import CoreGraphics
import SwiftUI

/// Where a masonry puts its children, as pure arithmetic — no views, no `Layout`, no measurement
/// (`MasonryPlacementTests`).
///
/// `MasonryLayout` below *is* this function plus SwiftUI's measurement cache, and the drag model
/// reconstructs a lane's resting card grid by replaying it over the frozen heights
/// (DRAG-REORDER.md § The card masonry). Extracting it is what makes those two the same
/// arithmetic rather than two implementations that agree until one of them is edited — the
/// analytic-resting-layout rule (03-board-ui.md § Motion, "motion never feeds back into logic")
/// only pays off if what is computed analytically is what is actually drawn.
///
/// **The assignment is round-robin, and that is the whole model**: child `i` lands in column
/// `i % columnCount` at the bottom of that column's independent stack. Row `r` of column `c` is
/// therefore logical index `r * columnCount + c`, and the inverse is division — which is how a
/// cursor position becomes an insertion index (`DropSlotMath.cardSlot`).
struct MasonryPlacement: Equatable, Sendable {

    /// Number of interior columns (the lane's width units); clamped to ≥ 1 at every use.
    let columnCount: Int

    /// One column's width — the standard card width, since every card is one column wide.
    let columnWidth: CGFloat

    /// Spacing between columns and between stacked cards within a column.
    let spacing: CGFloat

    /// The grid's top-leading corner, in whatever space the caller is working in.
    let origin: CGPoint

    init(columnCount: Int, columnWidth: CGFloat, spacing: CGFloat, origin: CGPoint = .zero) {
        self.columnCount = max(1, columnCount)
        self.columnWidth = columnWidth
        self.spacing = spacing
        self.origin = origin
    }

    /// The column width `columnCount` columns and their interior spacings divide `totalWidth`
    /// into — `MasonryLayout`'s own expression, floored at zero so a lane narrower than its
    /// spacings never proposes a negative width.
    static func columnWidth(totalWidth: CGFloat, columnCount: Int, spacing: CGFloat) -> CGFloat {
        let count = CGFloat(max(1, columnCount))
        return max(0, (totalWidth - spacing * (count - 1)) / count)
    }

    /// The interior column child `index` is assigned to.
    func column(of index: Int) -> Int { index % columnCount }

    /// The row within its column child `index` stacks at.
    func row(of index: Int) -> Int { index / columnCount }

    /// The logical position that row `row` of column `column` holds — `column(of:)`/`row(of:)`
    /// inverted. Unclamped: a caller asking for a column's tail row gets a position at or past
    /// the end, which is exactly what the end slot means.
    func index(column: Int, row: Int) -> Int { row * columnCount + column }

    /// The leading x of interior column `column`.
    func columnX(_ column: Int) -> CGFloat {
        origin.x + CGFloat(column) * (columnWidth + spacing)
    }

    /// Every child's frame, in child order, for children of the given heights.
    func frames(heights: [CGFloat]) -> [CGRect] {
        var tops = [CGFloat](repeating: origin.y, count: columnCount)
        return heights.enumerated().map { index, height in
            let target = column(of: index)
            let frame = CGRect(x: columnX(target), y: tops[target], width: columnWidth, height: height)
            tops[target] += height + spacing
            return frame
        }
    }

    /// The grid's total height — the tallest column's stack, which is what `sizeThatFits`
    /// reports.
    func height(heights: [CGFloat]) -> CGFloat {
        var totals = [CGFloat](repeating: 0, count: columnCount)
        for (index, height) in heights.enumerated() {
            let target = column(of: index)
            totals[target] += height + (totals[target] > 0 ? spacing : 0)
        }
        return totals.max() ?? 0
    }
}

/// Masonry layout for a lane's interior card columns (03-board-ui.md § Layout — full visibility:
/// "a wide lane flows them into as many interior masonry columns as it has units"; § Lane: "masonry
/// grid when wide — settled, the pathfinder's masonry works").
///
/// Children are assigned round-robin to `columns` equal-width vertical columns (child `i` → column
/// `i % columns`), and each column stacks its children top-aligned and independently — there is
/// **no row alignment across columns**. With uniform card heights this renders exactly like a
/// row-major grid, but when one card grows taller than its neighbours (a longer title wrapping
/// across more lines, say) it only pushes the cards below it in its *own* column; the neighbouring
/// columns do not move.
///
/// A `Layout` rather than an `HStack` of per-column `VStack`s so the caller keeps a single
/// `ForEach` — reflowing cards across columns preserves view identity and animates as positional
/// moves, not as remove/insert transitions. That is what lets the interior reflow *during* a resize
/// drag read as cards sliding rather than blinking.
///
/// **Vocabulary note.** In Lanework a "lane" is the kanban column; this layout's own interior
/// tracks are "columns". The pathfinder called them lanes, which is why the ported reasoning below
/// reads the way it does.
struct MasonryLayout: Layout {

    /// Number of interior columns (the lane's width units); clamped to ≥ 1.
    var columns: Int

    /// Spacing between columns and between stacked cards within a column.
    var spacing: CGFloat

    private var columnCount: Int { max(1, columns) }

    private func columnWidth(for totalWidth: CGFloat) -> CGFloat {
        MasonryPlacement.columnWidth(totalWidth: totalWidth, columnCount: columnCount, spacing: spacing)
    }

    /// The placement arithmetic for a grid of `width` points at `origin` — the one expression both
    /// this layout and the drag model's resting grid go through (`MasonryPlacement`).
    private func placement(width: CGFloat, origin: CGPoint) -> MasonryPlacement {
        MasonryPlacement(columnCount: columnCount,
                         columnWidth: columnWidth(for: width),
                         spacing: spacing,
                         origin: origin)
    }

    // MARK: - Measurement cache
    //
    // A lane with several hundred cards is measured a LOT: SwiftUI probes a layout's `sizeThatFits`
    // more than once per pass (different proposals), and `placeSubviews` needs every height again
    // right after. Unmemoized that is `subviews.count` full subtree measurements per call.
    //
    // The cache holds one height per subview, keyed by the column width they were measured at:
    // column width is the only thing this layout ever proposes (height is always `nil`, so a card's
    // height is a pure function of its width and its content). A different column width — a window
    // resize, a width change — discards the whole table, which is correct and cheap: it is exactly
    // the case where every height really did change.
    //
    // Staleness is handled by SwiftUI itself: `updateCache` runs whenever the layout's subviews
    // change, which is the only way a card's measured height can change at a fixed column width
    // (its content changed → its view tree was rebuilt → the layout's content is new). Clearing
    // there means the cache never outlives the content it measured.
    struct Cache {
        var columnWidth: CGFloat = .nan
        var heights: [CGFloat] = []
    }

    func makeCache(subviews: Subviews) -> Cache { Cache() }

    func updateCache(_ cache: inout Cache, subviews: Subviews) {
        cache = Cache()
    }

    /// `subviews[index]`'s height at `column` width, measured once per (content, column width)
    /// generation and reused for every later probe and for the placement pass.
    private func height(of subviews: Subviews, at index: Int, column: CGFloat, cache: inout Cache) -> CGFloat {
        if cache.columnWidth != column || cache.heights.count != subviews.count {
            cache.columnWidth = column
            cache.heights = [CGFloat](repeating: .nan, count: subviews.count)
        }
        if !cache.heights[index].isNaN {
            return cache.heights[index]
        }
        let height = subviews[index].sizeThatFits(ProposedViewSize(width: column, height: nil)).height
        cache.heights[index] = height
        return height
    }

    /// Every subview's height at `column` width, in subview order — the input `MasonryPlacement`
    /// takes, gathered through the cache above so both passes measure once between them.
    private func measuredHeights(of subviews: Subviews, at column: CGFloat, cache: inout Cache) -> [CGFloat] {
        var heights: [CGFloat] = []
        heights.reserveCapacity(subviews.count)
        for index in subviews.indices {
            heights.append(height(of: subviews, at: index, column: column, cache: &cache))
        }
        return heights
    }

    func sizeThatFits(proposal: ProposedViewSize, subviews: Subviews, cache: inout Cache) -> CGSize {
        let width = proposal.width ?? 0
        let placement = placement(width: width, origin: .zero)
        let heights = measuredHeights(of: subviews, at: placement.columnWidth, cache: &cache)
        return CGSize(width: width, height: placement.height(heights: heights))
    }

    func placeSubviews(in bounds: CGRect, proposal: ProposedViewSize, subviews: Subviews, cache: inout Cache) {
        let placement = placement(width: bounds.width, origin: bounds.origin)
        let heights = measuredHeights(of: subviews, at: placement.columnWidth, cache: &cache)
        for (index, frame) in placement.frames(heights: heights).enumerated() {
            subviews[index].place(at: frame.origin,
                                  proposal: ProposedViewSize(width: frame.width, height: frame.height))
        }
    }
}
