handle, const void* data, size_t size, uint32_t mipLevel) {
    if (!initialized || !handle.IsValid() || !data) {
        return;
    }

    // In real implementation, would update VkImage
}

void VulkanDevice::BeginRenderPass() {
    if (!initialized || !inFrame) {
        return;
    }
    inRenderPass = true;
}

void VulkanDevice::EndRenderPass() {
    if (!initialized || !inRenderPass) {
        return;
    }
    inRenderPass = false;
}

void VulkanDevice::Draw(uint32_t vertexCount, uint32_t instanceCount, uint32_t firstVertex, uint32_t firstInstance) {
    if (!initialized || !inRenderPass) {
        return;
    }
    // vkCmdDraw
}

void VulkanDevice::DrawIndexed(uint32_t indexCount, uint32_t instanceCount, uint32_t firstIndex, int32_t vertexOffset, uint32_t firstInstance) {
    if (!initialized || !inRenderPass) {
        return;
    }
    // vkCmdDrawIndexed
}

void VulkanDevice::SetViewport(float x, float y, float width, float height) {
    if (!initialized) {
        return;
    }
    // vkCmdSetViewport
}

void VulkanDevice::SetScissor(int32_t x, int32_t y, uint32_t width, uint32_t height) {
    if (!initialized) {
        return;
    }
    // vkCmdSetScissor
}

} // namespace rendering
} // namespace pywrkgame
