import SwiftUI

/// The progress bar to show a surface progress report. We implement this from scratch because the
/// standard ProgressView is broken on macOS 26 and this is simple anyways and gives us a ton of
/// control.
struct SurfaceProgressBar: View {
    let report: Ghostty.Action.ProgressReport

    private var color: Color {
        switch report.state {
        case .error: return .red
        case .pause: return .orange
        default: return .accentColor
        }
    }

    private var progress: UInt8? {
        // If we have an explicit progress use that.
        if let v = report.progress { return v }

        // Otherwise, if we're in the pause state, we act as if we're at 100%.
        if report.state == .pause { return 100 }

        return nil
    }

    private var accessibilityLabel: String {
        switch report.state {
        case .error: return "Terminal progress - Error"
        case .pause: return "Terminal progress - Paused"
        case .indeterminate: return "Terminal progress - In progress"
        default: return "Terminal progress"
        }
    }

    private var accessibilityValue: String {
        if let progress {
            return "\(progress) percent complete"
        } else {
            switch report.state {
            case .error: return "Operation failed"
            case .pause: return "Operation paused at completion"
            case .indeterminate: return "Operation in progress"
            default: return "Indeterminate progress"
            }
        }
    }

    var body: some View {
        GeometryReader { geometry in
            ZStack(alignment: .leading) {
                if let progress {
                    // Determinate progress bar with specific percentage
                    Rectangle()
                        .fill(color)
                        .frame(
                            width: geometry.size.width * CGFloat(progress) / 100,
                            height: geometry.size.height
                        )
                        .animation(.easeInOut(duration: 0.2), value: progress)
                } else {
                    // Indeterminate states without specific progress - all use bouncing animation
                    BouncingProgressBar(color: color)
                }
            }
        }
        .frame(height: 2)
        .clipped()
        .allowsHitTesting(false)
        .accessibilityElement(children: .ignore)
        .accessibilityAddTraits(.updatesFrequently)
        .accessibilityLabel(accessibilityLabel)
        .accessibilityValue(accessibilityValue)
    }
}

/// Bouncing progress bar for indeterminate states
private struct BouncingProgressBar: View {
    let color: Color
    @State private var position: CGFloat = 0

    private let barWidthRatio: CGFloat = 0.25

    var body: some View {
        GeometryReader { geometry in
            ZStack(alignment: .leading) {
                Rectangle()
                    .fill(color.opacity(0.3))

                Rectangle()
                    .fill(color)
                    .frame(
                        width: geometry.size.width * barWidthRatio,
                        height: geometry.size.height
                    )
                    .offset(x: position * (geometry.size.width * (1 - barWidthRatio)))
            }
        }
        .onAppear {
            withAnimation(
                .easeInOut(duration: 1.2)
                .repeatForever(autoreverses: true)
            ) {
                position = 1
            }
        }
        .onDisappear {
            position = 0
        }
    }
}

