local menu = {}

--;===========================================================
--; PAUSE MENU
--;===========================================================

-- Associative elements table storing arrays with training menu option names.
-- Can be appended via external module.
menu.t_valuename = {
	dummycontrol = {
		{itemname = 'cooperative', displayname = motif.training_info.menu_valuename_dummycontrol_cooperative},
		{itemname = 'ai', displayname = motif.training_info.menu_valuename_dummycontrol_ai},
		{itemname = 'manual', displayname = motif.training_info.menu_valuename_dummycontrol_manual},
	},
	ailevel = {
		{itemname = '1', displayname = motif.training_info.menu_valuename_ailevel_1},
		{itemname = '2', displayname = motif.training_info.menu_valuename_ailevel_2},
		{itemname = '3', displayname = motif.training_info.menu_valuename_ailevel_3},
		{itemname = '4', displayname = motif.training_info.menu_valuename_ailevel_4},
		{itemname = '5', displayname = motif.training_info.menu_valuename_ailevel_5},
		{itemname = '6', displayname = motif.training_info.menu_valuename_ailevel_6},
		{itemname = '7', displayname = motif.training_info.menu_valuename_ailevel_7},
		{itemname = '8', displayname = motif.training_info.menu_valuename_ailevel_8},
	},
	dummymode = {
		{itemname = 'stand', displayname = motif.training_info.menu_valuename_dummymode_stand},
		{itemname = 'crouch', displayname = motif.training_info.menu_valuename_dummymode_crouch},
		{itemname = 'jump', displayname = motif.training_info.menu_valuename_dummymode_jump},
		{itemname = 'wjump', displayname = motif.training_info.menu_valuename_dummymode_wjump},
	},
	guardmode = {
		{itemname = 'none', displayname = motif.training_info.menu_valuename_guardmode_none},
		{itemname = 'auto', displayname = motif.training_info.menu_valuename_guardmode_auto},
		{itemname = 'all', displayname = motif.training_info.menu_valuename_guardmode_all},
		{itemname = 'random', displayname = motif.training_info.menu_valuename_guardmode_random},
	},
	fallrecovery = {
		{itemname = 'none', displayname = motif.training_info.menu_valuename_fallrecovery_none},
		{itemname = 'ground', displayname = motif.training_info.menu_valuename_fallrecovery_ground},
		{itemname = 'air', displayname = motif.training_info.menu_valuename_fallrecovery_air},
		{itemname = 'random', displayname = motif.training_info.menu_valuename_fallrecovery_random},
	},
	distance = {
		{itemname = 'any', displayname = motif.training_info.menu_valuename_distance_any},
		{itemname = 'close', displayname = motif.training_info.menu_valuename_distance_close},
		{itemname = 'medium', displayname = motif.training_info.menu_valuename_distance_medium},
		{itemname = 'far', displayname = motif.training_info.menu_valuename_distance_far},
	},
	buttonjam = {
		{itemname = 'none', displayname = motif.training_info.menu_valuename_buttonjam_none},
		{itemname = 'a', displayname = motif.training_info.menu_valuename_buttonjam_a},
		{itemname = 'b', displayname = motif.training_info.menu_valuename_buttonjam_b},
		{itemname = 'c', displayname = motif.training_info.menu_valuename_buttonjam_c},
		{itemname = 'x', displayname = motif.training_info.menu_valuename_buttonjam_x},
		{itemname = 'y', displayname = motif.training_info.menu_valuename_buttonjam_y},
		{itemname = 'z', displayname = motif.training_info.menu_valuename_buttonjam_z},
		{itemname = 's', displayname = motif.training_info.menu_valuename_buttonjam_s},
		{itemname = 'd', displayname = motif.training_info.menu_valuename_buttonjam_d},
		{itemname = 'w', displayname = motif.training_info.menu_valuename_buttonjam_w},
	},
}

-- Shared logic for training menu option change, returns 2 values:
-- * boolean depending if option has changed (via right/left button press)
-- * itemname read from t_valuename table based on currently active option
--   (or nil, if there was no option change in this frame)
function menu.f_valueChanged(t, m)
	local valueitem = menu[t.itemname] or 1
	local chk = valueitem
	if main.f_input(main.t_players, {'$F'}) then
		valueitem = valueitem + 1
	elseif main.f_input(main.t_players, {'$B'}) then
		valueitem = valueitem - 1
	end
	if valueitem > #menu.t_valuename[t.itemname] then
		valueitem = 1
	elseif valueitem < 1 then
		valueitem = #menu.t_valuename[t.itemname]
	end
	-- true upon option change
	if chk ~= valueitem then
		sndPlay(motif.files.snd_data, m.cursor_move_snd[1], m.cursor_move_snd[2])
		t.vardisplay = menu.t_valuename[t.itemname][valueitem].displayname
		menu[t.itemname] = valueitem
		menu.itemname = t.itemname
		return true, menu.t_valuename[t.itemname][valueitem].itemname
	end
	return false, nil
end

-- Current pause menu itemname for internal use (key from menu.t_itemname table)
menu.itemname = ''

-- Associative elements table storing functions controlling behaviour of each
-- pause menu item. Can be appended via external module.
menu.t_itemname = {
	--Back
	['back'] = function(t, item, cursorPosY, moveTxt, section)
		if main.f_input(main.t_players, {'pal', 's'}) then
			if menu.currentMenu[1] == menu.currentMenu[2] then
				sndPlay(motif.files.snd_data, motif[section].cursor_done_snd[1], motif[section].cursor_done_snd[2])
				togglePause(false)
				main.pauseMenu = false
			else
				sndPlay(motif.files.snd_data, motif[section].cancel_snd[1], motif[section].cancel_snd[2])
			end
			if menu.currentMenu[1] ~= menu.currentMenu[2] then
				main.f_menuSnap(section)
			end
			menu.currentMenu[1] = menu.currentMenu[2]
			return false
		end
		return true
	end,
	--Dummy Control
	['dummycontrol'] = function(t, item, cursorPosY, moveTxt, section)
		local ok, name = menu.f_valueChanged(t.items[item], motif[section])
		if ok then
			if name == 'cooperative' or name == 'manual' then
				player(2)
				setAILevel(0)
			elseif name == 'ai' then
				player(2)
				setAILevel(menu.ailevel)
			end
			player(2)
			mapSet('_iksys_trainingDummyControl', menu.dummycontrol - 1)
		end
		return true
	end,
	--AI Level
	['ailevel'] = function(t, item, cursorPosY, moveTxt, section)
		if menu.f_valueChanged(t.items[item], motif[section]) then
			if menu.t_valuename.dummycontrol[menu.dummycontrol or 1].itemname == 'ai' then
				player(2)
				setAILevel(menu.ailevel)
			end
		end
		return true
	end,
	--Dummy Mode
	['dummymode'] = function(t, item, cursorPosY, moveTxt, section)
		if menu.f_valueChanged(t.items[item], motif[section]) then
			player(2)
			mapSet('_iksys_trainingDummyMode', menu.dummymode - 1)
		end
		return true
	end,
	--Guard Mode
	['guardmode'] = function(t, item, cursorPosY, moveTxt, section)
		if menu.f_valueChanged(t.items[item], motif[section]) then
			player(2)
			mapSet('_iksys_trainingGuardMode', menu.guardmode - 1)
		end
		return true
	end,
	--Fall Recovery
	['fallrecovery'] = function(t, item, cursorPosY, moveTxt, section)
		if menu.f_valueChanged(t.items[item], motif[section]) then
			player(2)
			mapSet('_iksys_trainingFallRecovery', menu.fallrecovery - 1)
		end
		return true
	end,
	--Distance
	['distance'] = function(t, item, cursorPosY, moveTxt, section)
		if menu.f_valueChanged(t.items[item], motif[section]) then
			player(2)
			mapSet('_iksys_trainingDistance', menu.distance - 1)
		end
		return true
	end,
	--Button Jam
	['buttonjam'] = function(t, item, cursorPosY, moveTxt, section)
		if menu.f_valueChanged(t.items[item], motif[section]) then
			player(2)
			mapSet('_iksys_trainingButtonJam', menu.buttonjam - 1)
		end
		return true
	end,
	--Key Config
	['keyboard'] = function(t, item, cursorPosY, moveTxt, section)
		if main.f_input(main.t_players, {'pal', 's'}) --[[or getKey('F1')]] then
			sndPlay(motif.files.snd_data, motif[section].cursor_done_snd[1], motif[section].cursor_done_snd[2])
			options.f_keyCfgInit('Keys', t.submenu[t.items[item].itemname].title)
			menu.itemname = t.items[item].itemname
		end
		return true
	end,
	--Joystick Config
	['gamepad'] = function(t, item, cursorPosY, moveTxt, section)
		if main.f_input(main.t_players, {'pal', 's'}) --[[or getKey('F2')]] then
			sndPlay(motif.files.snd_data, motif[section].cursor_done_snd[1], motif[section].cursor_done_snd[2])
			options.f_keyCfgInit('Joystick', t.submenu[t.items[item].itemname].title)
			menu.itemname = t.items[item].itemname
		end
		return true
	end,
	--Default
	['inputdefault'] = function(t, item, cursorPosY, moveTxt, section)
		if main.f_input(main.t_players, {'pal', 's'}) then
			sndPlay(motif.files.snd_data, motif[section].cursor_done_snd[1], motif[section].cursor_done_snd[2])
			options.f_keyDefault()
			options.f_setKeyConfig('Keys')
			if main.flags['-nojoy'] == nil then
				options.f_setKeyConfig('Joystick')
			end
			options.f_saveCfg(false)
		end
		return true
	end,
	--Round Reset
	['reset'] = function(t, item, cursorPosY, moveTxt, section)
		if main.f_input(main.t_players, {'pal', 's'}) then
			sndPlay(motif.files.snd_data, motif[section].cursor_done_snd[1], motif[section].cursor_done_snd[2])
			togglePause(false)
			roundReset()
			main.pauseMenu = false
			return false
		end
		return true
	end,
	--Reload (Rematch)
	['reload'] = function(t, item, cursorPosY, moveTxt, section)
		if main.f_input(main.t_players, {'pal', 's'}) then
			sndPlay(motif.files.snd_data, motif[section].cursor_done_snd[1], motif[section].cursor_done_snd[2])
			togglePause(false)
			reload()
			main.pauseMenu = false
			return false
		end
		return true
	end,
	--Command List
	['commandlist'] = function(t, item, cursorPosY, moveTxt, section)
		if main.f_input(main.t_players, {'pal', 's'}) then
			sndPlay(motif.files.snd_data, motif[section].cursor_done_snd[1], motif[section].cursor_done_snd[2])
			menu.f_commandlistParse()
			menu.itemname = t.items[item].itemname
		end
		return true
	end,
	--Character Change
	['characterchange'] = function(t, item, cursorPosY, moveTxt, section)
		if main.f_input(main.t_players, {'pal', 's'}) then
			sndPlay(motif.files.snd_data, motif[section].cursor_done_snd[1], motif[section].cursor_done_snd[2])
			togglePause(false)
			endMatch()
			main.pauseMenu = false
			return false
		end
		return true
	end,
	--Exit
	['exit'] = function(t, item, cursorPosY, moveTxt, section)
		if main.f_input(main.t_players, {'pal', 's'}) then
			sndPlay(motif.files.snd_data, motif[section].cursor_done_snd[1], motif[section].cursor_done_snd[2])
			togglePause(false)
			endMatch()
			start.exit = true
			main.pauseMenu = false
			return false
		end
		return true
	end,
}
-- options.t_itemname table functions are also appended to this table, to make
-- option screen settings logic accessible from within pause menu.
for k, v in pairs(options.t_itemname) do
	if menu.t_itemname[k] == nil then
		menu.t_itemname[k] = v
	end
end

-- Shared menu loop logic
function menu.f_createMenu(tbl, section, bgdef, txt_title, bool_main)
	return function()
		hook.run("menu.menu.loop")
		local t = tbl.items
		if tbl.reset then
			tbl.reset = false
			main.f_cmdInput()
		else
			main.f_menuCommonDraw(t, tbl.item, tbl.cursorPosY, tbl.moveTxt, section, bgdef, txt_title, motif.defaultMenu, {}, true)
		end
		tbl.cursorPosY, tbl.moveTxt, tbl.item = main.f_menuCommonCalc(t, tbl.item, tbl.cursorPosY, tbl.moveTxt, section, {'$U'}, {'$D'})
		txt_title:update({text = tbl.title})
		if esc() or main.f_input(main.t_players, {'m'}) then
			if bool_main then
				togglePause(false)
				main.pauseMenu = false
			else
				sndPlay(motif.files.snd_data, motif[section].cancel_snd[1], motif[section].cancel_snd[2])
			end
			if menu.currentMenu[1] ~= menu.currentMenu[2] then
				main.f_menuSnap(section)
			end
			menu.currentMenu[1] = menu.currentMenu[2]
			return
		elseif menu.t_itemname[t[tbl.item].itemname] ~= nil then
			if not menu.t_itemname[t[tbl.item].itemname](tbl, tbl.item, tbl.cursorPosY, tbl.moveTxt, section) then
				return
			end
		elseif main.f_input(main.t_players, {'pal', 's'}) then
			local f = t[tbl.item].itemname
			if tbl.submenu[f].loop ~= nil then
				sndPlay(motif.files.snd_data, motif[section].cursor_done_snd[1], motif[section].cursor_done_snd[2])
				menu.currentMenu[1] = tbl.submenu[f].loop
				main.f_menuSnap(section)
			elseif not menu.t_itemname[f](tbl, tbl.item, tbl.cursorPosY, tbl.moveTxt, section) then
				return
			end
		end
	end
end

menu.t_vardisplayPointers = {}

-- Associative elements table storing functions returning current setting values
-- rendered alongside menu item name. Can be appended via external module.
menu.t_vardisplay = {
	['dummycontrol'] = function()
		return menu.t_valuename.dummycontrol[menu.dummycontrol or 1].displayname
	end,
	['ailevel'] = function()
		return menu.t_valuename.ailevel[menu.ailevel or gameOption('Options.Difficulty')].displayname
	end,
	['dummymode'] = function()
		return menu.t_valuename.dummymode[menu.dummymode or 1].displayname
	end,
	['guardmode'] = function()
		return menu.t_valuename.guardmode[menu.guardmode or 1].displayname
	end,
	['fallrecovery'] = function()
		return menu.t_valuename.fallrecovery[menu.fallrecovery or 1].displayname
	end,
	['distance'] = function()
		return menu.t_valuename.distance[menu.distance or 1].displayname
	end,
	['buttonjam'] = function()
		return menu.t_valuename.buttonjam[menu.buttonjam or 1].displayname
	end,
}

-- Returns setting value rendered alongside menu item name (calls appropriate
-- function from menu or options t_vardisplay table)
function menu.f_vardisplay(itemname)
	if menu.t_vardisplay[itemname] ~= nil then
		return menu.t_vardisplay[itemname]()
	end
	if options.t_vardisplay[itemname] ~= nil then
		return options.t_vardisplay[itemname]()
	end
	return ''
end

-- Table storing arrays with data used for different pause menu types generation.
-- Can be appended via external module.
menu.t_menus = {
	{id = 'menu', section = 'menu_info', bgdef = 'menubgdef', txt_title = 'txt_title_menu', movelist = true},
	{id = 'training', section = 'training_info', bgdef = 'trainingbgdef', txt_title = 'txt_title_training', movelist = true},
}

-- Dynamically generates all menus and submenus, iterating over values stored in
-- main.t_sort table (in order that they're present in system.def).
function menu.f_start()
	if main.t_sort.menu_info == nil or main.t_sort.menu_info.menu == nil or #main.t_sort.menu_info.menu == 0 then
		motif.setBaseMenuInfo()
	end
	if main.t_sort.training_info == nil or main.t_sort.training_info.menu == nil or #main.t_sort.training_info.menu == 0 then
		motif.setBaseTrainingInfo()
	end
	for k, v in ipairs(menu.t_menus) do
		menu[v.txt_title] = main.f_createTextImg(motif[v.section], 'title', {defsc = motif.defaultMenu})
		menu[v.id] = {
			title = main.f_itemnameUpper(motif[v.section].title_text, motif[v.section].menu_title_uppercase == 1),
			cursorPosY = 1,
			moveTxt = 0,
			item = 1,
			submenu = {},
			items = {}
		}
		menu[v.id].loop = menu.f_createMenu(menu[v.id], v.section, v.bgdef, menu[v.txt_title], true)
		local t_menuWindow = main.f_menuWindow(motif[v.section])
		local t_pos = {} --for storing current table position
		local lastNum = 0
		for i, suffix in ipairs(main.f_tableExists(main.t_sort[v.section]).menu) do
			for j, c in ipairs(main.f_strsplit('_', suffix)) do --split using "_" delimiter
				--appending the menu table
				if j == 1 then --first string after menu.itemname (either reserved one or custom submenu assignment)
					if menu[v.id].submenu[c] == nil or c == 'empty' then
						menu[v.id].submenu[c] = {}
						menu[v.id].submenu[c].title = main.f_itemnameUpper(motif[v.section]['menu_itemname_' .. suffix], motif[v.section].menu_title_uppercase == 1)
						if menu.t_itemname[c] == nil and c ~= 'empty' then
							menu[v.id].submenu[c].cursorPosY = 1
							menu[v.id].submenu[c].moveTxt = 0
							menu[v.id].submenu[c].item = 1
							menu[v.id].submenu[c].submenu = {}
							menu[v.id].submenu[c].items = {}
							menu[v.id].submenu[c].loop = menu.f_createMenu(menu[v.id].submenu[c], v.section, v.bgdef, menu[v.txt_title], false)
						end
						if not suffix:match(c .. '_') then
							table.insert(menu[v.id].items, {
								data = text:create({window = t_menuWindow}),
								itemname = c,
								displayname = motif[v.section]['menu_itemname_' .. suffix],
								paramname = 'menu_itemname_' .. suffix,
								vardata = text:create({window = t_menuWindow}),
								vardisplay = menu.f_vardisplay(c),
								selected = false,
							})
							table.insert(menu.t_vardisplayPointers, menu[v.id].items[#menu[v.id].items])
						end
					end
					t_pos = menu[v.id].submenu[c]
					t_pos.name = c
				else --following strings
					if t_pos.submenu[c] == nil or c == 'empty' then
						t_pos.submenu[c] = {}
						t_pos.submenu[c].title = main.f_itemnameUpper(motif[v.section]['menu_itemname_' .. suffix], motif[v.section].menu_title_uppercase == 1)
						if menu.t_itemname[c] == nil and c ~= 'empty' then
							t_pos.submenu[c].cursorPosY = 1
							t_pos.submenu[c].moveTxt = 0
							t_pos.submenu[c].item = 1
							t_pos.submenu[c].submenu = {}
							t_pos.submenu[c].items = {}
							t_pos.submenu[c].loop = menu.f_createMenu(t_pos.submenu[c], v.section, v.bgdef, menu[v.txt_title], false)
						end
						table.insert(t_pos.items, {
							data = text:create({window = t_menuWindow}),
							itemname = c,
							displayname = motif[v.section]['menu_itemname_' .. suffix],
							paramname = 'menu_itemname_' .. suffix,
							vardata = text:create({window = t_menuWindow}),
							vardisplay = menu.f_vardisplay(c),
							selected = false,
						})
						table.insert(menu.t_vardisplayPointers, t_pos.items[#t_pos.items])
					end
					if j > lastNum then
						t_pos = t_pos.submenu[c]
						t_pos.name = c
					end
				end
				lastNum = j
			end
		end
		motif.f_loadSprData(motif[v.section], {s = 'menu_item_bg_', x = 0, y = 0})
		motif.f_loadSprData(motif[v.section], {s = 'menu_item_active_bg_', x = 0, y = 0})
		animSetWindow(motif[v.section].menu_item_bg_data, t_menuWindow[1], t_menuWindow[2], t_menuWindow[3] - t_menuWindow[1], t_menuWindow[4] - t_menuWindow[2])
		animSetWindow(motif[v.section].menu_item_active_bg_data, t_menuWindow[1], t_menuWindow[2], t_menuWindow[3] - t_menuWindow[1], t_menuWindow[4] - t_menuWindow[2])
		if main.debugLog then main.f_printTable(menu[v.id], 'debug/t_' .. v.id .. 'Menu.txt') end
		-- Move list
		if v.movelist then
			menu[v.section .. '_txt_title'] = main.f_createTextImg(motif[v.section], 'movelist_title', {defsc = motif.defaultMenu, x = motif[v.section].movelist_pos[1], y = motif[v.section].movelist_pos[2]})
			menu[v.section .. '_txt_text'] = main.f_createTextImg(motif[v.section], 'movelist_text', {defsc = motif.defaultMenu, x = motif[v.section].movelist_pos[1], y = motif[v.section].movelist_pos[2]})
			menu[v.section .. '_overlay'] = main.f_createOverlay(motif[v.section], 'overlay')
			menu[v.section .. '_movelist_overlay'] = main.f_createOverlay(motif[v.section], 'movelist_overlay')
			--menu[v.section .. '_t_movelistWindow'] = {0, 0, main.SP_Localcoord[1], main.SP_Localcoord[2]}
			if motif[v.section].movelist_window_margins_y[1] ~= 0 or motif[v.section].movelist_window_margins_y[2] ~= 0 then
				local data = menu[v.section .. '_txt_text']
				local font_def = main.font_def[motif[v.section].movelist_text_font[1] .. motif[v.section].movelist_text_font[7]]
				menu[v.section .. '_t_movelistWindow'] = {
					0,
					math.max(0, motif[v.section].movelist_pos[2] + motif[v.section].movelist_text_offset[2] - motif[v.section].movelist_window_margins_y[1]),
					motif[v.section].movelist_pos[1] + motif[v.section].movelist_text_offset[1] + motif[v.section].movelist_window_width,
					motif[v.section].movelist_pos[2] + motif[v.section].movelist_text_offset[2] + (motif[v.section].movelist_window_visibleitems - 1) * main.f_round((font_def.Size[2] + font_def.Spacing[2]) * data.scaleY + motif[v.section].movelist_text_spacing[2]) + motif[v.section].movelist_window_margins_y[2] + math.max(0, motif[v.section].movelist_glyphs_offset[2])
				}
			end
			menu[v.section .. '_txt_text']:update({window = menu[v.section .. '_t_movelistWindow']})
		end
	end
end

-- Called from global.lua loop() function, at the start of first round, to reset
-- training menu values and p2 settings for a new match
function menu.f_trainingReset()
	for k, _ in pairs(menu.t_valuename) do
		menu[k] = 1
	end
	menu.ailevel = gameOption('Options.Difficulty')
	for _, v in ipairs(menu.t_vardisplayPointers) do
		v.vardisplay = menu.f_vardisplay(v.itemname)
	end
	player(2)
	setAILevel(0)
	mapSet('_iksys_trainingDummyControl', 0)
	mapSet('_iksys_trainingDummyMode', 0)
	mapSet('_iksys_trainingGuardMode', 0)
	mapSet('_iksys_trainingFallRecovery', 0)
	mapSet('_iksys_trainingDistance', 0)
	mapSet('_iksys_trainingButtonJam', 0)
end

menu.movelistChar = 1
function menu.f_init()
	esc(false)
	togglePause(true)
	main.pauseMenu = true
	main.f_bgReset(motif.optionbgdef.bg)
	if gamemode('training') then
		sndPlay(motif.files.snd_data, motif.training_info.enter_snd[1], motif.training_info.enter_snd[2])
		main.f_bgReset(motif.trainingbgdef.bg)
		main.f_fadeReset('fadein', motif.training_info)
		menu.currentMenu = {menu.training.loop, menu.training.loop}
	else
		sndPlay(motif.files.snd_data, motif.menu_info.enter_snd[1], motif.menu_info.enter_snd[2])
		main.f_bgReset(motif.menubgdef.bg)
		main.f_fadeReset('fadein', motif.menu_info)
		--menu.menu.cursorPosY = 1
		--menu.menu.moveTxt = 0
		--menu.menu.item = 1
		menu.currentMenu = {menu.menu.loop, menu.menu.loop}
	end
end

function menu.f_run()
	local section = 'menu_info'
	local bgdef = 'menubgdef'
	if gamemode('training') then
		section = 'training_info'
		bgdef = 'trainingbgdef'
	end
	--draw overlay
	menu[section .. '_overlay']:draw()
	--Button Config
	if menu.itemname == 'keyboard' or menu.itemname == 'gamepad' then
		if menu.itemname == 'keyboard' then
			options.f_keyCfg('Keys', menu.itemname, bgdef, true)
		else
			options.f_keyCfg('Joystick', menu.itemname, bgdef, true)
		end
	--Command List
	elseif menu.itemname == 'commandlist' then
		menu.f_commandlistRender(section, menu.t_movelists[menu.movelistChar])
	--Menu
	else
		menu.currentMenu[1]()
	end
end

--;===========================================================
--; COMMAND LIST
--;===========================================================
local function f_commandlistData(t, str, align, col)
	local t_insert = {}
	str = str .. '<#>'
	for m1, m2 in str:gmatch('(.-)<([^%g <>]+)>') do
		if m1 ~= '' then
			table.insert(t_insert, {glyph = false, text = m1, align = align, col = col})
		end
		if not m2:match('^#[A-Za-z0-9]+$') and not m2:match('^/$') and not m2:match('^#$') then
			table.insert(t_insert, {glyph = true, text = m2, align = align, col = col})
		elseif m2:match('^#[A-Za-z0-9]+$') then
			col = color:fromHex(m2)
		elseif m2:match('^/$') then
			col = {}
		end
	end
	if align == -1 then
		for i = #t_insert, 1, -1 do
			table.insert(t, t_insert[i])
		end
	else
		for i = 1, #t_insert do
			table.insert(t, t_insert[i])
		end
	end
	return t, col
end

function menu.f_commandlistParse()
	menu.t_movelists = {}
	local t_uniqueRefs = {}
	for player, tbl in ipairs({start.p[1].t_selected, start.p[2].t_selected}) do
		for member, sel in ipairs(tbl) do
			if t_uniqueRefs[sel.ref] == nil then
				t_uniqueRefs[sel.ref] = true
				if sel.movelistLine == nil then
					sel.movelistLine = 1
				end
				if start.f_getCharData(sel.ref).commandlist == nil then
					local movelist = getCharMovelist(sel.ref)
					if movelist ~= '' then
						for k, v in main.f_sortKeys(motif.glyphs, function(t, a, b) return string.len(a) > string.len(b) end) do
							movelist = movelist:gsub(main.f_escapePattern(k), '<' .. numberToRune(v[1] + 0xe000) .. '>')
						end
						local t = {}
						local col = {}
						for line in movelist:gmatch('([^\n]*)\n?') do
							line = line:gsub('%s+$', '')
							local subt = {}
							for m in line:gmatch('(	*[^	]+)') do
								local tabs = 0
								m = m:gsub('^(	*)', function(m1)
									tabs = string.len(m1)
									return ''
								end)
								local align = 1 --left align
								if tabs == 1 then
									align = 0 --center align
								elseif tabs > 1 then
									align = -1 --right align
								end
								subt, col = f_commandlistData(subt, m, align, col)
							end
							table.insert(t, subt)
						end
						t[#t] = nil --blank line produced by regexp matching
						start.f_getCharData(sel.ref).commandlist = t
					end
				end
				local pn = player
				if member > 1 then
					pn = pn + (member - 1) * 2
				end
				table.insert(menu.t_movelists, {
					pn = pn,
					name = start.f_getCharData(sel.ref).name,
					tbl = sel,
					commandlist = start.f_getCharData(sel.ref).commandlist,
				})
			end
		end
	end
	if menu.movelistChar > #menu.t_movelists then
		menu.movelistChar = 1
	end
	if main.debugLog then main.f_printTable(menu.t_movelists, "debug/t_movelists.txt") end
end

function menu.f_commandlistRender(section, t)
	main.f_cmdInput()
	local cmdList = {}
	if t.commandlist ~= nil then
		cmdList = t.commandlist
	else
		table.insert(cmdList, {{glyph = false, text = motif[section].movelist_text_text, align = 1, col = {}}})
	end
	if esc() or main.f_input(main.t_players, {'m'}) then
		sndPlay(motif.files.snd_data, motif[section].cancel_snd[1], motif[section].cancel_snd[2])
		menu.itemname = ''
		return
	elseif main.f_input(main.t_players, {'pal', 's'}) then
		sndPlay(motif.files.snd_data, motif[section].cursor_done_snd[1], motif[section].cursor_done_snd[2])
		menu.itemname = ''
		togglePause(false)
		main.pauseMenu = false
		menu.currentMenu[1] = menu.currentMenu[2]
		return
	elseif main.f_input(main.t_players, {'$B'}) and #menu.t_movelists > 1 then
		sndPlay(motif.files.snd_data, motif[section].cursor_move_snd[1], motif[section].cursor_move_snd[2])
		menu.movelistChar = menu.movelistChar - 1
		if menu.movelistChar < 1 then
			menu.movelistChar = #menu.t_movelists
		end
	elseif main.f_input(main.t_players, {'$F'}) and #menu.t_movelists > 1 then
		sndPlay(motif.files.snd_data, motif[section].cursor_move_snd[1], motif[section].cursor_move_snd[2])
		menu.movelistChar = menu.movelistChar + 1
		if menu.movelistChar > #menu.t_movelists then
			menu.movelistChar = 1
		end
	elseif main.f_input(main.t_players, {'$U'}) and t.tbl.movelistLine > 1 then
		sndPlay(motif.files.snd_data, motif[section].cursor_move_snd[1], motif[section].cursor_move_snd[2])
		t.tbl.movelistLine = t.tbl.movelistLine - 1
	elseif main.f_input(main.t_players, {'$D'}) and t.tbl.movelistLine <= #cmdList - motif[section].movelist_window_visibleitems then
		sndPlay(motif.files.snd_data, motif[section].cursor_move_snd[1], motif[section].cursor_move_snd[2])
		t.tbl.movelistLine = t.tbl.movelistLine + 1
	end
	--draw overlay
	menu[section .. '_movelist_overlay']:draw()
	--draw title
	menu[section .. '_txt_title']:update({text = main.f_itemnameUpper(motif[section].movelist_title_text:gsub('%%s', t.name), motif[section].movelist_title_uppercase == 1)})
	menu[section .. '_txt_title']:draw()
	--draw commands
	local i = 0
	for n = t.tbl.movelistLine, math.min(t.tbl.movelistLine + motif[section].movelist_window_visibleitems + 1, #cmdList) do
		i = i + 1
		local alignOffset = 0
		local lengthOffset = 0
		local align = 1
		local width = 0
		for k, v in ipairs(cmdList[n]) do
			if v.text ~= '' then
				alignOffset = 0
				if v.align == 0 then --center align
					alignOffset = motif[section].movelist_window_width * 0.5
				elseif v.align == -1 then --right align
					alignOffset = motif[section].movelist_window_width
				end
				if v.align ~= align then
					lengthOffset = 0
					align = v.align
				end
				local data = menu[section .. '_txt_text']
				local font_def = main.font_def[motif[section].movelist_text_font[1] .. motif[section].movelist_text_font[7]]
				--render glyph
				if v.glyph and motif.glyphs_data[v.text] ~= nil then
					if motif.glyphs_data[v.text].info ~= nil then
						local scaleX = font_def.Size[2] * motif[section].movelist_text_scale[2] / motif.glyphs_data[v.text].info.Size[2] * motif[section].movelist_glyphs_scale[1]
						local scaleY = font_def.Size[2] * motif[section].movelist_text_scale[2] / motif.glyphs_data[v.text].info.Size[2] * motif[section].movelist_glyphs_scale[2]
						if v.align == -1 then
							alignOffset = alignOffset - motif.glyphs_data[v.text].info.Size[1] * scaleX
						end
						if motif.defaultMenu then disableLuaScale() end
						animSetScale(motif.glyphs_data[v.text].anim, scaleX, scaleY)
						animSetPos(
							motif.glyphs_data[v.text].anim,
							math.floor(motif[section].movelist_pos[1] + motif[section].movelist_text_offset[1] + motif[section].movelist_glyphs_offset[1] + alignOffset + lengthOffset),
							motif[section].movelist_pos[2] + motif[section].movelist_text_offset[2] + motif[section].movelist_glyphs_offset[2] + main.f_round((font_def.Size[2] + font_def.Spacing[2]) * data.scaleY + motif[section].movelist_text_spacing[2]) * (i - 1)
						)
						animSetWindow(
							motif.glyphs_data[v.text].anim,
							menu[section .. '_t_movelistWindow'][1],
							menu[section .. '_t_movelistWindow'][2],
							menu[section .. '_t_movelistWindow'][3] - menu[section .. '_t_movelistWindow'][1],
							menu[section .. '_t_movelistWindow'][4] - menu[section .. '_t_movelistWindow'][2]
						)
						--animUpdate(motif.glyphs_data[v.text].anim)
						animDraw(motif.glyphs_data[v.text].anim)
						if motif.defaultMenu then setLuaScale() end
						if k < #cmdList[n] then
							width = motif.glyphs_data[v.text].info.Size[1] * scaleX + motif[section].movelist_glyphs_spacing[1]
						end
					end
				--render text
				else
					data:update({
						text = v.text,
						align = v.align,
						x = math.floor(motif[section].movelist_pos[1] + motif[section].movelist_text_offset[1] + alignOffset + lengthOffset),
						y = motif[section].movelist_pos[2] + motif[section].movelist_text_offset[2] + main.f_round((font_def.Size[2] + font_def.Spacing[2]) * data.scaleY + motif[section].movelist_text_spacing[2]) * (i - 1),
						r = v.col.r or motif[section].movelist_text_font[4],
						g = v.col.g or motif[section].movelist_text_font[5],
						b = v.col.b or motif[section].movelist_text_font[6],
					})
					data:draw()
					if k < #cmdList[n] then
						width = fontGetTextWidth(main.font[data.font .. data.height], v.text, data.bank) * motif[section].movelist_text_scale[1] + motif[section].movelist_text_spacing[1]
					end
				end
				if v.align == 0 then
					lengthOffset = lengthOffset + width / 2
				elseif v.align == -1 then
					lengthOffset = lengthOffset - width
				else
					lengthOffset = lengthOffset + width
				end
			end
		end
	end
	--draw scroll arrows
	if #cmdList > motif[section].movelist_window_visibleitems then
		if t.tbl.movelistLine > 1 then
			animUpdate(motif[section].movelist_arrow_up_data)
			animDraw(motif[section].movelist_arrow_up_data)
		end
		if t.tbl.movelistLine <= #cmdList - motif[section].movelist_window_visibleitems then
			animUpdate(motif[section].movelist_arrow_down_data)
			animDraw(motif[section].movelist_arrow_down_data)
		end
	end
end

return menu
