--the version of getenv/setenv exported by fallback is not actually the same as
--operations on the Env() table. however, it is advertised as being the same.
--these overrides make it actually the same.
function getenv(name)
	local env = GAMESTATE:Env()
	return env[name]
end

function math.average(t)
	local sum = 0
	for _,v in pairs(t) do -- Get the sum of all numbers in t
	  sum = sum + v
	end
	return sum / #t
end

function IsMeterDec(meter)
	if meter % 1 == 0 then
		return meter
	else
		return string.format("%.1f",meter)
	end
end

local aspectRatioSuffix = {
	[math.floor(10000*4/3)] = "4_3",
	[math.floor(10000*1/1)] = "4_3",
	[math.floor(10000*5/4)] = "4_3",
	[math.floor(10000*16/9)] = "16_9",
}

setmetatable(aspectRatioSuffix,{__index=function() return " standard" end})
local suffix = aspectRatioSuffix[math.floor(10000*PREFSMAN:GetPreference("DisplayAspectRatio"))]

function IsUsingWideScreen()
	if suffix == "4_3" then
		return false
	else
		return true
	end
end

SN3Debug = FILEMAN:DoesFileExist(THEME:GetCurrentThemeDirectory().."debug.txt")
if SN3Debug then
	print("STARLIGHT debug mode is enabled.")
end


if not LoadModule then
	local moduleCache = setmetatable({}, {__mode="kv"})
	
	function LoadModule(modName, ...)
		if type(modName) ~= 'string' then
			error("LoadModule: invalid module name "..tostring(modName), 2)
		end
		local modCode = moduleCache[modName]
		if not modCode then
			local modPath = THEME:GetCurrentThemeDirectory().."Modules/"..modName
			
			if not FILEMAN:DoesFileExist(modPath) then
				--if we're on 5.0/5.1, there are no fallback modules, so just fail
				--if we're on 5.3, we won't be using this implementation!
				error("LoadModule: no module named "..modName, 2)
			end
			local err
			modCode, err = loadfile(modPath)
			if modCode then
				moduleCache[modName] = modCode
			else
				error(('LoadModule: loading module %s failed: %s'):format(modName, err))
			end
		end
		return modCode(...)
	end
	
end

local function obf(st)
	return base64decode(st)
end;

local function asdf()
	return _G[obf('VG9FbnVtU2hvcnRTdHJpbmc=')](_G[obf('R0FNRVNUQVRF')][obf('R2V0Q29pbk1vZGU=')](_G[obf('R0FNRVNUQVRF')]));
end;

-- iterates over a numerically-indexed table (haystack) until a desired value (needle) is found
-- if found, return the index (number) of the desired value within the table
-- if not found, return nil
function FindInTable(needle, haystack)
	for i = 1, #haystack do
		if needle == haystack[i] then
			return i
		end
	end
	return nil
end

function VideoRenderer()

	-- opengl is a valid VideoRenderer for all platforms right now
	-- so start by assuming it is the only choice.
	-- If there is a method available to Lua to get available renderers
	-- from the engine, I haven't found it yet.
	local choices = { "opengl" }
	local values  = { "opengl" }

	-- Windows also has d3d as a VideoRenderer on SM 5.1, and SM 5.3
	-- features a modern OpenGL based backend (glad) on all supported
	-- platforms. The convention(?) there is to list both available
	-- backends in Preferences.ini, but only use the first
	local architecture = HOOKS:GetArchName():lower()
	if _VERSION == "Lua 5.3" then
		table.insert(choices, "glad")
		values = { "opengl,glad", "glad,opengl" }
	elseif architecture:match("windows") then
		table.insert(choices, "d3d")
		values = { "opengl,d3d", "d3d,opengl" }
	end

	return {
		Name = _VERSION == "Lua 5.3" and "VideoRendererSM5.3" or "VideoRenderer",
		Choices = choices,
		LayoutType = "ShowAllInRow",
		SelectType = "SelectOne",
		OneChoiceForAllPlayers = true,
		ExportOnChange = false,
		LoadSelections = function(self, list, pn)
			local pref = PREFSMAN:GetPreference("VideoRenderers")

			-- Multiple comma-delimited VideoRenderers may be listed, but
			-- we only want the first because that's the one actually in use.
			-- Split the string on commas, get the first match found, and
			-- immediately break from the loop.
			for renderer in pref:gmatch("(%w+),?") do
				pref = renderer
				break
			end

			if not pref then return end

			local i = FindInTable(pref, self.Choices) or 1
			list[i] = true
		end,
		SaveSelections = function(self, list, pn)
			for i=1, #list do
				if list[i] then
					PREFSMAN:SetPreference("VideoRenderers", values[i])
					break
				end
			end
		end,
	}
end

function has_value (tab, val)
    for index, value in ipairs(tab) do
        if value == val then
            return true
        end
    end

    return false
end

DDR ={}

function DDRInput(self)
    return function(event)
        if not event.PlayerNumber then return end
		self.pn = event.PlayerNumber
        if ToEnumShortString(event.type) == "FirstPress" then
            self:queuecommand(event.GameButton)
    	end
        if ToEnumShortString(event.type) == "Release" then
            self:queuecommand(event.GameButton.."Release")
        end
		if ToEnumShortString(event.type) == "Repeat" then
			self:queuecommand(event.GameButton.."Repeat")
		end
    end
end

function fornumrange(s,e,it)
	local num = {}
	for i = s,e,it or 1 do
		num[#num+1] = i
	end
	return num
end

-- �R���{�ݒ�
function JudgmentTransformCommand( self, params )
	local x = 0
	local y = -76
	-- リバース時のY軸設定、センターが基本
	if params.bReverse then y = 67 end
	-- This makes no sense and wasn't even being used due to misspelling.
	-- if bCentered then y = y * 2 end
	self:x( x )
	self:y( y )
end

function MemCardInsert()
    if GAMESTATE:GetCoins() >= GAMESTATE:GetCoinsNeededToJoin() then
        if MEMCARDMAN:GetCardState(PLAYER_1) == 'MemoryCardState_checking' then
            GAMESTATE:JoinInput(PLAYER_1)
            SCREENMAN:GetTopScreen():SetNextScreenName(Branch.StartGame()):StartTransitioningScreen("SM_GoToNextScreen")
        elseif MEMCARDMAN:GetCardState(PLAYER_2) == 'MemoryCardState_checking' then
            GAMESTATE:JoinInput(PLAYER_2)
            SCREENMAN:GetTopScreen():SetNextScreenName(Branch.StartGame()):StartTransitioningScreen("SM_GoToNextScreen")
        end
    end
end

function SetupCredits()
    if GAMESTATE:GetCurrentGame():GetName() == "dance" then
        --[[local song = SONGMAN:FindSong("STARLiGHT DRIVE")
        if song then
            GAMESTATE:SetCurrentPlayMode("PlayMode_Regular")
            GAMESTATE:SetCurrentSong(song)
            GAMESTATE:SetCurrentStyle('versus')
            GAMESTATE:SetCurrentSteps(PLAYER_1,song:GetAllSteps()[1])
            GAMESTATE:SetCurrentSteps(PLAYER_2,song:GetAllSteps()[1])
            GAMESTATE:ApplyStageModifiers(PLAYER_1,"FailOff")
            GAMESTATE:ApplyStageModifiers(PLAYER_2,"FailOff")
            return "ScreenGameplayCredits"
        else
            return "ScreenCreditsXX"
        end]]
    end
    return "ScreenCreditsXX"
end

--[[function SetupHowToPlay()
    if PROFILEMAN:IsPersistentProfile(PLAYER_1) or PROFILEMAN:IsPersistentProfile(PLAYER_2) then
        setenv("HTP",false)
        return "ScreenSelectMusic"
    else
		local st = GAMESTATE:GetCurrentStyle():GetStepsType()
        if ThemePrefs.Get("ShowHTP") and st ~= 'StepsType_Dance_Double' then
            local song = SONGMAN:FindSong("Lesson by DJ")
            if song then
                setenv("HTP",true)
                GAMESTATE:SetCurrentSong(song)
                local steps = song:GetOneSteps(st, 0)
                GAMESTATE:SetCurrentPlayMode('PlayMode_Regular')
                GAMESTATE:SetCurrentSteps('PlayerNumber_P1',steps)
                GAMESTATE:SetCurrentSteps('PlayerNumber_P2',steps)
                local can, reason = GAMESTATE:CanSafelyEnterGameplay()
                if can then
                    GAMESTATE:SetTemporaryEventMode(true)
                    setenv("FixStage",1)
                    return "ScreenGameplayHowTo"
                else
                    return "ScreenSelectMusic"
                end
            else
                return "ScreenSelectMusic"
            end
        else
            return "ScreenSelectMusic"
        end
    end
	return "ScreenSelectMusic"
end]]

function CustStageCheck()
    if not GAMESTATE:IsAnExtraStage() then
        if GAMESTATE:GetCurrentStage() == "Stage_Final" then
            return "Final"
        else
            return CustStage
        end
    elseif GAMESTATE:IsExtraStage() then
        return "Extra1"
    elseif GAMESTATE:IsExtraStage2() then
        return "Extra2"
    else
        return CustStage
    end
end

function ComboTransformCommand( self, params )
	local x = 0
	local y = 38
	if params.bReverse then y = -23 end

	--[[
	if params.bCentered then
		if params.bReverse then
			y = y - 30
		else
			y = y + 40
		end
	end
	--]]
	self:x( x )
	self:y( y )
end

--This comes in handy in a number of places
function GetOrCreateChild(tab, field, kind)
    kind = kind or 'table'
    local out
    if not tab[field] then
        if kind == 'table' then
            out = {}
        elseif kind == 'number' then
            out = 0
        elseif kind == 'boolean_df' or kind == 'boolean' then
            out = false
        elseif kind == 'boolean_dt' then
            out = true
        else
            error("GetOrCreateChild: I don't know a default value for type "..kind)
        end
        tab[field] = out
    else out = tab[field] end
    return out
end

function TextBannerAfterSet(self,param)
	local Title=self:GetChild("Title")
	local Subtitle=self:GetChild("Subtitle")
	local Artist=self:GetChild("Artist")

	if Subtitle:GetText() ~= "" then
		--strip off whitespace at the beginning of the subtitle text
		--and the end of the title text
		local SubtitleText = Subtitle:GetText()
		local TitleText = Title:GetText()
		Title:settext(JoinStringsWithSpace(TitleText, SubtitleText))
	end
	
	if Artist:GetText() == "Unknown artist" then
		Artist:settext("")
	end
	
	Title:maxwidth(460)
	Title:y(-14)

	Subtitle:visible(false)

	Artist:maxwidth(460)
	Artist:y(10)

end

function TextBannerGameplayAfterSet(self, param)
	TextBannerAfterSet(self)
	self:GetChild("Title"):maxwidth(350)
	self:GetChild("Artist"):maxwidth(350)
end

-- JoinStringsWithSpace(a, b)
-- Joins a pair of strings by a space, removing other whitespace around it.
function JoinStringsWithSpace(a, b)
	return a:gsub("%s*$","").." "..b:gsub("^%s*","")
end

--[[
StarlightCache
This is a weak table. What that means is that this table isn't counted when
the garbage collector decides whether a given object is still in use or not.
So you can put things in this table without worrying that they won't be freed
when Lua needs more memory, as long as they aren't being used anywhere else.
Note that under certain circumstances (ScreenSelectMusic especially) Lua does
garbage collections pretty frequently, so you shouldn't rely on objects
staying in here very long. The Env table is also a pretty good place to
put objects that you want to live for an entire game, as StepMania will delete
the Env table itself when the GameState is reset. (tertu has verified this.)
WARNING: Don't put a table that contains itself in here under Lua 5.1. Lua 5.2
and later allow it, but this theme has to run on 5.1 still.
--]]
StarlightCache = setmetatable({}, {__mode="v"})

local videoRenderers = split(",",PREFSMAN:GetPreference("VideoRenderers"))
if videoRenderers[1] == "d3d" then
	Warn("Direct3D mode detected. XX -STARLiGHT- does not support Direct3D mode. Use at your own risk.")
end

function GetProfileIDForPlayer(pn)
    if GAMESTATE:IsHumanPlayer(pn) then
        local profile = PROFILEMAN:GetProfile(pn)
        if not PROFILEMAN:IsPersistentProfile(pn) then
            return "!MACHINE"
        end
        if PROFILEMAN:ProfileWasLoadedFromMemoryCard(pn) then
            return (pn=='PlayerNumber_P1') and "!MC0" or "!MC1"
        end
        if GAMESTATE:Env() then
            local pidCache = GetOrCreateChild(GAMESTATE:Env(),"PlayerLocalIDs")
            if pidCache[pn] then
                return pidCache[pn]
            end
            --worst case scenario: we have to search all the local profiles to find it.
            for _, id in pairs(PROFILEMAN:GetLocalProfileIDs()) do
                if PROFILEMAN:GetLocalProfile(id) == profile then
                    pidCache[pn] = id
                    return id
                end
            end
            --apparently this just means we're using the machine profile if this all fails.
            pidCache[pn] = "!MACHINE"
            return "!MACHINE"
        end
    end
    return "!MACHINE"
end

--this gets the course song number or stage index, +1 as appropriate
function GameState:GetAppropriateStageNum()
	if self:IsCourseMode() then
		return self:GetCourseSongIndex() + 1
	else
		return self:GetCurrentStageIndex() + 1
	end
end

--Loads the file at path and runs it in the specified environment,
--or an empty one if no environment is provided. Catches any errors that occur.
--Returns false if the called function failed, true and anything else the function returned if it worked
function dofile_safer(path, env)
    env = env or {}
    if not FILEMAN:DoesFileExist(path) then
        --the file doesn't exist
        return false
    end
    local handle = RageFileUtil.CreateRageFile()
    handle:Open(path, 1)
    local code = loadstring(handle:Read(), path)
    handle:Close()
    handle:destroy()
    if not code then
        --an error occurred while compiling the file
        return false
    end
    setfenv(code, env)
    return pcall(code)
end

--stuff for doing update functions that i love so -tertu
function CalculateWaitFrames(targetDelta, delta)
    return math.max(1, math.floor((targetDelta/delta)+0.5))-1
end

--returns a function that returns true if the function should run this update
function GetUpdateTimer(targetDelta)
    local frameCounter = 0
    return function()
        if frameCounter == 0 then
            frameCounter = CalculateWaitFrames(targetDelta, DISPLAY:GetFPS())
            return true
        end
        frameCounter = frameCounter - 1
        return false
    end
end

--sesub(str, enum): returns str with every "%" replaced with the short form of enum
function sesub(str, enum)
    return str:gsub("%%", ToEnumShortString(enum))
end

--like pairs, but returns only values
function values(t)
	local key = nil
	return function()  
		local value
		key, value = next(t, key)
		return value
	end
end

function EnabledPlayers()
	return values(GAMESTATE:GetEnabledPlayers())
end

function HumanPlayers()
	return values(GAMESTATE:GetHumanPlayers())
end

--not really related but this seems like an OK place
function PlayerStageStats:FullComboType()
	if self:FullComboOfScore('TapNoteScore_W1') then
		return 'TapNoteScore_W1'
	elseif self:FullComboOfScore('TapNoteScore_W2') then
		return 'TapNoteScore_W2'
	elseif self:FullComboOfScore('TapNoteScore_W3') then
		return 'TapNoteScore_W3'
	elseif self:FullComboOfScore('TapNoteScore_W5') then
		return 'TapNoteScore_W4'
	else
		return nil
	end
end

function Course:IsA20DanCourse()
	return self:GetCourseType() == 'CourseType_Nonstop' and
		string.find(self:GetDescription(), "CLASS COURSE")~=nil
end

--returns the ReadBPM for a given song. This is the value that mmods treat
--as the maximum song BPM.
function CalculateReadBPM(song)
    local read_bpm = 0
    local mMod_high_cap = THEME:GetMetric("Player", "MModHighCap")
    --an mmod high cap of 0 or less means there is none.
    if mMod_high_cap <= 0 then
        mMod_high_cap = math.huge
    end

    local disp_bpms = song:GetDisplayBpms()
    if disp_bpms[1] == -1 then --secret display BPM. we have to find out what the real BPM should be
        read_bpm = song:GetSongTiming():GetActualBPM()[2]
    else
        read_bpm = disp_bpms[2]
    end

    return math.min(read_bpm, mMod_high_cap)
end

function HasThumbnail(song)
	local dir = FILEMAN:GetDirListing( song:GetSongDir(), false, true )
	
	for i=1, #dir do
		if string.find(dir[i], "-tn") then
			return true
		end
	end
	
	return false
end

function GetThumbnailPath(song)
	local dir = FILEMAN:GetDirListing( song:GetSongDir(), false, true )
	
	for i=1, #dir do
		if string.find(dir[i], "-tn") then
			return dir[i]
		end
	end
end

function GetCurTotalStageCost()
	local totalStageCost = 0
	local screen = Var 'LoadingScreen'
	
	if not GAMESTATE:IsCourseMode() then
		local stageStats = STATSMAN:GetAccumPlayedStageStats()
		local songs = stageStats:GetPlayedSongs()
			
		for i=1, #songs do
			totalStageCost = totalStageCost + songs[i]:GetStageCost()
		end
	else
		totalStageCost = GAMESTATE:GetLoadingCourseSongIndex()+1
	end
	
	return totalStageCost
end

function GetCurrentStage()
	local screen = Var 'LoadingScreen'
	local stageNumber = GAMESTATE:IsCourseMode() and GAMESTATE:GetLoadingCourseSongIndex()+1 or GAMESTATE:GetCurrentStageIndex()+1
	
	if screen == 'ScreenEvaluationNormal' then
		stageNumber = stageNumber-1
	end
	
	local curStage = 'Stage_' .. FormatNumberAndSuffix(stageNumber)
	local maxStages = PREFSMAN:GetPreference("SongsPerPlay")
	
	if GAMESTATE:IsCourseMode() and GAMESTATE:GetCurrentTrail(GAMESTATE:GetMasterPlayerNumber()) then
		maxStages = #GAMESTATE:GetCurrentTrail(GAMESTATE:GetMasterPlayerNumber()):GetTrailEntries()
	end
	
	if not GAMESTATE:IsEventMode() or GAMESTATE:IsCourseMode() then
		local tsc = GetCurTotalStageCost()
		
		if screen ~= 'ScreenEvaluationNormal' and not GAMESTATE:IsCourseMode() then
			local song = GAMESTATE:GetCurrentSong()
			
			if song then
				tsc = tsc + GAMESTATE:GetCurrentSong():GetStageCost()
			else
				tsc = tsc + 1
			end
		end
		
		if tsc == maxStages then
			curStage = 'Stage_Final'
		elseif tsc == maxStages+1 then
			curStage = 'Stage_Extra1'
		elseif tsc == maxStages+2 then
			curStage = 'Stage_Extra2'
		end
	else
		curStage = 'Stage_Event'
	end
	
	return curStage
end

function GetTotalAccumulatedStars()
	local apss = STATSMAN:GetAccumPlayedStageStats()
	local songs = apss:GetPlayedSongs()
	local s = {}
	
	for pn in ivalues(GAMESTATE:GetHumanPlayers()) do
		local steps = GAMESTATE:GetCurrentSteps(pn)
		
		for i=1, #songs do
			local st = STATSMAN:GetPlayedStageStats(i)
			local pss = st:GetPlayerStageStats(pn)
			local steps = pss:GetPlayedSteps()
			local score = GetResultScore(steps[1]:GetRadarValues(pn),pss)
			local n = 0
			
			if score < 890000 then
				n = n+1
			elseif score < 990000 then
				n = n+2
			elseif score <= 1000000 then
				n = n+3
			end
			
			if (pss:GetTapNoteScores('TapNoteScore_W5')+pss:GetTapNoteScores('TapNoteScore_Miss')+pss:GetHoldNoteScores('HoldNoteScore_LetGo')==0) and score < 990000 then
				n = n+1
			end
			
			s[#s+1] = n * songs[i]:GetStageCost()
		end
	end
	
	local numStars = 0
	for i,v in ipairs(s) do
		numStars = numStars + v
	end
	
	return numStars
end

function IsFinalStage()
	return GetCurrentStage() == 'Stage_Final'
end

function IsExtraStage1()
	return GetCurrentStage() == 'Stage_Extra1'
end

function IsExtraStage2()
	return GetCurrentStage() == 'Stage_Extra2'
end

function IsAnExtraStage()
	if string.match(GetCurrentStage(), 'Extra') then
		return true
	end
	
	return false
end


function UpdateMWC()
	local mw_path = THEME:GetCurrentThemeDirectory().."/Sounds/MusicWheel change.redir"
  if ThemePrefs.Get("WheelType") ~= CurrentWT then
    if not CurrentWT and FILEMAN:DoesFileExist(mw_path) then
      CurrentWT = ThemePrefs.Get("WheelType")
    else
      local f = RageFileUtil.CreateRageFile()
      local worked = f:Open(mw_path, 10)
      if worked then
        if ThemePrefs.Get("WheelType") == "A" then
          f:Write("_silent")
        else
          f:Write("MusicWheel/dance/Default/change.ogg")
        end
        f:Close()
      elseif SN3Debug then
        SCREENMAN:SystemMessage("Couldn't open MusicWheel change redir")
      end
      f:destroy()
	  CurrentWT = ThemePrefs.Get("WheelType")
      THEME:ReloadMetrics()
    end
  end
end