//! Asset management utilities for CLI

use std::path::PathBuf;

use rustelo_core::Result;

/// Asset resolver for CLI operations
pub struct AssetResolver {
    /// Local implementation assets path
    #[allow(dead_code)]
    local_path: PathBuf,
    /// Framework assets path
    #[allow(dead_code)]
    framework_path: PathBuf,
}

impl AssetResolver {
    /// Create a new asset resolver
    pub fn new() -> Result<Self> {
        Ok(Self {
            local_path: PathBuf::from("assets"),
            framework_path: PathBuf::from("../rustelo/assets"),
        })
    }

    /// Resolve an asset using fallback strategy
    #[allow(dead_code)]
    pub fn resolve(&self, asset_path: &str) -> Result<Option<PathBuf>> {
        // Try local first
        let local_asset = self.local_path.join(asset_path);
        if local_asset.exists() {
            return Ok(Some(local_asset));
        }

        // Try framework fallback
        let framework_asset = self.framework_path.join(asset_path);
        if framework_asset.exists() {
            return Ok(Some(framework_asset));
        }

        // Not found
        Ok(None)
    }

    /// List all available assets
    #[allow(dead_code)]
    pub fn list_assets(&self) -> Result<Vec<String>> {
        // Default assets - discovery will be expanded in future
        let assets = vec!["styles/app.css".to_string(), "scripts/app.js".to_string()];

        Ok(assets)
    }
}

impl Default for AssetResolver {
    fn default() -> Self {
        Self::new().unwrap_or_else(|_| Self {
            local_path: PathBuf::from("assets"),
            framework_path: PathBuf::from("../rustelo/assets"),
        })
    }
}
