// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

#nullable disable

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using JetBrains.Annotations;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Localisation;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Framework.Threading;
using osu.Framework.Timing;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics.Cursor;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input.Bindings;
using osu.Game.Localisation;
using osu.Game.Online.API;
using osu.Game.Online.Multiplayer;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osu.Game.Overlays.OSD;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Screens.Edit.Components.Menus;
using osu.Game.Screens.Edit.Compose;
using osu.Game.Screens.Edit.Compose.Components.Timeline;
using osu.Game.Screens.Edit.Design;
using osu.Game.Screens.Edit.GameplayTest;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Edit.Timing;
using osu.Game.Screens.Edit.Verify;
using osu.Game.Screens.OnlinePlay;
using osu.Game.Screens.Play;
using osu.Game.Users;
using osuTK.Input;
using WebCommonStrings = osu.Game.Resources.Localisation.Web.CommonStrings;

namespace osu.Game.Screens.Edit
{
    [Cached(typeof(IBeatSnapProvider))]
    [Cached]
    public partial class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider, ISamplePlaybackDisabler, IBeatSyncProvider
    {
        /// <summary>
        /// An offset applied to waveform visuals to align them with expectations.
        /// </summary>
        /// <remarks>
        /// Historically, osu! beatmaps have an assumption of full system latency baked in.
        /// This comes from a culmination of stable's platform offset, average hardware playback
        /// latency, and users having their universal offsets tweaked to previous beatmaps.
        ///
        /// Coming to this value involved running various tests with existing users / beatmaps.
        /// This included both visual and audible comparisons. Ballpark confidence is ≈2 ms.
        /// </remarks>
        public const float WAVEFORM_VISUAL_OFFSET = 20;

        public override float BackgroundParallaxAmount => 0.1f;

        public override bool AllowBackButton => false;

        public override bool HideOverlaysOnEnter => true;

        public override bool DisallowExternalBeatmapRulesetChanges => true;

        public override bool? ApplyModTrackAdjustments => false;

        protected override bool PlayExitSound => !ExitConfirmed && !switchingDifficulty;

        protected bool HasUnsavedChanges
        {
            get
            {
                if (!canSave)
                    return false;

                return lastSavedHash != changeHandler?.CurrentStateHash;
            }
        }

        [Resolved]
        private BeatmapManager beatmapManager { get; set; }

        [Resolved]
        private RulesetStore rulesets { get; set; }

        [Resolved(canBeNull: true)]
        private IDialogOverlay dialogOverlay { get; set; }

        [Resolved(canBeNull: true)]
        private INotificationOverlay notifications { get; set; }

        [Resolved]
        private RealmAccess realm { get; set; }

        public readonly Bindable<EditorScreenMode> Mode = new Bindable<EditorScreenMode>();

        public IBindable<bool> SamplePlaybackDisabled => samplePlaybackDisabled;

        /// <summary>
        /// Ensure all asynchronously loading pieces of the editor are in a good state.
        /// This exists here for convenience for tests, not for actual use.
        /// Eventually we'd probably want a better way to signal this.
        /// </summary>
        public bool ReadyForUse
        {
            get
            {
                if (!workingBeatmapUpdated)
                    return false;

                if (currentScreen?.IsLoaded != true)
                    return false;

                if (currentScreen is EditorScreenWithTimeline)
                    return currentScreen.ChildrenOfType<TimelineArea>().FirstOrDefault()?.IsLoaded == true;

                return true;
            }
        }

        private bool workingBeatmapUpdated;

        private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();

        private bool canSave;
        private readonly List<MenuItem> saveRelatedMenuItems = new List<MenuItem>();

        /// <summary>
        /// Tracks ongoing mutually-exclusive operations related to changing the beatmap
        /// (e.g. save, export).
        /// </summary>
        public OngoingOperationTracker MutationTracker { get; } = new OngoingOperationTracker();

        protected bool ExitConfirmed { get; private set; }

        private bool switchingDifficulty;

        private string lastSavedHash;

        private ScreenContainer screenContainer;

        [CanBeNull]
        private readonly EditorLoader loader;

        private EditorScreen currentScreen;

        private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
        private EditorClock clock;

        private IBeatmap playableBeatmap;
        private EditorBeatmap editorBeatmap;

        private BottomBar bottomBar;

        [CanBeNull] // Should be non-null once it can support custom rulesets.
        private EditorChangeHandler changeHandler;

        private DependencyContainer dependencies;

        private bool isNewBeatmap;

        protected override UserActivity InitialActivity
        {
            get
            {
                if (Beatmap.Value.Metadata.Author.OnlineID == api.LocalUser.Value.OnlineID)
                    return new UserActivity.EditingBeatmap(Beatmap.Value.BeatmapInfo);

                return new UserActivity.ModdingBeatmap(Beatmap.Value.BeatmapInfo);
            }
        }

        protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
            => dependencies = new DependencyContainer(base.CreateChildDependencies(parent));

        [Resolved]
        private IAPIProvider api { get; set; }

        [Cached]
        public readonly EditorClipboard Clipboard = new EditorClipboard();

        [Cached]
        private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Aquamarine);

        [Resolved(canBeNull: true)]
        private OnScreenDisplay onScreenDisplay { get; set; }

        private Bindable<float> editorBackgroundDim;
        private Bindable<bool> editorHitMarkers;
        private Bindable<bool> editorAutoSeekOnPlacement;
        private Bindable<bool> editorLimitedDistanceSnap;
        private Bindable<bool> editorTimelineShowTimingChanges;
        private Bindable<bool> editorTimelineShowTicks;

        /// <summary>
        /// This controls the opacity of components like the timelines, sidebars, etc.
        /// In "composer focus" mode the opacity of the aforementioned components is reduced so that the user can focus on the composer better.
        /// </summary>
        /// <remarks>
        /// The state of this bindable is controlled by <see cref="HitObjectComposer"/> when in <see cref="EditorScreenMode.Compose"/> mode.
        /// </remarks>
        public Bindable<bool> ComposerFocusMode { get; } = new Bindable<bool>();

        public Editor(EditorLoader loader = null)
        {
            this.loader = loader;
        }

        [BackgroundDependencyLoader]
        private void load(OsuConfigManager config)
        {
            var loadableBeatmap = Beatmap.Value;

            if (loadableBeatmap is DummyWorkingBeatmap)
            {
                Logger.Log("Editor was loaded without a valid beatmap; creating a new beatmap.");

                isNewBeatmap = true;

                loadableBeatmap = beatmapManager.CreateNew(Ruleset.Value, api.LocalUser.Value);

                // required so we can get the track length in EditorClock.
                // this is ONLY safe because the track being provided is a `TrackVirtual` which we don't really care about disposing.
                loadableBeatmap.LoadTrack();

                // this is a bit haphazard, but guards against setting the lease Beatmap bindable if
                // the editor has already been exited.
                if (!ValidForPush)
                {
                    beatmapManager.Delete(loadableBeatmap.BeatmapSetInfo);
                    return;
                }
            }

            try
            {
                playableBeatmap = loadableBeatmap.GetPlayableBeatmap(loadableBeatmap.BeatmapInfo.Ruleset);

                // clone these locally for now to avoid incurring overhead on GetPlayableBeatmap usages.
                // eventually we will want to improve how/where this is done as there are issues with *not* cloning it in all cases.
                playableBeatmap.ControlPointInfo = playableBeatmap.ControlPointInfo.DeepClone();
            }
            catch (Exception e)
            {
                Logger.Error(e, "Could not load beatmap successfully!");
                // couldn't load, hard abort!
                this.Exit();
                return;
            }

            // Todo: should probably be done at a DrawableRuleset level to share logic with Player.
            clock = new EditorClock(playableBeatmap, beatDivisor);
            clock.ChangeSource(loadableBeatmap.Track);

            dependencies.CacheAs(clock);
            AddInternal(clock);

            clock.SeekingOrStopped.BindValueChanged(_ => updateSampleDisabledState());

            // todo: remove caching of this and consume via editorBeatmap?
            dependencies.Cache(beatDivisor);

            AddInternal(editorBeatmap = new EditorBeatmap(playableBeatmap, loadableBeatmap.GetSkin(), loadableBeatmap.BeatmapInfo));
            dependencies.CacheAs(editorBeatmap);

            editorBeatmap.UpdateInProgress.BindValueChanged(_ => updateSampleDisabledState());

            canSave = editorBeatmap.BeatmapInfo.Ruleset.CreateInstance() is ILegacyRuleset;

            if (canSave)
            {
                changeHandler = new BeatmapEditorChangeHandler(editorBeatmap);
                dependencies.CacheAs<IEditorChangeHandler>(changeHandler);
            }

            beatDivisor.SetArbitraryDivisor(editorBeatmap.BeatmapInfo.BeatDivisor);
            beatDivisor.BindValueChanged(divisor => editorBeatmap.BeatmapInfo.BeatDivisor = divisor.NewValue);

            updateLastSavedHash();

            Schedule(() =>
            {
                // we need to avoid changing the beatmap from an asynchronous load thread. it can potentially cause weirdness including crashes.
                // this assumes that nothing during the rest of this load() method is accessing Beatmap.Value (loadableBeatmap should be preferred).
                // generally this is quite safe, as the actual load of editor content comes after menuBar.Mode.ValueChanged is fired in its own LoadComplete.
                Beatmap.Value = loadableBeatmap;
                workingBeatmapUpdated = true;
            });

            OsuMenuItem undoMenuItem;
            OsuMenuItem redoMenuItem;

            editorBackgroundDim = config.GetBindable<float>(OsuSetting.EditorDim);
            editorHitMarkers = config.GetBindable<bool>(OsuSetting.EditorShowHitMarkers);
            editorAutoSeekOnPlacement = config.GetBindable<bool>(OsuSetting.EditorAutoSeekOnPlacement);
            editorLimitedDistanceSnap = config.GetBindable<bool>(OsuSetting.EditorLimitedDistanceSnap);
            editorTimelineShowTimingChanges = config.GetBindable<bool>(OsuSetting.EditorTimelineShowTimingChanges);
            editorTimelineShowTicks = config.GetBindable<bool>(OsuSetting.EditorTimelineShowTicks);

            AddInternal(new OsuContextMenuContainer
            {
                RelativeSizeAxes = Axes.Both,
                Children = new Drawable[]
                {
                    new Container
                    {
                        Name = "Screen container",
                        RelativeSizeAxes = Axes.Both,
                        Padding = new MarginPadding { Top = 40, Bottom = 50 },
                        Child = screenContainer = new ScreenContainer
                        {
                            RelativeSizeAxes = Axes.Both,
                        }
                    },
                    new Container
                    {
                        Name = "Top bar",
                        RelativeSizeAxes = Axes.X,
                        Height = 40,
                        Children = new Drawable[]
                        {
                            new EditorMenuBar
                            {
                                Anchor = Anchor.CentreLeft,
                                Origin = Anchor.CentreLeft,
                                RelativeSizeAxes = Axes.Both,
                                MaxHeight = 600,
                                Items = new[]
                                {
                                    new MenuItem(CommonStrings.MenuBarFile)
                                    {
                                        Items = createFileMenuItems().ToList()
                                    },
                                    new MenuItem(CommonStrings.MenuBarEdit)
                                    {
                                        Items = new[]
                                        {
                                            undoMenuItem = new EditorMenuItem(CommonStrings.Undo, MenuItemType.Standard, Undo),
                                            redoMenuItem = new EditorMenuItem(CommonStrings.Redo, MenuItemType.Standard, Redo),
                                            new OsuMenuItemSpacer(),
                                            cutMenuItem = new EditorMenuItem(CommonStrings.Cut, MenuItemType.Standard, Cut),
                                            copyMenuItem = new EditorMenuItem(CommonStrings.Copy, MenuItemType.Standard, Copy),
                                            pasteMenuItem = new EditorMenuItem(CommonStrings.Paste, MenuItemType.Standard, Paste),
                                            cloneMenuItem = new EditorMenuItem(CommonStrings.Clone, MenuItemType.Standard, Clone),
                                        }
                                    },
                                    new MenuItem(CommonStrings.MenuBarView)
                                    {
                                        Items = new[]
                                        {
                                            new MenuItem(EditorStrings.Timeline)
                                            {
                                                Items =
                                                [
                                                    new WaveformOpacityMenuItem(config.GetBindable<float>(OsuSetting.EditorWaveformOpacity)),
                                                    new ToggleMenuItem(EditorStrings.TimelineShowTimingChanges)
                                                    {
                                                        State = { BindTarget = editorTimelineShowTimingChanges }
                                                    },
                                                    new ToggleMenuItem(EditorStrings.TimelineShowTicks)
                                                    {
                                                        State = { BindTarget = editorTimelineShowTicks }
                                                    },
                                                ]
                                            },
                                            new BackgroundDimMenuItem(editorBackgroundDim),
                                            new ToggleMenuItem(EditorStrings.ShowHitMarkers)
                                            {
                                                State = { BindTarget = editorHitMarkers },
                                            },
                                            new ToggleMenuItem(EditorStrings.AutoSeekOnPlacement)
                                            {
                                                State = { BindTarget = editorAutoSeekOnPlacement },
                                            },
                                            new ToggleMenuItem(EditorStrings.LimitedDistanceSnap)
                                            {
                                                State = { BindTarget = editorLimitedDistanceSnap },
                                            }
                                        }
                                    },
                                    new MenuItem(EditorStrings.Timing)
                                    {
                                        Items = new MenuItem[]
                                        {
                                            new EditorMenuItem(EditorStrings.SetPreviewPointToCurrent, MenuItemType.Standard, SetPreviewPointToCurrentTime)
                                        }
                                    }
                                }
                            },
                            screenSwitcher = new EditorScreenSwitcherControl
                            {
                                Anchor = Anchor.BottomRight,
                                Origin = Anchor.BottomRight,
                                X = -10,
                                Current = Mode,
                            },
                        },
                    },
                    bottomBar = new BottomBar(),
                    MutationTracker,
                }
            });

            changeHandler?.CanUndo.BindValueChanged(v => undoMenuItem.Action.Disabled = !v.NewValue, true);
            changeHandler?.CanRedo.BindValueChanged(v => redoMenuItem.Action.Disabled = !v.NewValue, true);

            editorBackgroundDim.BindValueChanged(_ => dimBackground());
        }

        [Resolved]
        private MusicController musicController { get; set; }

        protected override void LoadComplete()
        {
            base.LoadComplete();
            setUpClipboardActionAvailability();

            Mode.Value = isNewBeatmap ? EditorScreenMode.SongSetup : EditorScreenMode.Compose;
            Mode.BindValueChanged(onModeChanged, true);

            musicController.TrackChanged += onTrackChanged;

            MutationTracker.InProgress.BindValueChanged(_ =>
            {
                foreach (var item in saveRelatedMenuItems)
                    item.Action.Disabled = MutationTracker.InProgress.Value;
            }, true);
        }

        protected override void Dispose(bool isDisposing)
        {
            base.Dispose(isDisposing);

            musicController.TrackChanged -= onTrackChanged;
        }

        private void onTrackChanged(WorkingBeatmap working, TrackChangeDirection direction) => clock.ChangeSource(working.Track);

        /// <summary>
        /// Creates an <see cref="EditorState"/> instance representing the current state of the editor.
        /// </summary>
        /// <param name="nextRuleset">
        /// The ruleset of the next beatmap to be shown, in the case of difficulty switch.
        /// <see langword="null"/> indicates that the beatmap will not be changing.
        /// </param>
        public EditorState GetState([CanBeNull] RulesetInfo nextRuleset = null) => new EditorState
        {
            Time = clock.CurrentTimeAccurate,
            ClipboardContent = nextRuleset == null || editorBeatmap.BeatmapInfo.Ruleset.ShortName == nextRuleset.ShortName ? Clipboard.Content.Value : string.Empty
        };

        /// <summary>
        /// Restore the editor to a provided state.
        /// </summary>
        /// <param name="state">The state to restore.</param>
        public void RestoreState([NotNull] EditorState state) => Schedule(() =>
        {
            clock.Seek(state.Time);
            Clipboard.Content.Value = state.ClipboardContent;
        });

        public void TestGameplay()
        {
            if (HasUnsavedChanges)
            {
                dialogOverlay.Push(new SaveRequiredPopupDialog(() => attemptMutationOperation(() =>
                {
                    if (!Save()) return false;

                    pushEditorPlayer();
                    return true;
                })));
            }
            else
            {
                pushEditorPlayer();
            }

            void pushEditorPlayer() => this.Push(new EditorPlayerLoader(this));
        }

        private bool attemptMutationOperation(Func<bool> mutationOperation)
        {
            if (MutationTracker.InProgress.Value)
                return false;

            using (MutationTracker.BeginOperation())
                return mutationOperation.Invoke();
        }

        private bool attemptAsyncMutationOperation(Func<Task> mutationTask)
        {
            if (MutationTracker.InProgress.Value)
                return false;

            var operation = MutationTracker.BeginOperation();
            var task = mutationTask.Invoke();
            task.FireAndForget(operation.Dispose, _ => operation.Dispose());
            return true;
        }

        /// <summary>
        /// Saves the currently edited beatmap.
        /// </summary>
        /// <returns>Whether the save was successful.</returns>
        internal bool Save()
        {
            if (!canSave)
            {
                notifications?.Post(new SimpleErrorNotification { Text = "Saving is not supported for this ruleset yet, sorry!" });
                return false;
            }

            try
            {
                // save the loaded beatmap's data stream.
                beatmapManager.Save(editorBeatmap.BeatmapInfo, editorBeatmap.PlayableBeatmap, editorBeatmap.BeatmapSkin);
            }
            catch (Exception ex)
            {
                // can fail e.g. due to duplicated difficulty names.
                Logger.Error(ex, ex.Message);
                return false;
            }

            // no longer new after first user-triggered save.
            isNewBeatmap = false;
            updateLastSavedHash();
            onScreenDisplay?.Display(new BeatmapEditorToast(ToastStrings.BeatmapSaved, editorBeatmap.BeatmapInfo.GetDisplayTitle()));
            return true;
        }

        protected override void Update()
        {
            base.Update();
            clock.ProcessFrame();
        }

        public bool OnPressed(KeyBindingPressEvent<PlatformAction> e)
        {
            switch (e.Action)
            {
                case PlatformAction.Cut:
                    Cut();
                    return true;

                case PlatformAction.Copy:
                    Copy();
                    return true;

                case PlatformAction.Paste:
                    Paste();
                    return true;

                case PlatformAction.Undo:
                    Undo();
                    return true;

                case PlatformAction.Redo:
                    Redo();
                    return true;

                case PlatformAction.Save:
                    if (e.Repeat)
                        return false;

                    return attemptMutationOperation(Save);
            }

            return false;
        }

        public void OnReleased(KeyBindingReleaseEvent<PlatformAction> e)
        {
        }

        protected override bool OnKeyDown(KeyDownEvent e)
        {
            if (e.ControlPressed || e.AltPressed || e.SuperPressed) return false;

            switch (e.Key)
            {
                case Key.Left:
                    seek(e, -1);
                    return true;

                case Key.Right:
                    seek(e, 1);
                    return true;

                // Of those, these two keys are reversed from stable because it feels more natural (and matches mouse wheel scroll directionality).
                case Key.Up:
                    seekControlPoint(-1);
                    return true;

                case Key.Down:
                    seekControlPoint(1);
                    return true;

                // Track traversal keys.
                // Matching osu-stable implementations.
                case Key.Z:
                    if (e.Repeat)
                        return false;

                    // Seek to first object time, or track start if already there.
                    double? firstObjectTime = editorBeatmap.HitObjects.FirstOrDefault()?.StartTime;

                    if (firstObjectTime == null || clock.CurrentTime == firstObjectTime)
                        clock.Seek(0);
                    else
                        clock.Seek(firstObjectTime.Value);
                    return true;

                case Key.X:
                    if (e.Repeat)
                        return false;

                    // Restart playback from beginning of track.
                    clock.Seek(0);
                    clock.Start();
                    return true;

                case Key.C:
                    if (e.Repeat)
                        return false;

                    // Pause or resume.
                    if (clock.IsRunning)
                        clock.Stop();
                    else
                        clock.Start();
                    return true;

                case Key.V:
                    if (e.Repeat)
                        return false;

                    // Seek to last object time, or track end if already there.
                    // Note that in osu-stable subsequent presses when at track end won't return to last object.
                    // This has intentionally been changed to make it more useful.
                    if (!editorBeatmap.HitObjects.Any())
                    {
                        clock.Seek(clock.TrackLength);
                        return true;
                    }

                    double lastObjectTime = editorBeatmap.GetLastObjectTime();
                    clock.Seek(clock.CurrentTime == lastObjectTime ? clock.TrackLength : lastObjectTime);
                    return true;
            }

            return base.OnKeyDown(e);
        }

        private double scrollAccumulation;

        protected override bool OnScroll(ScrollEvent e)
        {
            if (e.ControlPressed || e.AltPressed || e.SuperPressed)
                return false;

            const double precision = 1;

            double scrollComponent = e.ScrollDelta.X + e.ScrollDelta.Y;

            double scrollDirection = Math.Sign(scrollComponent);

            // this is a special case to handle the "pivot" scenario.
            // if we are precise scrolling in one direction then change our mind and scroll backwards,
            // the existing accumulation should be applied in the inverse direction to maintain responsiveness.
            if (scrollAccumulation != 0 && Math.Sign(scrollAccumulation) != scrollDirection)
                scrollAccumulation = scrollDirection * (precision - Math.Abs(scrollAccumulation));

            scrollAccumulation += scrollComponent;

            // because we are doing snapped seeking, we need to add up precise scrolls until they accumulate to an arbitrary cut-off.
            while (Math.Abs(scrollAccumulation) >= precision)
            {
                if (scrollAccumulation > 0)
                    seek(e, -1);
                else
                    seek(e, 1);

                scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
            }

            return true;
        }

        public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
        {
            if (e.Repeat)
                return false;

            switch (e.Action)
            {
                case GlobalAction.Back:
                    // as we don't want to display the back button, manual handling of exit action is required.
                    this.Exit();
                    return true;

                case GlobalAction.EditorCloneSelection:
                    Clone();
                    return true;

                case GlobalAction.EditorComposeMode:
                    screenSwitcher.SelectItem(EditorScreenMode.Compose);
                    return true;

                case GlobalAction.EditorDesignMode:
                    screenSwitcher.SelectItem(EditorScreenMode.Design);
                    return true;

                case GlobalAction.EditorTimingMode:
                    screenSwitcher.SelectItem(EditorScreenMode.Timing);
                    return true;

                case GlobalAction.EditorSetupMode:
                    screenSwitcher.SelectItem(EditorScreenMode.SongSetup);
                    return true;

                case GlobalAction.EditorVerifyMode:
                    screenSwitcher.SelectItem(EditorScreenMode.Verify);
                    return true;

                case GlobalAction.EditorTestGameplay:
                    bottomBar.TestGameplayButton.TriggerClick();
                    return true;

                default:
                    return false;
            }
        }

        public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
        {
        }

        public override void OnEntering(ScreenTransitionEvent e)
        {
            base.OnEntering(e);
            dimBackground();
            resetTrack(true);
        }

        public override void OnResuming(ScreenTransitionEvent e)
        {
            base.OnResuming(e);
            dimBackground();
        }

        private void dimBackground()
        {
            ApplyToBackground(b =>
            {
                b.IgnoreUserSettings.Value = true;
                b.DimWhenUserSettingsIgnored.Value = editorBackgroundDim.Value;
                b.BlurAmount.Value = 0;
            });
        }

        public override bool OnExiting(ScreenExitEvent e)
        {
            currentScreen?.OnExiting(e);

            if (!ExitConfirmed)
            {
                // dialog overlay may not be available in visual tests.
                if (dialogOverlay == null)
                {
                    confirmExit();
                    return true;
                }

                // if the dialog is already displayed, block exiting until the user explicitly makes a decision.
                if (dialogOverlay.CurrentDialog is PromptForSaveDialog saveDialog)
                {
                    saveDialog.Flash();
                    return true;
                }

                if (isNewBeatmap || HasUnsavedChanges)
                {
                    updateSampleDisabledState();
                    dialogOverlay?.Push(new PromptForSaveDialog(confirmExit, confirmExitWithSave, cancelExit));
                    return true;
                }
            }

            realm.Write(r =>
            {
                var beatmap = r.Find<BeatmapInfo>(editorBeatmap.BeatmapInfo.ID);
                if (beatmap != null)
                    beatmap.EditorTimestamp = clock.CurrentTime;
            });

            ApplyToBackground(b =>
            {
                b.DimWhenUserSettingsIgnored.Value = 0;
            });

            resetTrack();

            refetchBeatmap();

            return base.OnExiting(e);
        }

        public override void OnSuspending(ScreenTransitionEvent e)
        {
            base.OnSuspending(e);
            clock.Stop();
            refetchBeatmap();
        }

        private void refetchBeatmap()
        {
            // To update the game-wide beatmap with any changes, perform a re-fetch on exit/suspend.
            // This is required as the editor makes its local changes via EditorBeatmap
            // (which are not propagated outwards to a potentially cached WorkingBeatmap).
            var refetchedBeatmap = beatmapManager.GetWorkingBeatmap(Beatmap.Value.BeatmapInfo, true);

            if (!(refetchedBeatmap is DummyWorkingBeatmap))
            {
                Logger.Log(@"Editor providing re-fetched beatmap post edit session");
                Beatmap.Value = refetchedBeatmap;
            }
        }

        private void confirmExitWithSave()
        {
            if (!attemptMutationOperation(Save))
                return;

            ExitConfirmed = true;
            this.Exit();
        }

        private void confirmExit()
        {
            // stop the track if playing to allow the parent screen to choose a suitable playback mode.
            Beatmap.Value.Track.Stop();

            if (isNewBeatmap)
            {
                // confirming exit without save means we should delete the new beatmap completely.
                if (playableBeatmap.BeatmapInfo.BeatmapSet != null)
                    beatmapManager.Delete(playableBeatmap.BeatmapInfo.BeatmapSet);

                // eagerly clear contents before restoring default beatmap to prevent value change callbacks from firing.
                ClearInternal();

                // in theory this shouldn't be required but due to EF core not sharing instance states 100%
                // MusicController is unaware of the changed DeletePending state.
                Beatmap.SetDefault();
            }

            ExitConfirmed = true;
            this.Exit();
        }

        #region Clipboard support

        private EditorMenuItem cutMenuItem;
        private EditorMenuItem copyMenuItem;
        private EditorMenuItem cloneMenuItem;
        private EditorMenuItem pasteMenuItem;

        private readonly BindableWithCurrent<bool> canCut = new BindableWithCurrent<bool>();
        private readonly BindableWithCurrent<bool> canCopy = new BindableWithCurrent<bool>();
        private readonly BindableWithCurrent<bool> canPaste = new BindableWithCurrent<bool>();

        private void setUpClipboardActionAvailability()
        {
            canCut.Current.BindValueChanged(cut => cutMenuItem.Action.Disabled = !cut.NewValue, true);
            canCopy.Current.BindValueChanged(copy =>
            {
                copyMenuItem.Action.Disabled = !copy.NewValue;
                cloneMenuItem.Action.Disabled = !copy.NewValue;
            }, true);
            canPaste.Current.BindValueChanged(paste => pasteMenuItem.Action.Disabled = !paste.NewValue, true);
        }

        private void rebindClipboardBindables()
        {
            canCut.Current = currentScreen.CanCut;
            canCopy.Current = currentScreen.CanCopy;
            canPaste.Current = currentScreen.CanPaste;
        }

        protected void Cut() => currentScreen?.Cut();

        protected void Copy() => currentScreen?.Copy();

        protected void Clone()
        {
            // Avoid attempting to clone if copying is not available (as it may result in pasting something unexpected).
            if (!canCopy.Value)
                return;

            // This is an initial implementation just to get an idea of how people used this function.
            // There are a couple of differences from osu!stable's implementation which will require more work to match:
            // - The "clipboard" is not populated during the duplication process.
            // - The duplicated hitobjects are inserted after the original pattern (add one beat_length and then quantize using beat snap).
            // - The duplicated hitobjects are selected (but this is also applied for all paste operations so should be changed there).
            Copy();
            Paste();
        }

        protected void Paste() => currentScreen?.Paste();

        #endregion

        protected void Undo() => changeHandler?.RestoreState(-1);

        protected void Redo() => changeHandler?.RestoreState(1);

        protected void SetPreviewPointToCurrentTime()
        {
            editorBeatmap.PreviewTime.Value = (int)clock.CurrentTime;
        }

        private void resetTrack(bool seekToStart = false)
        {
            clock.Stop();

            if (seekToStart)
            {
                double targetTime = 0;

                if (editorBeatmap.BeatmapInfo.EditorTimestamp != null)
                {
                    targetTime = editorBeatmap.BeatmapInfo.EditorTimestamp.Value;
                }
                else if (Beatmap.Value.Beatmap.HitObjects.Count > 0)
                {
                    // seek to one beat length before the first hitobject
                    targetTime = Beatmap.Value.Beatmap.HitObjects[0].StartTime;
                    targetTime -= Beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(targetTime).BeatLength;
                }

                clock.Seek(Math.Max(0, targetTime));
            }
        }

        private void onModeChanged(ValueChangedEvent<EditorScreenMode> e)
        {
            var lastScreen = currentScreen;

            lastScreen?.Hide();

            try
            {
                if ((currentScreen = screenContainer.SingleOrDefault(s => s.Type == e.NewValue)) != null)
                {
                    screenContainer.ChangeChildDepth(currentScreen, lastScreen?.Depth + 1 ?? 0);

                    currentScreen.Show();
                    return;
                }

                switch (e.NewValue)
                {
                    case EditorScreenMode.SongSetup:
                        currentScreen = new SetupScreen();
                        break;

                    case EditorScreenMode.Compose:
                        currentScreen = new ComposeScreen();
                        break;

                    case EditorScreenMode.Design:
                        currentScreen = new DesignScreen();
                        break;

                    case EditorScreenMode.Timing:
                        currentScreen = new TimingScreen();
                        break;

                    case EditorScreenMode.Verify:
                        currentScreen = new VerifyScreen();
                        break;

                    default:
                        throw new InvalidOperationException("Editor menu bar switched to an unsupported mode");
                }

                screenContainer.LoadComponentAsync(currentScreen, newScreen =>
                {
                    if (newScreen == currentScreen)
                    {
                        screenContainer.Add(newScreen);
                        newScreen.Show();
                    }
                });
            }
            finally
            {
                if (Mode.Value != EditorScreenMode.Compose)
                    ComposerFocusMode.Value = false;

                updateSampleDisabledState();
                rebindClipboardBindables();
            }
        }

        /// <summary>
        /// Forces a reload of the compose screen after significant configuration changes.
        /// </summary>
        public void ReloadComposeScreen()
        {
            screenContainer.SingleOrDefault(s => s.Type == EditorScreenMode.Compose)?.RemoveAndDisposeImmediately();

            // If not currently on compose screen, the reload will happen on next mode change.
            // That said, control points *can* change on compose screen (e.g. via undo), so we have to handle that case too.
            if (Mode.Value == EditorScreenMode.Compose)
                Mode.TriggerChange();
        }

        [CanBeNull]
        private ScheduledDelegate playbackDisabledDebounce;

        private EditorScreenSwitcherControl screenSwitcher;

        private void updateSampleDisabledState()
        {
            bool shouldDisableSamples = clock.SeekingOrStopped.Value
                                        || currentScreen is not ComposeScreen
                                        || editorBeatmap.UpdateInProgress.Value
                                        || dialogOverlay?.CurrentDialog != null;

            playbackDisabledDebounce?.Cancel();

            if (shouldDisableSamples)
            {
                samplePlaybackDisabled.Value = true;
            }
            else
            {
                // Debounce re-enabling arbitrarily high enough to avoid flip-flopping during beatmap updates
                // or rapid user seeks.
                playbackDisabledDebounce = Scheduler.AddDelayed(() => samplePlaybackDisabled.Value = false, 50);
            }
        }

        private void seekControlPoint(int direction)
        {
            var found = direction < 1
                ? editorBeatmap.ControlPointInfo.AllControlPoints.LastOrDefault(p => p.Time < clock.CurrentTime)
                : editorBeatmap.ControlPointInfo.AllControlPoints.FirstOrDefault(p => p.Time > clock.CurrentTime);

            if (found != null)
                clock.Seek(found.Time);
        }

        private void seek(UIEvent e, int direction)
        {
            double amount = e.ShiftPressed ? 4 : 1;

            bool trackPlaying = clock.IsRunning;

            if (trackPlaying)
            {
                // generally users are not looking to perform tiny seeks when the track is playing.
                // this multiplication undoes the division that will be applied in the underlying seek operation.
                // scale by BPM to keep the seek amount constant across all BPMs.
                var timingPoint = editorBeatmap.ControlPointInfo.TimingPointAt(clock.CurrentTimeAccurate);
                amount *= beatDivisor.Value * (timingPoint.BPM / 120);
            }

            if (direction < 1)
                clock.SeekBackward(!trackPlaying, amount);
            else
                clock.SeekForward(!trackPlaying, amount);
        }

        private void updateLastSavedHash()
        {
            lastSavedHash = changeHandler?.CurrentStateHash;
        }

        private IEnumerable<MenuItem> createFileMenuItems()
        {
            yield return createDifficultyCreationMenu();
            yield return createDifficultySwitchMenu();
            yield return new OsuMenuItemSpacer();
            yield return new EditorMenuItem(EditorStrings.DeleteDifficulty, MenuItemType.Standard, deleteDifficulty) { Action = { Disabled = Beatmap.Value.BeatmapSetInfo.Beatmaps.Count < 2 } };
            yield return new OsuMenuItemSpacer();

            var save = new EditorMenuItem(WebCommonStrings.ButtonsSave, MenuItemType.Standard, () => attemptMutationOperation(Save));
            saveRelatedMenuItems.Add(save);
            yield return save;

            if (RuntimeInfo.IsDesktop)
            {
                var export = createExportMenu();
                saveRelatedMenuItems.AddRange(export.Items);
                yield return export;

                var externalEdit = new EditorMenuItem("Edit externally", MenuItemType.Standard, editExternally);
                saveRelatedMenuItems.Add(externalEdit);
                yield return externalEdit;
            }

            yield return new OsuMenuItemSpacer();
            yield return new EditorMenuItem(CommonStrings.Exit, MenuItemType.Standard, this.Exit);
        }

        private EditorMenuItem createExportMenu()
        {
            var exportItems = new List<MenuItem>
            {
                new EditorMenuItem(EditorStrings.ExportForEditing, MenuItemType.Standard, () => exportBeatmap(false)),
                new EditorMenuItem(EditorStrings.ExportForCompatibility, MenuItemType.Standard, () => exportBeatmap(true)),
            };

            return new EditorMenuItem(CommonStrings.Export) { Items = exportItems };
        }

        private void editExternally()
        {
            if (HasUnsavedChanges)
            {
                dialogOverlay.Push(new SaveRequiredPopupDialog(() => attemptMutationOperation(() =>
                {
                    if (!Save())
                        return false;

                    startEdit();
                    return true;
                })));
            }
            else
            {
                startEdit();
            }

            void startEdit()
            {
                this.Push(new ExternalEditScreen());
            }
        }

        private void exportBeatmap(bool legacy)
        {
            if (HasUnsavedChanges)
            {
                dialogOverlay.Push(new SaveRequiredPopupDialog(() => attemptAsyncMutationOperation(() =>
                {
                    if (!Save())
                        return Task.CompletedTask;

                    return runExport();
                })));
            }
            else
            {
                attemptAsyncMutationOperation(runExport);
            }

            Task runExport()
            {
                if (legacy)
                    return beatmapManager.ExportLegacy(Beatmap.Value.BeatmapSetInfo);
                else
                    return beatmapManager.Export(Beatmap.Value.BeatmapSetInfo);
            }
        }

        /// <summary>
        /// Beatmaps of the currently edited set, grouped by ruleset and ordered by difficulty.
        /// </summary>
        private IOrderedEnumerable<IGrouping<RulesetInfo, BeatmapInfo>> groupedOrderedBeatmaps => Beatmap.Value.BeatmapSetInfo.Beatmaps
                                                                                                         .OrderBy(b => b.StarRating)
                                                                                                         .GroupBy(b => b.Ruleset)
                                                                                                         .OrderBy(group => group.Key);

        private void deleteDifficulty()
        {
            if (dialogOverlay == null)
                delete();
            else
                dialogOverlay.Push(new DeleteDifficultyConfirmationDialog(Beatmap.Value.BeatmapInfo, delete));

            void delete()
            {
                BeatmapInfo difficultyToDelete = playableBeatmap.BeatmapInfo;

                var difficultiesBeforeDeletion = groupedOrderedBeatmaps.SelectMany(g => g).ToList();

                // if the difficulty being currently deleted has unsaved changes,
                // the editor exit flow would prompt for save *after* this method has done its thing.
                // this is generally undesirable and also ends up leaving the user in a broken state.
                // therefore, just update the last saved hash to make the exit flow think the deleted beatmap is not dirty,
                // so that it will not show the save dialog on exit.
                updateLastSavedHash();

                beatmapManager.DeleteDifficultyImmediately(difficultyToDelete);

                int deletedIndex = difficultiesBeforeDeletion.IndexOf(difficultyToDelete);
                // of note, we're still working with the cloned version, so indices are all prior to deletion.
                BeatmapInfo nextToShow = difficultiesBeforeDeletion[deletedIndex == 0 ? 1 : deletedIndex - 1];

                Beatmap.Value = beatmapManager.GetWorkingBeatmap(nextToShow);

                SwitchToDifficulty(nextToShow);
            }
        }

        private EditorMenuItem createDifficultyCreationMenu()
        {
            var rulesetItems = new List<MenuItem>();

            foreach (var ruleset in rulesets.AvailableRulesets)
                rulesetItems.Add(new EditorMenuItem(ruleset.Name, MenuItemType.Standard, () => CreateNewDifficulty(ruleset)));

            saveRelatedMenuItems.AddRange(rulesetItems);

            return new EditorMenuItem(EditorStrings.CreateNewDifficulty) { Items = rulesetItems };
        }

        protected void CreateNewDifficulty(RulesetInfo rulesetInfo)
        {
            if (isNewBeatmap)
            {
                dialogOverlay.Push(new SaveRequiredPopupDialog(() => attemptMutationOperation(() =>
                {
                    if (!Save())
                        return false;

                    CreateNewDifficulty(rulesetInfo);
                    return true;
                })));

                return;
            }

            if (!rulesetInfo.Equals(editorBeatmap.BeatmapInfo.Ruleset))
            {
                switchToNewDifficulty(rulesetInfo, false);
                return;
            }

            dialogOverlay.Push(new CreateNewDifficultyDialog(createCopy => switchToNewDifficulty(rulesetInfo, createCopy)));
        }

        private void switchToNewDifficulty(RulesetInfo rulesetInfo, bool createCopy)
        {
            switchingDifficulty = true;
            loader?.ScheduleSwitchToNewDifficulty(editorBeatmap.BeatmapInfo, rulesetInfo, createCopy, GetState(rulesetInfo));
        }

        private EditorMenuItem createDifficultySwitchMenu()
        {
            var difficultyItems = new List<MenuItem>();

            foreach (var rulesetBeatmaps in groupedOrderedBeatmaps)
            {
                if (difficultyItems.Count > 0)
                    difficultyItems.Add(new OsuMenuItemSpacer());

                foreach (var beatmap in rulesetBeatmaps)
                {
                    bool isCurrentDifficulty = playableBeatmap.BeatmapInfo.Equals(beatmap);
                    var difficultyMenuItem = new DifficultyMenuItem(beatmap, isCurrentDifficulty, SwitchToDifficulty);
                    difficultyItems.Add(difficultyMenuItem);
                }
            }

            // Ensure difficulty names are updated when modified in the editor.
            // Maybe we could trigger less often but this seems to work well enough.
            editorBeatmap.SaveStateTriggered += () =>
            {
                foreach (var beatmapInfo in Beatmap.Value.BeatmapSetInfo.Beatmaps)
                {
                    var menuItem = difficultyItems.OfType<DifficultyMenuItem>().FirstOrDefault(i => i.BeatmapInfo.Equals(beatmapInfo));
                    if (menuItem != null)
                        menuItem.Text.Value = string.IsNullOrEmpty(beatmapInfo.DifficultyName) ? "(unnamed)" : beatmapInfo.DifficultyName;
                }
            };

            return new EditorMenuItem(EditorStrings.ChangeDifficulty) { Items = difficultyItems };
        }

        public void SwitchToDifficulty(BeatmapInfo nextBeatmap)
        {
            switchingDifficulty = true;
            loader?.ScheduleSwitchToExistingDifficulty(nextBeatmap, GetState(nextBeatmap.Ruleset));
        }

        private void cancelExit()
        {
            updateSampleDisabledState();
            loader?.CancelPendingDifficultySwitch();
        }

        public Task<bool> Reload()
        {
            var tcs = new TaskCompletionSource<bool>();

            dialogOverlay.Push(new ReloadEditorDialog(
                reload: () =>
                {
                    bool reloadedSuccessfully = attemptMutationOperation(() =>
                    {
                        if (!Save())
                            return false;

                        SwitchToDifficulty(editorBeatmap.BeatmapInfo);
                        return true;
                    });
                    tcs.SetResult(reloadedSuccessfully);
                },
                cancel: () => tcs.SetResult(false)));
            return tcs.Task;
        }

        public bool HandleTimestamp(string timestamp, bool notifyOnError = false)
        {
            if (!EditorTimestampParser.TryParse(timestamp, out var timeSpan, out string selection))
            {
                if (notifyOnError)
                {
                    Schedule(() => notifications?.Post(new SimpleErrorNotification
                    {
                        Icon = FontAwesome.Solid.ExclamationTriangle,
                        Text = EditorStrings.FailedToParseEditorLink
                    }));
                }

                return false;
            }

            editorBeatmap.SelectedHitObjects.Clear();

            if (clock.IsRunning)
                clock.Stop();

            double position = timeSpan.Value.TotalMilliseconds;

            if (string.IsNullOrEmpty(selection))
            {
                clock.SeekSmoothlyTo(position);
                return true;
            }

            // Seek to the next closest HitObject instead
            HitObject nextObject = editorBeatmap.HitObjects.FirstOrDefault(x => x.StartTime >= position);

            if (nextObject != null)
                position = nextObject.StartTime;

            clock.SeekSmoothlyTo(position);

            Mode.Value = EditorScreenMode.Compose;

            // Delegate handling the selection to the ruleset.
            currentScreen.Dependencies.Get<HitObjectComposer>().SelectFromTimestamp(position, selection);
            return true;
        }

        public double SnapTime(double time, double? referenceTime) => editorBeatmap.SnapTime(time, referenceTime);

        public double GetBeatLengthAtTime(double referenceTime) => editorBeatmap.GetBeatLengthAtTime(referenceTime);

        public int BeatDivisor => beatDivisor.Value;

        ControlPointInfo IBeatSyncProvider.ControlPoints => editorBeatmap.ControlPointInfo;
        IClock IBeatSyncProvider.Clock => clock;
        ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;

        private partial class BeatmapEditorToast : Toast
        {
            public BeatmapEditorToast(LocalisableString value, string beatmapDisplayName)
                : base(InputSettingsStrings.EditorSection, value, beatmapDisplayName)
            {
            }
        }

        private partial class ScreenContainer : Container<EditorScreen>
        {
            public new Task LoadComponentAsync<TLoadable>([NotNull] TLoadable component, Action<TLoadable> onLoaded = null, CancellationToken cancellation = default, Scheduler scheduler = null)
                where TLoadable : Drawable
                => base.LoadComponentAsync(component, onLoaded, cancellation, scheduler);
        }
    }
}