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// frontend/js/stage.js — Lightloom "La Sala" · the CONTROLLER (LL.controller)
//
// IMPORTANT: this file does NOT define LL.stage. The WebGL renderer lives in
// frontend/js/stage-gl.js and owns window.LL.stage. Here we own LL.controller:
// the screen state machine + the SSE orchestration that drives stage / slate /
// subtitles / hud from the events streamed by LL.api.streamRecital.
//
// State machine (docs/01 §6.2):
//   Lobby -> Listening/Processing -> Revealing -> Theater
//   ...with a soft ErrorSoft branch when a beat is "fogged".
//
// Vanilla ES module. No frameworks, no build step. We read/write only the ids
// defined by the DOM contract in index.html and call sibling modules through
// the shared window.LL namespace.

import "./api.js"; // ensures LL.api exists before the controller wires up

const LL = (window.LL = window.LL || {});

// ---------------------------------------------------------------------------
// Bilingual micro-copy. Subtitles come from the poem itself; these are only the
// system/toast strings the controller emits. Kept here so the controller is
// self-contained even if a given data-es/data-en node isn't present.
// ---------------------------------------------------------------------------
const COPY = {
  warming: { es: "Encendiendo el proyector…", en: "Warming up the projector…" },
  ready: { es: "Rodando — te escucho.", en: "Rolling — I'm listening." },
  directing: { es: "La directora decide el plano…", en: "The director calls the shot…" },
  painting: { es: "Pintando el plano…", en: "Painting the shot…" },
  fogged: { es: "El plano se veló; seguimos rodando.", en: "The shot got fogged; rolling on." },
  empty: { es: "Pega un poema antes de rodar.", en: "Paste a poem before rolling." },
  listening: { es: "Te escucho… habla y pulsa para parar.", en: "Listening… speak, then click to stop." },
  transcribing: { es: "Transcribiendo tu voz…", en: "Transcribing your voice…" },
  micDenied: { es: "No pude usar el micrófono. Escribe el poema y pulsa Rodar.", en: "Couldn't use the mic. Type your poem and hit Roll." },
  noSpeech: { es: "No escuché nada. Inténtalo otra vez o escribe el poema.", en: "I didn't catch that. Try again or type the poem." },
  connect: {
    es: "No se pudo abrir la sala. Reintenta en un momento.",
    en: "Couldn't open the theater. Try again in a moment.",
  },
  stream: {
    es: "Se cortó la proyección. Reintenta.",
    en: "The projection dropped. Try again.",
  },
  threeFogged: {
    es: "Tres planos seguidos se velaron — prueba el Showcase.",
    en: "Three shots fogged in a row — try the Showcase.",
  },
};

// Micro-stage chip names (the #stage-bar lights these in order). Maps the
// backend stage -> the human label LL.slate.setStage shows (bilingual; the
// controller picks the current language). English-default for the hackathon.
const STAGE_CHIP = {
  warming: { es: "OYENDO", en: "LISTENING" },
  ready: { es: "OYENDO", en: "LISTENING" },
  directing: { es: "DIRIGIENDO", en: "DIRECTING" },
  directed: { es: "DIRIGIENDO", en: "DIRECTING" },
  painting: { es: "PINTANDO EL MUNDO", en: "PAINTING THE WORLD" },
  painted: { es: "REVELANDO", en: "REVEALING" },
  depth: { es: "REVELANDO", en: "REVEALING" },
};

// ---------------------------------------------------------------------------
// Controller
// ---------------------------------------------------------------------------
const controller = {
  // --- runtime state ---
  state: "lobby", // lobby | processing | revealing | theater | error
  lang: "en", // current UI language (English-default for the hackathon); synced to <html lang> + localStorage
  reducedMotion: false, // body.reduced-motion mirror
  running: false, // a recital stream is live
  _shotIndex: 0, // 1-based plano counter across the whole film
  _sceneId: 0, // last scene id from a 'directed' event
  _consecutiveFogged: 0, // for the "three in a row" hint
  _pending: new Map(), // beat -> { image?, depth?, shot?, cameraMove?, transition? }
  _revealChain: Promise.resolve(), // serializes revealBeat() so beats show in order
  _toastTimer: null,

  /**

   * Wire the DOM and restore persisted preferences. Safe to call once on load.

   * Tolerates missing optional nodes so a partial index.html still boots.

   */
  init() {
    this._restorePrefs();
    this._wireLobby();
    this._wireControls();
    this._wireLangToggle();
    this._initStageRenderer();
    this._initRecorder();
    this._applyLang(this.lang); // paint all data-es/data-en nodes once
    this.show("lobby");
    return this;
  },

  // ---- screen state machine -------------------------------------------------

  /**

   * Activate exactly one screen section (.is-active). Sections are #lobby/#set/

   * #theater/#showcase/#about. #set hosts the live stage; we reveal it on start.

   */
  show(screen) {
    const ids = ["lobby", "set", "theater", "showcase", "about"];
    for (const id of ids) {
      const el = document.getElementById(id);
      if (el) el.classList.toggle("is-active", id === screen);
    }
  },

  // ---- lobby + controls wiring ---------------------------------------------

  _wireLobby() {
    on("btn-recital", "click", () => this.startRecital());
    on("btn-recital-go", "click", () => this.startRecital());
    on("btn-narrate", "click", () => {
      // Live narration: capture the mic, transcribe (Cohere), then film the world.
      // If the recorder isn't available/supported, fall back to the typed recital
      // so the button is never dead.
      if (LL.recorder && LL.recorder.supported && typeof LL.recorder.toggle === "function") {
        LL.recorder.toggle();
      } else {
        const ta = document.getElementById("recital-text");
        if (ta && ta.value.trim()) this.startRecital();
        else { this.toast(t(COPY.micDenied, this.lang)); if (ta) ta.focus(); }
      }
    });
    on("btn-showcase", "click", () => this.startShowcase());
  },

  _wireControls() {
    // ⏹ Cut & watch — stop the stream and open the Theater with what we have.
    on("ctl-cut", "click", () => this.cut());

    // 🔇 bed on/off — toggle ambient bed if the audio module is present.
    on("ctl-bed", "click", (e) => {
      const btn = e.currentTarget;
      const muted = btn.classList.toggle("is-muted");
      btn.setAttribute("aria-pressed", String(!muted));
      if (LL.audio && typeof LL.audio.setMuted === "function") LL.audio.setMuted(muted);
    });

    // ♿ reduce motion — manual toggle, persisted; OS preference also honored.
    on("ctl-reduce-motion", "click", () => this.setReducedMotion(!this.reducedMotion));
    const mq = window.matchMedia && window.matchMedia("(prefers-reduced-motion: reduce)");
    if (mq) {
      if (mq.matches) this.setReducedMotion(true, /*fromOS*/ true);
      const onChange = (e) => this.setReducedMotion(e.matches, true);
      if (mq.addEventListener) mq.addEventListener("change", onChange);
      else if (mq.addListener) mq.addListener(onChange); // Safari < 14
    }
  },

  _wireLangToggle() {
    // Two possible entry points per the DOM contract: a lobby #lang-pill and an
    // in-stage #lang-toggle. Both flip ES<->EN.
    const flip = () => this.setLang(this.lang === "es" ? "en" : "es");
    on("lang-toggle", "click", flip);
    on("lang-pill", "click", flip);
  },

  _initStageRenderer() {
    // The immersive PANORAMA world (stage-pano.js -> LL.pano) is the stage: an
    // equirectangular sphere the camera lives inside. It owns #stage-canvas. If
    // it isn't present we fall back to the beat renderer (LL.stage / stage-gl).
    const canvas = document.getElementById("stage-canvas");
    if (!canvas) return;
    const r = this._renderer();
    if (r && typeof r.init === "function") {
      try {
        r.init(canvas);
      } catch (err) {
        console.error("[LL.controller] stage renderer init failed", err);
      }
    }
  },

  /** The active stage renderer: prefer the immersive world (LL.pano), else the

   *  beat renderer (LL.stage). Looked up at call time so load order can't matter. */
  _renderer() {
    return LL.pano || LL.stage || null;
  },

  /** Wire the voice recorder (LL.recorder): mic -> Cohere Transcribe -> the

   *  transcript fills the recital and films the world. Mic state drives toasts +

   *  a recording class on the Narrate button. No-op if the recorder is absent. */
  _initRecorder() {
    if (!LL.recorder || typeof LL.recorder.init !== "function") return;
    LL.recorder.init({
      getLang: () => this.lang,
      onState: (s) => {
        const btn = document.getElementById("btn-narrate");
        if (btn) {
          btn.classList.toggle("is-recording", s === "recording");
          btn.classList.toggle("is-busy", s === "transcribing");
          btn.setAttribute("aria-pressed", String(s === "recording"));
        }
        if (s === "recording") this.toast(t(COPY.listening, this.lang));
        else if (s === "transcribing") this.toast(t(COPY.transcribing, this.lang));
      },
      onTranscript: (text, error) => {
        const ta = document.getElementById("recital-text");
        const clean = (text || "").trim();
        if (clean) {
          if (ta) ta.value = clean;
          this.startRecital();
        } else {
          const denied = error === "mic_denied" || error === "unsupported";
          this.toast(t(denied ? COPY.micDenied : COPY.noSpeech, this.lang));
          if (ta) ta.focus();
        }
      },
    });
  },

  // ---- the main flow: start a recital ---------------------------------------

  /**

   * Read #recital-text, switch to the Set, and stream the recital. Orchestrates

   * every SSE event into slate / subtitles / hud / stage. Idempotent guard:

   * ignores re-entry while a stream is already running.

   */
  async startRecital() {
    if (this.running) return;

    const textarea = document.getElementById("recital-text");
    const text = textarea ? textarea.value : "";
    if (!text || !text.trim()) {
      this.toast(t(COPY.empty, this.lang));
      // Nudge the user to the recital input if we have it.
      if (textarea && typeof textarea.focus === "function") textarea.focus();
      return;
    }

    this._resetFilmState();
    this.running = true;
    this.state = "processing";
    this.show("set");
    this.setStageBar("warming");
    if (LL.subtitles) LL.subtitles.clear && LL.subtitles.clear();

    try {
      await LL.api.streamPanorama(text, this.lang, (ev) => this._onEvent(ev));
    } catch (err) {
      // streamPanorama itself converts most failures into {stage:"error"} events;
      // this only catches truly unexpected throws.
      console.error("[LL.controller] streamPanorama threw", err);
      this.toast(t(COPY.stream, this.lang));
    } finally {
      this.running = false;
      // The immersive world IS the destination — we stay in #set inhabiting it,
      // no separate theater handoff. The world keeps drifting until a new Roll.
      await this._revealChain.catch(() => {});
    }
  },

  /** ⏹ Cut: stop the GPU stream. If a world is already up, stay inside it; if

   *  nothing has revealed yet, return to the lobby rather than a blank set. The

   *  Showcase reel exits to the lobby (it's a reel, not a generation to keep). */
  cut() {
    if (LL.api && typeof LL.api.cancel === "function") LL.api.cancel();
    this._showcaseStop = true;
    this.running = false;
    this.setStageBar(null);
    if (this._showcasePlaying || !this._worldShown) {
      this._showcasePlaying = false;
      this._hideBadge();
      this.show("lobby");
    }
  },

  // ---- the Showcase reel: an instant, GPU-free journey through pre-rendered
  // worlds (one per stanza). Everything here was produced by this same app's
  // /panorama endpoint — see scripts/build_showcase.py + the honest badge. -------

  /**

   * Play the pre-rendered immersive journey. Loads the manifest of worlds and

   * cross-fades through them on the live sphere with each stanza as a caption,

   * looping until Cut. Falls back to the static grid if no manifest is present.

   */
  async startShowcase() {
    if (this.running) return;
    const manifest = await this._loadShowcaseManifest();
    if (!manifest.length) {
      this.show("showcase"); // graceful static-grid fallback
      return;
    }
    this._resetFilmState();
    this.running = true;
    this._showcasePlaying = true;
    this._showcaseStop = false;
    this.show("set");
    this.setStageBar(null);
    this._setLiveChrome(false); // hide the live slate + pipeline bar for the reel
    if (LL.subtitles && LL.subtitles.clear) LL.subtitles.clear();
    this._showBadge(
      t({ es: "✦ SHOWCASE · pre-renderizado con esta app", en: "✦ SHOWCASE · pre-rendered with this app" }, this.lang),
    );

    try {
      const dwell = this.reducedMotion ? 3400 : 7000;
      // Loop the reel so a judge who just watches sees the whole journey cycle.
      while (!this._showcaseStop) {
        for (const w of manifest) {
          if (this._showcaseStop) break;
          if (LL.subtitles && LL.subtitles.show) LL.subtitles.show(w.title || w.stanza);
          if (LL.pano && typeof LL.pano.show === "function") {
            await LL.pano.show({
              panoramaUrl: absUrl(w.panorama),
              depthUrl: w.depth ? absUrl(w.depth) : null,
            });
          }
          this._worldShown = true;
          await this._sleep(dwell);
        }
        if (this.reducedMotion) break; // don't auto-loop under reduced motion
      }
    } catch (err) {
      console.error("[LL.controller] showcase failed", err);
    } finally {
      this.running = false;
    }
  },

  async _loadShowcaseManifest() {
    try {
      const res = await fetch("/frontend/assets/showcase/manifest.json", { cache: "no-store" });
      if (!res.ok) return [];
      const data = await res.json();
      return Array.isArray(data) ? data.filter((w) => w && w.panorama) : [];
    } catch (_) {
      return [];
    }
  },

  /** A cancellable sleep that wakes early if the showcase is stopped. */
  _sleep(ms) {
    return new Promise((resolve) => {
      const start = performance.now();
      const tick = () => {
        if (this._showcaseStop || performance.now() - start >= ms) return resolve();
        requestAnimationFrame(tick);
      };
      tick();
    });
  },

  /** Small honest chip shown while the Showcase reel plays. */
  _showBadge(text) {
    let el = document.getElementById("ll-showcase-badge");
    if (!el) {
      el = document.createElement("div");
      el.id = "ll-showcase-badge";
      el.setAttribute("role", "note");
      el.style.cssText =
        "position:absolute;top:14px;left:50%;transform:translateX(-50%);z-index:7;" +
        "font:600 12px/1.2 var(--font-ui,system-ui);letter-spacing:.08em;color:var(--ink,#f0e9da);" +
        "background:rgba(10,10,14,.55);border:1px solid rgba(240,233,218,.18);border-radius:999px;" +
        "padding:6px 14px;backdrop-filter:blur(6px);pointer-events:none;white-space:nowrap;";
      const set = document.getElementById("set") || document.body;
      set.appendChild(el);
    }
    el.textContent = text;
    el.hidden = false;
  },

  _hideBadge() {
    const el = document.getElementById("ll-showcase-badge");
    if (el) el.hidden = true;
  },

  /** Show/hide the live-only chrome (the Director's slate, pipeline bar, scene/

   *  shot counter, GPU ledger). The pre-rendered Showcase has no live pipeline,

   *  so we hide them for a clean reel — only the brand, caption + honest badge. */
  _setLiveChrome(visible) {
    for (const id of ["slate", "stage-bar", "hud-counter", "hud-budget"]) {
      const el = document.getElementById(id);
      if (el) el.style.visibility = visible ? "" : "hidden";
    }
  },

  // ---- SSE event orchestration ----------------------------------------------

  _onEvent(ev) {
    if (!ev || typeof ev !== "object") return;
    const stage = ev.stage;

    // Light the matching micro-stage chip for any stage we recognize.
    this.setStageBar(stage);

    switch (stage) {
      case "warming":
        this.state = "processing";
        if (LL.hud && LL.hud.setBudget) LL.hud.setBudget(0);
        break;

      case "ready":
        this.state = "processing";
        break;

      case "directing":
        // Show the beat text as a subtitle the moment direction begins, so the
        // room reads while the Director decides.
        if (typeof ev.text === "string" && LL.subtitles && LL.subtitles.show) {
          LL.subtitles.show(ev.text);
        }
        break;

      case "directed":
        this._onDirected(ev);
        break;

      case "painting":
        // purely a micro-stage signal; chip already lit above.
        break;

      case "painted":
        // The immersive world's equirectangular panorama is ready. Reveal it now
        // (with a short grace for its depth map); never make the room wait blank.
        this._worldPano = absUrl(ev.panorama || ev.image);
        if (this._worldTimer) clearTimeout(this._worldTimer);
        this._worldTimer = setTimeout(() => this._revealWorld(true), 1800);
        this._revealWorld(false);
        break;

      case "depth":
        // Its depth map drives the in-sphere relief/parallax. Reveal with both.
        this._worldDepth = absUrl(ev.depth);
        this._revealWorld(false);
        break;

      case "fogged":
        this._onFogged(ev);
        break;

      case "done":
        this._onDone(ev);
        break;

      case "error":
        this._onError(ev);
        break;

      default:
        // Unknown stage — ignore gracefully (forward-compatible).
        break;
    }
  },

  _onDirected(ev) {
    const shot = ev.shot || {};
    this._shotIndex += 1;
    this._sceneId = typeof ev.scene_id === "number" ? ev.scene_id : this._sceneId;

    // Stash the directing decision so revealBeat() (which fires later, once the
    // image+depth pair arrives) gets the right camera move + refined transition.
    // ev.transition is the *refined* transition (continuity hard_cut->crossfade).
    this._stash(ev.beat, {
      shot,
      cameraMove: shot.camera_move || "static",
      transition: ev.transition || shot.transition || "crossfade",
    });

    // The Slate is the hero: render the Director's decision now.
    if (LL.slate && LL.slate.update) {
      try {
        LL.slate.update(shot, this._sceneId, this._shotIndex);
      } catch (err) {
        console.error("[LL.controller] slate.update failed", err);
      }
    }
    if (LL.hud && LL.hud.setCounter) LL.hud.setCounter(this._sceneId, this._shotIndex);
  },

  _onFogged(ev) {
    this._consecutiveFogged += 1;
    // Drop any half-collected pieces for this beat so it can't reveal later.
    if (typeof ev.beat === "number") this._pending.delete(ev.beat);
    this.toast(t(COPY.fogged, this.lang));
    if (this._consecutiveFogged >= 3) {
      this.toast(t(COPY.threeFogged, this.lang));
    }
  },

  _onDone() {
    // The world is painted and we are inhabiting it on the #set canvas — no
    // separate theater screen. Force the reveal in case depth never arrived.
    this._revealWorld(true);
    this.setStageBar(null);
  },

  _onError(ev) {
    const reason = ev && ev.error ? String(ev.error) : "";
    if (reason.startsWith("empty")) this.toast(t(COPY.empty, this.lang));
    else if (reason.startsWith("connect")) this.toast(t(COPY.connect, this.lang));
    else this.toast(t(COPY.stream, this.lang));
    // A hard error ends the run; surface whatever beats we managed to reveal.
    this.running = false;
    if (this.state !== "theater") this._maybeOpenTheater();
  },

  // ---- beat reveal: pair painted+depth, then drive the renderer -------------

  _stash(beat, patch) {
    if (typeof beat !== "number") return;
    const cur = this._pending.get(beat) || {};
    this._pending.set(beat, Object.assign(cur, patch));
  },

  /**

   * Reveal a beat once BOTH its image and depth maps are available. The two

   * arrive as separate events ('painted' then 'depth'); we only fire once both

   * are present. Reveals are serialized through _revealChain so they always play

   * in beat order even if events interleave.

   */
  _tryReveal(beat) {
    const data = this._pending.get(beat);
    if (!data || !data.image || !data.depth) return; // wait for the pair

    this._pending.delete(beat);
    this._consecutiveFogged = 0; // a successful reveal breaks the fogged streak
    this.state = "revealing";

    const job = {
      imageUrl: data.image,
      depthUrl: data.depth,
      cameraMove: data.cameraMove || (data.shot && data.shot.camera_move) || "static",
      transition: data.transition || (data.shot && data.shot.transition) || "crossfade",
      reducedMotion: this.reducedMotion,
    };

    // Chain so beats reveal sequentially; swallow per-beat errors so one bad
    // texture upload doesn't stall the whole film.
    this._revealChain = this._revealChain
      .then(() => {
        if (LL.stage && typeof LL.stage.revealBeat === "function") {
          return LL.stage.revealBeat(job);
        }
      })
      .catch((err) => console.error("[LL.controller] revealBeat failed", err));
  },

  /**

   * Reveal the immersive panorama WORLD into the sphere. Called from 'painted'

   * (panorama ready) and 'depth' (relief ready). Shows once, as soon as the

   * panorama exists and EITHER its depth has arrived OR the grace timer forced

   * it — so the world never blocks on a missing/slow depth map.

   */
  _revealWorld(force) {
    if (this._worldShown || !this._worldPano) return;
    if (!this._worldDepth && !force) return; // brief grace for the depth map
    this._worldShown = true;
    if (this._worldTimer) {
      clearTimeout(this._worldTimer);
      this._worldTimer = null;
    }
    this.state = "revealing";
    const pano = LL.pano;
    if (!pano || typeof pano.show !== "function") {
      console.error("[LL.controller] LL.pano renderer unavailable");
      return;
    }
    this._revealChain = this._revealChain
      .then(() =>
        pano.show({ panoramaUrl: this._worldPano, depthUrl: this._worldDepth || null }),
      )
      .then(() => {
        this.state = "theater"; // inhabiting the world (still on the #set canvas)
      })
      .catch((err) => console.error("[LL.controller] pano.show failed", err));
  },

  // ---- theater handoff ------------------------------------------------------

  _maybeOpenTheater() {
    // Open the Theater only after every queued reveal has resolved, so the last
    // frame is actually on screen before the curtain.
    this._revealChain.then(() => this._openTheater()).catch(() => this._openTheater());
  },

  _openTheater() {
    const theaterEl = document.getElementById("theater");
    if (this.state === "theater" && theaterEl && theaterEl.classList.contains("is-active")) {
      return; // already there
    }
    this.state = "theater";
    this.setStageBar(null); // clear the micro-stage bar
    // Hand off to the theater module if present; otherwise just show the screen.
    if (LL.theater && typeof LL.theater.open === "function") {
      try {
        LL.theater.open();
      } catch (err) {
        console.error("[LL.controller] theater.open failed", err);
      }
    }
    this.show("theater");
  },

  // ---- micro-stage bar ------------------------------------------------------

  /** Light the chip for a backend stage (or clear when given a falsy stage). */
  setStageBar(stage) {
    if (!LL.slate || typeof LL.slate.setStage !== "function") return;
    const pair = stage ? STAGE_CHIP[stage] : null;
    const chip = pair ? t(pair, this.lang) : null;
    if (chip || stage === null) {
      try {
        LL.slate.setStage(chip);
      } catch (err) {
        console.error("[LL.controller] slate.setStage failed", err);
      }
    }
  },

  // ---- language + reduced motion --------------------------------------------

  setLang(lang) {
    this.lang = lang === "en" ? "en" : "es";
    try {
      localStorage.setItem("ll.lang", this.lang);
    } catch (_) {}
    this._applyLang(this.lang);
  },

  /** Apply the language across BOTH i18n patterns used in the app and update pills.

   *  Pattern A (index.html shell): sibling spans `<span data-es>..</span><span data-en hidden>..</span>`

   *    — the attribute is empty, the text is the content -> show only the matching-lang span.

   *  Pattern B (hud.js / slate.js): a single element with valued `data-es="X" data-en="Y"`

   *    attributes -> swap textContent. */
  _applyLang(lang) {
    document.documentElement.setAttribute("lang", lang);
    document.querySelectorAll("[data-es],[data-en]").forEach((node) => {
      const esVal = node.getAttribute("data-es");
      const enVal = node.getAttribute("data-en");
      const valued = (esVal && esVal.length) || (enVal && enVal.length);
      if (valued) {
        const v = lang === "en" ? enVal : esVal;
        if (v) node.textContent = v; // Pattern B
      } else if (node.hasAttribute("data-en") && !node.hasAttribute("data-es")) {
        node.hidden = lang !== "en"; // Pattern A (English span)
      } else if (node.hasAttribute("data-es") && !node.hasAttribute("data-en")) {
        node.hidden = lang !== "es"; // Pattern A (Spanish span)
      }
    });
    // Reflect current language on the toggle controls (inner [data-current-lang] span).
    const label = lang === "en" ? "EN" : "ES";
    document.querySelectorAll("[data-current-lang]").forEach((el) => (el.textContent = label));
  },

  setReducedMotion(on, fromOS = false) {
    this.reducedMotion = !!on;
    document.body.classList.toggle("reduced-motion", this.reducedMotion);
    const btn = document.getElementById("ctl-reduce-motion");
    if (btn) {
      btn.classList.toggle("is-active", this.reducedMotion);
      btn.setAttribute("aria-pressed", String(this.reducedMotion));
    }
    // Persist only explicit user choices, not transient OS-driven ones.
    if (!fromOS) {
      try {
        localStorage.setItem("ll.reducedMotion", this.reducedMotion ? "1" : "0");
      } catch (_) {}
    }
    // Let the active renderer drop parallax/drift to 0 if it exposes a setter.
    const r = this._renderer();
    if (r && typeof r.setReducedMotion === "function") {
      r.setReducedMotion(this.reducedMotion);
    }
  },

  _restorePrefs() {
    try {
      const savedLang = localStorage.getItem("ll.lang");
      if (savedLang === "es" || savedLang === "en") this.lang = savedLang;
      else this.lang = (navigator.language || "es").toLowerCase().startsWith("en") ? "en" : "es";
    } catch (_) {
      this.lang = "es";
    }
    try {
      const rm = localStorage.getItem("ll.reducedMotion");
      if (rm === "1") this.setReducedMotion(true);
    } catch (_) {}
  },

  // ---- misc -----------------------------------------------------------------

  _resetFilmState() {
    this._shotIndex = 0;
    this._sceneId = 0;
    this._consecutiveFogged = 0;
    this._pending.clear();
    this._revealChain = Promise.resolve();
    // Immersive-world reveal state.
    this._worldPano = null;
    this._worldDepth = null;
    this._worldShown = false;
    if (this._worldTimer) clearTimeout(this._worldTimer);
    this._worldTimer = null;
    // Stop any running Showcase reel and clear its chrome before a new run.
    this._showcaseStop = true;
    this._showcasePlaying = false;
    this._hideBadge();
    this._setLiveChrome(true); // restore the live slate + pipeline bar
  },

  /** Soft amber toast (#toast if present; otherwise a created element). */
  toast(message) {
    let el = document.getElementById("toast");
    if (!el) {
      el = document.createElement("div");
      el.id = "toast";
      el.className = "ll-toast";
      el.setAttribute("role", "status");
      el.setAttribute("aria-live", "polite");
      document.body.appendChild(el);
    }
    el.textContent = message;
    el.classList.add("is-visible");
    if (this._toastTimer) clearTimeout(this._toastTimer);
    this._toastTimer = setTimeout(() => el.classList.remove("is-visible"), 3200);
  },
};

// ---------------------------------------------------------------------------
// Small DOM helpers (kept local; no extra globals).
// ---------------------------------------------------------------------------
function on(id, evt, handler) {
  const el = document.getElementById(id);
  if (el) el.addEventListener(evt, handler);
}
function setText(id, text) {
  const el = document.getElementById(id);
  if (el) el.textContent = text;
}
function t(pair, lang) {
  return (pair && pair[lang]) || (pair && pair.es) || "";
}
// Frame URLs from the backend are same-origin absolute paths ("/frames/..."),
// which need no auth. Normalize defensively in case a relative form arrives.
function absUrl(u) {
  if (!u) return u;
  try {
    return new URL(u, window.location.origin).href;
  } catch (_) {
    return u;
  }
}

LL.controller = controller;

// Boot once the DOM is parsed. The renderer module sets LL.stage on its own
// load; if it loads after us, init() still wires everything and a later reveal
// will use LL.stage if/when it appears (we look it up at call time).
if (document.readyState === "loading") {
  document.addEventListener("DOMContentLoaded", () => controller.init(), { once: true });
} else {
  controller.init();
}

export default controller;