/**
 * @file util.h
 * @brief A rectangle overlap test, path resolution, and two test-only image helpers.
 *
 * The grab bag. Three unrelated groups live here: one rectangle overlap test,
 * path resolution for the asset loaders, and a pair of pixel-comparison routines
 * that exist only so tests can assert on what was actually drawn.
 *
 * akgl_collide_rectangles is axis-aligned and treats edges as touching: two
 * rectangles sharing an edge and nothing more overlap. It answers a *game's*
 * question -- a pickup, a minimap marker, a UI hit test -- and is deliberately
 * not what the physics step uses. Anything that should push or be pushed wants a
 * collision shape and akgl_collision_test; see `akgl/collision.h`.
 */

#ifndef _AKGL_UTIL_H_
#define _AKGL_UTIL_H_

#include <SDL3/SDL.h>
#include <akerror.h>
#include <stdbool.h>
#include <akgl/staticstring.h>

/**
 * @brief Test whether two rectangles overlap, edges included.
 *
 * Compares the two rectangles' spans on both axes: they overlap when neither is
 * wholly to one side of the other. Four comparisons, in `float32_t`, with no
 * intermediate form.
 *
 * @param r1      First rectangle. Required.
 * @param r2      Second rectangle. Required. Order does not matter.
 * @param collide Receives `true` on any overlap or shared edge, `false`
 *                otherwise. Required.
 * @return `NULL` on success, otherwise an error context owned by the caller.
 * @throws AKERR_NULLPOINTER If @p r1, @p r2, or @p collide is `NULL`.
 *
 * @note Fixed in 0.8.0. This was eight corner-containment tests, which answer a
 *       different question and get the cross wrong: a tall thin rectangle
 *       crossing a short wide one overlaps without either enclosing a corner of
 *       the other, and every corner test said no. It is a span comparison on
 *       both axes now. Two consequences for a caller upgrading: that
 *       arrangement starts reporting `true`, and the comparison is in `float`
 *       rather than through the removed akgl_Point's `int` members, so an
 *       overlap smaller than one pixel is no longer truncated away.
 *
 * @note akgl_rectangle_points, akgl_collide_point_rectangle, akgl_Point and
 *       akgl_RectanglePoints were removed in 0.8.0. They existed to feed the
 *       corner form this no longer uses, and nothing outside `tests/` called
 *       either function. A point-in-rectangle test is four comparisons a caller
 *       can write; the intermediate struct was the only thing this header was
 *       adding.
 */
akerr_ErrorContext AKERR_NOIGNORE *akgl_collide_rectangles(SDL_FRect *r1, SDL_FRect *r2, bool *collide);

/**
 * @brief Resolve an asset path, trying the working directory before the given root.
 *
 * Asset files name their neighbours relatively -- a sprite definition names its
 * spritesheet, a tilemap names its tilesets -- and "relative" has to mean
 * relative to the file doing the naming, not to wherever the game was launched
 * from. So this tries @p path against the process working directory first, and
 * only if that does not exist joins it onto @p root and resolves that. Either
 * way the result is absolute, with symlinks and `..` folded out.
 *
 * @param root Directory to fall back to, normally `dirname` of the file that
 *             contained @p path. Required, even when unused.
 * @param path The path to resolve, relative or absolute. Required.
 * @param dest  Receives the resolved absolute path. Required, and must already be
 *             a claimed pool string -- this writes into it, it does not claim
 *             one for you.
 * @return `NULL` on success, otherwise an error context owned by the caller.
 * @throws AKERR_NULLPOINTER If @p root, @p path, or @p dest is `NULL`.
 * @throws AKERR_OUTOFBOUNDS If `root + "/" + path` would not fit in
 *         #AKGL_MAX_STRING_LENGTH.
 * @throws ENOENT If neither spelling names an existing file. Any other `errno`
 *         `realpath(3)` can raise -- EACCES on an unsearchable directory,
 *         ELOOP, ENOTDIR -- propagates the same way.
 * @throws AKGL_ERR_HEAP If the string pool is exhausted.
 *
 * @note The fallback path -- the common one, since most asset references are
 *       relative to their own file rather than to the working directory --
 *       returns straight out of the ENOENT handler and so never releases the
 *       error context it was handling. Each such call consumes one slot of
 *       libakerror's fixed 128-entry context array for the life of the process.
 */
akerr_ErrorContext AKERR_NOIGNORE *akgl_path_relative(char *root, char *path, akgl_String *dest);

// These are REALLY slow routines that are only useful in testing harnesses
/**
 * @brief Assert that two surfaces hold byte-identical pixels.
 *
 * A `memcmp` over the raw pixel buffer, so it is exact: one differing byte in
 * one pixel is a failure. Meant for test harnesses asserting on rendered output,
 * not for anything on a frame path.
 *
 * @param s1 First surface. Required. Its `pitch * h` is what determines how many
 *           bytes are compared.
 * @param s2 Second surface. Required.
 * @return `NULL` when the pixels match, otherwise an error context owned by the
 *         caller. "Not equal" is reported as an error, not as an out-param.
 * @throws AKERR_NULLPOINTER If @p s1 or @p s2 is `NULL`, or either has no
 *         pixel buffer.
 * @throws AKERR_VALUE If the surfaces differ in size, pitch, or pixel format,
 *         or if their pixels differ.
 *
 * Dimensions, pitch and pixel format are compared first, and a difference in
 * any of them is reported as a mismatch. Until 0.5.0 they were not, so a
 * smaller @p s2 was read past its end instead -- benign in practice and
 * immediately fatal under a memory checker.
 */
akerr_ErrorContext AKERR_NOIGNORE *akgl_compare_sdl_surfaces(SDL_Surface *s1, SDL_Surface *s2);
/**
 * @brief Draw two textures in turn, read the framebuffer back after each, and compare.
 *
 * The test-harness counterpart to akgl_compare_sdl_surfaces: it answers "do
 * these two textures *render* the same", which is not the same question as "are
 * these two textures identical", because the renderer's scaling and blending sit
 * in between. Both are drawn into the same rectangle against a cleared target.
 *
 * @param t1       First texture. Required.
 * @param t2       Second texture. Required.
 * @param x        Left edge of the region, in pixels. Used for the source
 *                 rectangle, the destination, and the readback alike.
 * @param y        Top edge of the region.
 * @param w        Width of the region.
 * @param h        Height of the region.
 * @param writeout Optional filename for a PNG of the *first* render, written
 *                 under `SDL_GetBasePath()`. `NULL` skips it. This is a
 *                 debugging aid -- when an image assertion fails, this is how
 *                 you see what was actually drawn.
 * @return `NULL` when the two renders match, otherwise an error context owned by
 *         the caller.
 * @throws AKERR_NULLPOINTER If @p t1 or @p t2 is `NULL`.
 * @throws AKGL_ERR_SDL If the framebuffer cannot be read back.
 * @throws AKERR_IO If @p writeout is given and the PNG cannot be written.
 * @throws AKERR_VALUE If the two renders differ.
 * @throws AKGL_ERR_HEAP If the string pool is exhausted.
 *
 * @note Until 0.5.0 both passes drew @p t1, so this always reported a match and
 *       every image assertion built on it asserted nothing. It draws @p t2 on
 *       the second pass now.
 */
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_and_compare(SDL_Texture *t1, SDL_Texture *t2, int x, int y, int w, int h, char *writeout);

#endif // _AKGL_UTIL_H_
