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#pragma once

#include <Cplt/Utils/Math.hpp>
#include <Cplt/Utils/Vector.hpp>
#include <Cplt/Utils/fwd.hpp>

#include <imgui.h>
#include <algorithm>
#include <cstdint>
#include <limits>

class RgbaColor {
public:
	uint8_t r;
	uint8_t g;
	uint8_t b;
	uint8_t a;

public:
	constexpr RgbaColor() noexcept
		: r{ 255 }
		, g{ 255 }
		, b{ 255 }
		, a{ 255 } {
	}

	constexpr RgbaColor(float r, float g, float b, float a = 1.0f) noexcept
		: r{ static_cast<uint8_t>(r * 255.0f) }
		, g{ static_cast<uint8_t>(g * 255.0f) }
		, b{ static_cast<uint8_t>(b * 255.0f) }
		, a{ static_cast<uint8_t>(a * 255.0f) } {
	}

	constexpr RgbaColor(int r, int g, int b, int a = 255) noexcept
		: r{ static_cast<uint8_t>(r & 0xFF) }
		, g{ static_cast<uint8_t>(g & 0xFF) }
		, b{ static_cast<uint8_t>(b & 0xFF) }
		, a{ static_cast<uint8_t>(a & 0xFF) } {
	}

	constexpr RgbaColor(uint32_t rgba) noexcept
		: r{ static_cast<uint8_t>((rgba >> 0) & 0xFF) }
		, g{ static_cast<uint8_t>((rgba >> 8) & 0xFF) }
		, b{ static_cast<uint8_t>((rgba >> 16) & 0xFF) }
		, a{ static_cast<uint8_t>((rgba >> 24) & 0xFF) } {
	}

	constexpr uint32_t GetScalar() const noexcept {
		uint32_t res = 0;
		res |= r << 24;
		res |= g << 16;
		res |= b << 8;
		res |= a;
		return res;
	}

	constexpr void SetScalar(uint32_t scalar) noexcept {
		r = (scalar >> 0) & 0xFF;
		g = (scalar >> 8) & 0xFF;
		b = (scalar >> 16) & 0xFF;
		a = (scalar >> 24) & 0xFF;
	}

	constexpr float GetNormalizedRed() const noexcept {
		return r / 255.0f;
	}

	constexpr float GetNormalizedGreen() const noexcept {
		return g / 255.0f;
	}

	constexpr float GetNormalizedBlue() const noexcept {
		return b / 255.0f;
	}

	constexpr float GetNormalizedAlpha() const noexcept {
		return a / 255.0f;
	}

	constexpr Vec4i AsVec4i() const noexcept {
		return Vec4i{ r, g, b, a };
	}

	constexpr Vec4f AsVec4f() const noexcept {
		return Vec4f{
			GetNormalizedRed(),
			GetNormalizedGreen(),
			GetNormalizedBlue(),
			GetNormalizedAlpha(),
		};
	}

	ImVec4 AsImVec() const {
		auto v = AsVec4f();
		return ImVec4{ v.x, v.y, v.z, v.w };
	}

	ImColor AsImColor() const {
		auto v = AsVec4f();
		return ImColor{ v.x, v.y, v.z, v.w };
	}

	ImU32 AsImU32() const {
		ImU32 res;
		res |= r << IM_COL32_R_SHIFT;
		res |= g << IM_COL32_G_SHIFT;
		res |= b << IM_COL32_B_SHIFT;
		res |= a << IM_COL32_A_SHIFT;
		return res;
	}

	constexpr void SetVec(const Vec4f& vec) noexcept {
		r = (uint8_t)(vec.x * 255.0f);
		g = (uint8_t)(vec.y * 255.0f);
		b = (uint8_t)(vec.z * 255.0f);
		a = (uint8_t)(vec.w * 255.0f);
	}

	// Forward declaring because cyclic reference between RgbaColor and HsvColor
	constexpr HsvColor ToHsv() const noexcept;

	friend constexpr bool operator==(const RgbaColor&, const RgbaColor&) noexcept = default;
};

class HsvColor {
public:
	float h;
	float s;
	float v;
	float a;

public:
	constexpr HsvColor() noexcept
		: h{ 0.0f }
		, s{ 0.0f }
		, v{ 1.0f }
		, a{ 1.0f } {
	}

	constexpr HsvColor(float h, float s, float v, float a) noexcept
		: h{ h }
		, s{ s }
		, v{ v }
		, a{ a } {
	}

	// Forward declaring because cyclic reference between RgbaColor and HsvColor
	constexpr RgbaColor ToRgba() const noexcept;
};

constexpr HsvColor RgbaColor::ToHsv() const noexcept {
	float fr = GetNormalizedRed();
	float fg = GetNormalizedBlue();
	float fb = GetNormalizedGreen();
	float fa = GetNormalizedAlpha();

	auto p = fg < fb ? Vec4f{ fb, fg, -1, 2.0f / 3.0f } : Vec4f{ fg, fb, 0, -1.0f / 3.0f };
	auto q = fr < p.x ? Vec4f{ p.x, p.y, p.w, fr } : Vec4f{ fr, p.y, p.z, p.x };
	float c = q.x - std::min(q.w, q.y);
	float h = MathUtils::Abs((q.w - q.y) / (6 * c + std::numeric_limits<float>::epsilon()) + q.z);

	Vec3f hcv{ h, c, q.x };
	float s = hcv.y / (hcv.z + std::numeric_limits<float>::epsilon());
	return HsvColor(hcv.x, s, hcv.z, fa);
}

constexpr RgbaColor HsvColor::ToRgba() const noexcept {
	float r = MathUtils::Abs(h * 6 - 3) - 1;
	float g = 2 - MathUtils::Abs(h * 6 - 2);
	float b = 2 - MathUtils::Abs(h * 6 - 4);

	auto rgb = Vec3f{
		std::clamp(r, 0.0f, 1.0f),
		std::clamp(g, 0.0f, 1.0f),
		std::clamp(b, 0.0f, 1.0f),
	};
	auto vc = (rgb - Vec3f{ 0, 0, 0 }) * s + Vec3f{ 1, 1, 1 } * v;

	return RgbaColor(vc.x, vc.y, vc.z, a);
}