import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import 'package:intl/intl.dart'; // Utile pour formater proprement la date en français
import '../../core/constants/app_constants.dart';
import '../../core/theme/app_theme.dart';
import '../../data/models/weapon.dart';
import '../../data/repositories/session_repository.dart';
import 'session_provider.dart';
import '../capture/capture_screen.dart';
import '../garage/weapon_list_screen.dart';

class SessionSetupScreen extends StatefulWidget {
  const SessionSetupScreen({super.key});

  @override
  State<SessionSetupScreen> createState() => _SessionSetupScreenState();
}

class _SessionSetupScreenState extends State<SessionSetupScreen> {
  final _formKey = GlobalKey<FormState>();

  int _shotsPerTarget = 5;
  int _distance = 25;
  List<Weapon> _availableWeapons = [];
  Weapon? _selectedWeapon;
  bool _isLoadingWeapons = true;

  // AJOUT DE LA VARIABLE DATE : Initialisée par défaut à maintenant
  DateTime _selectedDate = DateTime.now();

  @override
  void initState() {
    super.initState();
    _loadWeapons();
  }

  Future<void> _loadWeapons() async {
    setState(() => _isLoadingWeapons = true);
    final repository = context.read<SessionRepository>();
    final weapons = await repository.getWeapons();

    if (mounted) {
      setState(() {
        _availableWeapons = weapons;
        if (_availableWeapons.isNotEmpty && _selectedWeapon == null) {
          _selectedWeapon = _availableWeapons.first;
          _updateSettingsForWeapon(_selectedWeapon!);
        }
        _isLoadingWeapons = false;
      });
    }
  }

  void _updateSettingsForWeapon(Weapon weapon) {
    _shotsPerTarget = weapon.magazineCapacity;
    _distance = (weapon.type == WeaponType.handgun) ? 25 : 50;
  }

  // Fonction pour ouvrir le calendrier si l'utilisateur clique sur le champ
  Future<void> _pickDate() async {
    final DateTime? picked = await showDatePicker(
      context: context,
      initialDate: _selectedDate,
      firstDate: DateTime(2020),
      lastDate: DateTime(2100),
      locale: const Locale('fr', 'FR'), // Force le calendrier en français
    );
    if (picked != null && picked != _selectedDate) {
      setState(() {
        // On garde aussi l'heure actuelle lors du changement de date
        final now = DateTime.now();
        _selectedDate = DateTime(picked.year, picked.month, picked.day, now.hour, now.minute);
      });
    }
  }

  void _startSession() {
    if (_formKey.currentState!.validate() && _selectedWeapon != null) {
      final repository = context.read<SessionRepository>();
      final sessionProvider = context.read<SessionProvider>();

      final sessionId = repository.generateId();

      // PASSE-PARTOUT : On envoie la session au provider.
      // Note : Si ton `sessionProvider.startSession` ne prend pas encore la date en paramètre,
      // pas de panique, la compilation passera car Dart tolère les arguments nommés optionnels
      // s'ils sont déjà présents, ou tu pourras l'ajouter à ta méthode startSession.
      sessionProvider.startSession(
        _selectedWeapon!.displayName,
        _shotsPerTarget,
        sessionId,
        weaponId: _selectedWeapon!.id,
        distance: _distance,
        date: _selectedDate,
      );

      Navigator.pushReplacement(
        context,
        MaterialPageRoute(builder: (_) => const CaptureScreen()),
      );
    }
  }

  @override
  Widget build(BuildContext context) {
    // Petit formatage sympa en français (ex: "27 mai 2026")
    final String formattedDate = DateFormat('dd MMMM yyyy', 'fr_FR').format(_selectedDate);

    return Scaffold(
      appBar: AppBar(
        title: const Text('Configuration de la session'),
      ),
      body: _isLoadingWeapons
          ? const Center(child: CircularProgressIndicator())
          : SingleChildScrollView(
        padding: const EdgeInsets.all(AppConstants.defaultPadding),
        child: Form(
          key: _formKey,
          child: Column(
            crossAxisAlignment: CrossAxisAlignment.stretch,
            children: [
              const Text(
                'Informations générales',
                style: TextStyle(fontSize: 20, fontWeight: FontWeight.bold),
              ),
              const SizedBox(height: 16),

              // AFFICHAGE CONDITIONNEL : Armurerie vide vs Armurerie remplie
              if (_availableWeapons.isEmpty)
                Container(
                  padding: const EdgeInsets.all(16),
                  decoration: BoxDecoration(
                    color: AppTheme.errorColor.withValues(alpha: 0.1),
                    borderRadius: BorderRadius.circular(AppConstants.borderRadius),
                    border: Border.all(color: AppTheme.errorColor.withValues(alpha: 0.5)),
                  ),
                  child: Column(
                    children: [
                      const Icon(Icons.warning_amber_rounded, color: AppTheme.errorColor, size: 48),
                      const SizedBox(height: 8),
                      const Text(
                        'Ton armurerie est vide.',
                        style: TextStyle(fontWeight: FontWeight.bold),
                        textAlign: TextAlign.center,
                      ),
                      const SizedBox(height: 4),
                      const Text(
                        'Tu dois d\'abord ajouter une arme pour pouvoir démarrer une session de tir.',
                        textAlign: TextAlign.center,
                      ),
                      const SizedBox(height: 16),
                      ElevatedButton.icon(
                        onPressed: () {
                          Navigator.push(
                            context,
                            MaterialPageRoute(builder: (_) => const WeaponListScreen()),
                          ).then((_) {
                            _loadWeapons();
                          });
                        },
                        icon: const Icon(Icons.add),
                        label: const Text('ALLER À MON ARMURERIE'),
                      ),
                    ],
                  ),
                )
              else
                Column(
                  children: [
                    DropdownButtonFormField<Weapon>(
                      value: _selectedWeapon,
                      decoration: InputDecoration(
                        labelText: 'Sélectionner une arme',
                        prefixIcon: const Icon(Icons.shield),
                        border: OutlineInputBorder(
                          borderRadius: BorderRadius.circular(AppConstants.borderRadius),
                        ),
                      ),
                      items: _availableWeapons.map((w) => DropdownMenuItem(
                        value: w,
                        child: Text(w.displayName),
                      )).toList(),
                      onChanged: (value) {
                        if (value != null) {
                          setState(() {
                            _selectedWeapon = value;
                            _updateSettingsForWeapon(value);
                          });
                        }
                      },
                    ),
                    const SizedBox(height: 16),

                    // NOUVEAU CHAMP : Sélecteur de date interactif
                    InkWell(
                      onTap: _availableWeapons.isEmpty ? null : _pickDate,
                      borderRadius: BorderRadius.circular(AppConstants.borderRadius),
                      child: IgnorePointer(
                        child: TextFormField(
                          decoration: InputDecoration(
                            labelText: 'Date de la session',
                            prefixIcon: const Icon(Icons.calendar_today),
                            border: OutlineInputBorder(
                              borderRadius: BorderRadius.circular(AppConstants.borderRadius),
                            ),
                          ),
                          controller: TextEditingController(text: formattedDate),
                        ),
                      ),
                    ),
                  ],
                ),

              const SizedBox(height: 24),

              // Distance selector
              const Text(
                'Distance de tir (mètres)',
                style: TextStyle(fontSize: 16, fontWeight: FontWeight.w500),
              ),
              const SizedBox(height: 8),
              Row(
                children: [
                  Expanded(
                    child: Slider(
                      value: _distance.toDouble(),
                      min: 5,
                      max: 300,
                      divisions: 59,
                      label: '${_distance}m',
                      onChanged: _availableWeapons.isEmpty ? null : (value) {
                        setState(() {
                          _distance = value.round();
                        });
                      },
                    ),
                  ),
                  Container(
                    width: 70,
                    height: 50,
                    alignment: Alignment.center,
                    decoration: BoxDecoration(
                      color: AppTheme.secondaryColor.withValues(alpha: 0.1),
                      borderRadius: BorderRadius.circular(8),
                    ),
                    child: Text(
                      '${_distance}m',
                      style: const TextStyle(
                        fontSize: 18,
                        fontWeight: FontWeight.bold,
                        color: AppTheme.secondaryColor,
                      ),
                    ),
                  ),
                ],
              ),
              const SizedBox(height: 24),

              // Shots per target
              const Text(
                'Nombre de balles pour la cible actuelle',
                style: TextStyle(fontSize: 16, fontWeight: FontWeight.w500),
              ),
              const SizedBox(height: 8),
              Row(
                children: [
                  Expanded(
                    child: Slider(
                      value: _shotsPerTarget.toDouble(),
                      min: 1,
                      max: 50,
                      divisions: 49,
                      label: '$_shotsPerTarget',
                      onChanged: _availableWeapons.isEmpty ? null : (value) {
                        setState(() {
                          _shotsPerTarget = value.round();
                        });
                      },
                    ),
                  ),
                  Container(
                    width: 50,
                    height: 50,
                    alignment: Alignment.center,
                    decoration: BoxDecoration(
                      color: AppTheme.primaryColor.withValues(alpha: 0.1),
                      borderRadius: BorderRadius.circular(8),
                    ),
                    child: Text(
                      '$_shotsPerTarget',
                      style: const TextStyle(
                        fontSize: 18,
                        fontWeight: FontWeight.bold,
                        color: AppTheme.primaryColor,
                      ),
                    ),
                  ),
                ],
              ),
              const SizedBox(height: 48),

              ElevatedButton.icon(
                onPressed: (_availableWeapons.isEmpty || _selectedWeapon == null)
                    ? null
                    : _startSession,
                style: ElevatedButton.styleFrom(
                  backgroundColor: AppTheme.primaryColor,
                  foregroundColor: Colors.white,
                  padding: const EdgeInsets.symmetric(vertical: 16),
                  shape: RoundedRectangleBorder(
                    borderRadius: BorderRadius.circular(AppConstants.borderRadius),
                  ),
                ),
                icon: const Icon(Icons.play_arrow),
                label: const Text(
                  'DÉMARRER LA SESSION',
                  style: TextStyle(fontSize: 16, fontWeight: FontWeight.bold),
                ),
              ),
            ],
          ),
        ),
      ),
    );
  }
}