#ifndef CONFIG_H
#define CONFIG_H

#include <string>
#include "Types.h"

#define CONFIG_WITH_PROFILES 23U
#define CONFIG_VERSION_CURRENT 29U

#define BILINEAR_3POINT   0
#define BILINEAR_STANDARD 1
#define BILINEAR_3POINT_WITH_COLOR_BLEEDING 2
#define BILINEAR_STANDARD_WITH_COLOR_BLEEDING_AND_PREMULTIPLIED_ALPHA 3

const u32 gc_uMegabyte = 1024U * 1024U;

struct Config
{
	u32 version;

	std::string translationFile;

	struct
	{
		u32 fullscreen;
		u32 borderless;
		u32 windowedWidth, windowedHeight;
		u32 fullscreenWidth, fullscreenHeight, fullscreenRefresh;
		u32 fxaa;
		u32 multisampling, maxMultiSampling;
		u32 verticalSync;
		u32 threadedVideo;
		wchar_t deviceName[32];
	} video;

	struct
	{
		u32 anisotropy;
		u32 maxAnisotropy;
		u32 bilinearMode;
		u32 enableHalosRemoval;
	} texture;

	enum TexrectCorrectionMode {
		tcDisable = 0,
		tcSmart,
		tcForce
	};

	enum BufferDitheringMode {
		bdmDisable = 0,
		bdmBayer,
		bdmMagicSquare,
		bdmBlueNoise
	};

	struct {
		u32 enableDitheringPattern;
		u32 enableDitheringQuantization;
		u32 enableHiresNoiseDithering;
		u32 rdramImageDitheringMode;
		u32 enableLOD;
		u32 enableHWLighting;
		u32 enableCoverage;
		u32 enableClipping;
		u32 enableCustomSettings;
		u32 enableShadersStorage;
		u32 enableLegacyBlending;
		u32 enableHybridFilter;
		u32 enableInaccurateTextureCoordinates;
		u32 enableFragmentDepthWrite;
		u32 hacks;
#if defined(OS_ANDROID) || defined(OS_IOS)
		u32 forcePolygonOffset;
		f32 polygonOffsetFactor;
		f32 polygonOffsetUnits;
#endif
	} generalEmulation;

	enum BGMode {
		bgOnePiece = 0,
		bgStripped = 1
	};

	enum NativeResTexrectsMode {
		ntDisable = 0,
		ntOptimized,
		ntUnptimized
	};

	struct {
		u32 correctTexrectCoords;
		u32 enableNativeResTexrects;
		u32 bgMode;
		u32 enableTexCoordBounds;
	} graphics2D;

	enum Aspect {
		aStretch = 0,
		a43 = 1,
		a169 = 2,
		aAdjust43 = 3,
		aAdjust169 = 4,
		aTotal = 5
	};

	enum CopyToRDRAM {
		ctDisable = 0,
		ctSync = 1,
		ctDoubleBuffer = 2,
		ctTripleBuffer = 3
	};

	enum BufferSwapMode {
		bsOnVerticalInterrupt = 0,
		bsOnVIOriginChange,
		bsOnColorImageChange
	};

	enum CopyDepthMode {
		cdDisable = 0,
		cdCopyFromVRam = 1,
		cdSoftwareRender = 2
	};

	enum N64DepthCompareMode {
		dcDisable = 0,
		dcFast,
		dcCompatible
	};

	struct {
		u32 enable;
		u32 aspect; // 0: stretch ; 1: 4/3 ; 2: 16/9; 3: adjust
		u32 bufferSwapMode; // 0: on VI update call; 1: on VI origin change; 2: on main frame buffer update
		u32 nativeResFactor;
		u32 N64DepthCompare;
		u32 forceDepthBufferClear;
		u32 copyAuxToRDRAM;
		// Buffer read/write
		u32 copyToRDRAM;
		u32 copyDepthToRDRAM;
		u32 copyFromRDRAM;

		// FBInfo
		u32 fbInfoSupported;
		u32 fbInfoDisabled;
		u32 fbInfoReadColorChunk;
		u32 fbInfoReadDepthChunk;

		// Depth buffer copy. For Reshade.
		u32 copyDepthToMainDepthBuffer;

		// Overscan
		u32 enableOverscan;
		struct {
			s32 left = 0;
			s32 right = 0;
			s32 top = 0;
			s32 bottom = 0;
		} overscanPAL, overscanNTSC;
	} frameBufferEmulation;

	struct
	{
		u32 txFilterMode;				// Texture filtering mode, eg Sharpen
		u32 txEnhancementMode;			// Texture enhancement mode, eg 2xSAI
		u32 txDeposterize;				// Deposterize texture before enhancement
		u32 txFilterIgnoreBG;			// Do not apply filtering to backgrounds textures
		u32 txCacheSize;				// Cache size in Mbytes

		u32 txHiresEnable;				// Use high-resolution texture packs
		u32 txHiresFullAlphaChannel;	// Use alpha channel fully
		u32 txHresAltCRC;				// Use alternative method of paletted textures CRC calculation

		u32 txForce16bpp;				// Force use 16bit color textures
		u32 txCacheCompression;			// Zip textures cache
		u32 txSaveCache;				// Save texture cache to hard disk
		u32 txDump;                     // Dump textures
		u32 txStrongCRC;                // Dump textures with alternative (strong) CRC

		u32 txEnhancedTextureFileStorage;	// Use file storage instead of memory cache for enhanced textures.
		u32 txHiresTextureFileStorage;		// Use file storage instead of memory cache for hires textures.
		u32 txNoTextureFileStorage;			// Use no file storage or cache for hires textures.

		u32 txHiresVramLimit; // Limit of uploading hi-res textures to VRAM (in MB)

		wchar_t txPath[PLUGIN_PATH_SIZE]; // Path to texture packs
		wchar_t txCachePath[PLUGIN_PATH_SIZE]; // Path to store texture cache, that is .htc files
		wchar_t txDumpPath[PLUGIN_PATH_SIZE]; // Path to store texture dumps
	} textureFilter;

	struct
	{
		std::string name;
		u32 size;
		u8 color[4];
		float colorf[4];
	} font;

	struct {
		u32 force;
		f32 level;
	} gammaCorrection;

	enum CountersPosition {
		posTopLeft = 1,
		posTopCenter = 2,
		posTopRight = 4,
		posTop = posTopLeft | posTopCenter | posTopRight,
		posBottomLeft = 8,
		posBottomCenter = 16,
		posBottomRight = 32,
		posBottom = posBottomLeft | posBottomCenter | posBottomRight
	};

	struct {
		u32 vis;
		u32 fps;
		u32 percent;
		u32 internalResolution;
		u32 renderingResolution;
		u32 statistics;
		u32 pos;
	} onScreenDisplay;

	enum HotKey {
		hkTexDump = 0,
		hkHdTexReload,
		hkHdTexToggle,
		hkTexCoordBounds,
		hkNativeResTexrects,
		hkVsync,
		hkFBEmulation,
		hkN64DepthCompare,
		hkOsdVis,
		hkOsdFps,
		hkOsdPercent,
		hkOsdInternalResolution,
		hkOsdRenderingResolution,
		hkForceGammaCorrection,
		hkInaccurateTexCords,
		hkStrongCRC,
		hkTotal
	};

	struct {
		u8 enabledKeys[hkTotal];
		u8 keys[hkTotal];
	} hotkeys;

	struct {
		u32 dumpMode;
	} debug;

	void resetToDefaults();
	void validate();
	static const char* hotkeyIniName(u32 _idx);
	static const char* enabledHotkeyIniName(u32 _idx);
};

#define hack_Ogre64					(1<<0)  //Ogre Battle 64 background copy
#define hack_noDepthFrameBuffers	(1<<1)  //Do not use depth buffers as texture
#define hack_blurPauseScreen		(1<<2)  //Game copies frame buffer to depth buffer area, CPU blurs it. That image is used as background for pause screen.
#define hack_clearAloneDepthBuffer	(1<<3)  //Force clear depth buffer if there is no frame buffer for it. Multiplayer in GE and PD.
#define hack_StarCraftBackgrounds	(1<<4)  //StarCraft special check for frame buffer usage.
#define hack_paper_mario_subscreen	(1<<5)  //Fix subscreen delay for Paper Mario
#define hack_subscreen				(1<<6)  //Fix subscreen delay in Zelda OOT and Doubutsu no Mori
#define hack_blastCorps				(1<<7)  //Blast Corps black polygons
#define hack_rectDepthBufferCopyPD	(1<<8)  //Copy depth buffer only when game need it. Optimized for PD
#define hack_rectDepthBufferCopyCBFD (1<<9) //Copy depth buffer only when game need it. Optimized for CBFD
#define hack_WinBack				(1<<10) //Hack for WinBack to remove gray rectangle in HLE mode
#define hack_ZeldaMM				(1<<11) //Special hacks for Zelda MM
#define hack_ModifyVertexXyInShader	(1<<12) //Pass screen coordinates provided in gSPModifyVertex to vertes shader.
#define hack_LodeRunner				(1<<13) //Hack for Lode runner VI issues.
#define hack_doNotResetOtherModeH	(1<<14) //Don't reset othermode.h after dlist end. Quake and Quake 2
#define hack_doNotResetOtherModeL	(1<<15) //Don't reset othermode.l after dlist end. Quake
#define hack_LoadDepthTextures		(1<<16) //Load textures for depth buffer
#define hack_Snap					(1<<17) //Frame buffer settings for camera detection in Pokemon Snap. Copy aux buffers at fullsync
#define hack_MK64					(1<<18) //Hack for load MK64 HD textures properly.
#define hack_RE2					(1<<19) //RE2 hacks.
#define hack_ZeldaMonochrome		(1<<20) //Hack for Zeldas monochrome effects.
#define hack_TonyHawk				(1<<21) //Hack for Tony Hawk blend mode.
#define hack_WCWNitro				(1<<22) //Hack for WCW Nitro backgrounds.
#define hack_fbTextureOffset		(1<<23) //Hack to offset Conker's shadow in CBFD and Bob-ombs in Mario Tennis.

extern Config config;

extern "C" void Config_LoadConfig();
#if defined(M64P_GLIDENUI) || !defined(MUPENPLUSAPI)
void Config_DoConfig(/*HWND hParent*/);
#endif

bool isHWLightingAllowed();

#endif // CONFIG_H
