library SqrtPriceMath {
    using LowGasSafeMath for uint256;
    using SafeCast for uint256;

    /// @notice Gets the next sqrt price given a delta of token0
    /// @dev Always rounds up, because in the exact output case (increasing price) we need to move the price at least
    /// far enough to get the desired output amount, and in the exact input case (decreasing price) we need to move the
    /// price less in order to not send too much output.
    /// The most precise formula for this is liquidity * sqrtPX96 / (liquidity +- amount * sqrtPX96),
    /// if this is impossible because of overflow, we calculate liquidity / (liquidity / sqrtPX96 +- amount).
    /// @param sqrtPX96 The starting price, i.e. before accounting for the token0 delta
    /// @param liquidity The amount of usable liquidity
    /// @param amount How much of token0 to add or remove from virtual reserves
    /// @param add Whether to add or remove the amount of token0
    /// @return The price after adding or removing amount, depending on add
    function getNextSqrtPriceFromAmount0RoundingUp(
        uint160 sqrtPX96,
        uint128 liquidity,
        uint256 amount,
        bool add
    ) internal pure returns (uint160) {
        // we short circuit amount == 0 because the result is otherwise not guaranteed to equal the input price
        if (amount == 0) return sqrtPX96;
        uint256 numerator1 = uint256(liquidity) << FixedPoint96.RESOLUTION;

        if (add) {
            uint256 product;
            if ((product = amount * sqrtPX96) / amount == sqrtPX96) {
                uint256 denominator = numerator1 + product;
                if (denominator >= numerator1)
                    // always fits in 160 bits
                    return uint160(FullMath.mulDivRoundingUp(numerator1, sqrtPX96, denominator));
            }

            return uint160(UnsafeMath.divRoundingUp(numerator1, (numerator1 / sqrtPX96).add(amount)));
        } else {
            uint256 product;
            // if the product overflows, we know the denominator underflows
            // in addition, we must check that the denominator does not underflow
            require((product = amount * sqrtPX96) / amount == sqrtPX96 && numerator1 > product);
            uint256 denominator = numerator1 - product;
            return FullMath.mulDivRoundingUp(numerator1, sqrtPX96, denominator).toUint160();
        }
    }

    /// @notice Gets the next sqrt price given a delta of token1
    /// @dev Always rounds down, because in the exact output case (decreasing price) we need to move the price at least
    /// far enough to get the desired output amount, and in the exact input case (increasing price) we need to move the
    /// price less in order to not send too much output.
    /// The formula we compute is within <1 wei of the lossless version: sqrtPX96 +- amount / liquidity
    /// @param sqrtPX96 The starting price, i.e., before accounting for the token1 delta
    /// @param liquidity The amount of usable liquidity
    /// @param amount How much of token1 to add, or remove, from virtual reserves
    /// @param add Whether to add, or remove, the amount of token1
    /// @return The price after adding or removing `amount`
    function getNextSqrtPriceFromAmount1RoundingDown(
        uint160 sqrtPX96,
        uint128 liquidity,
        uint256 amount,
        bool add
    ) internal pure returns (uint160) {
        // if we're adding (subtracting), rounding down requires rounding the quotient down (up)
        // in both cases, avoid a mulDiv for most inputs
        if (add) {
            uint256 quotient =
                (
                    amount <= type(uint160).max
                        ? (amount << FixedPoint96.RESOLUTION) / liquidity
                        : FullMath.mulDiv(amount, FixedPoint96.Q96, liquidity)
                );

            return uint256(sqrtPX96).add(quotient).toUint160();
        } else {
            uint256 quotient =
                (
                    amount <= type(uint160).max
                        ? UnsafeMath.divRoundingUp(amount << FixedPoint96.RESOLUTION, liquidity)
                        : FullMath.mulDivRoundingUp(amount, FixedPoint96.Q96, liquidity)
                );

            require(sqrtPX96 > quotient);
            // always fits 160 bits
            return uint160(sqrtPX96 - quotient);
        }
    }

    /// @notice Gets the next sqrt price given an input amount of token0 or token1
    /// @dev Throws if price or liquidity are 0, or if the next price is out of bounds
    /// @param sqrtPX96 The starting price, i.e., before accounting for the input amount
    /// @param liquidity The amount of usable liquidity
    /// @param amountIn How much of token0, or token1, is being swapped in
    /// @param zeroForOne Whether the amount in is token0 or token1
    /// @return sqrtQX96 The price after adding the input amount to token0 or token1
    function getNextSqrtPriceFromInput(
        uint160 sqrtPX96,
        uint128 liquidity,
        uint256 amountIn,
        bool zeroForOne
    ) internal pure returns (uint160 sqrtQX96) {
        require(sqrtPX96 > 0);
        require(liquidity > 0);

        // round to make sure that we don't pass the target price
        return
            zeroForOne
                ? getNextSqrtPriceFromAmount0RoundingUp(sqrtPX96, liquidity, amountIn, true)
                : getNextSqrtPriceFromAmount1RoundingDown(sqrtPX96, liquidity, amountIn, true);
    }

    /// @notice Gets the next sqrt price given an output amount of token0 or token1
    /// @dev Throws if price or liquidity are 0 or the next price is out of bounds
    /// @param sqrtPX96 The starting price before accounting for the output amount
    /// @param liquidity The amount of usable liquidity
    /// @param amountOut How much of token0, or token1, is being swapped out
    /// @param zeroForOne Whether the amount out is token0 or token1
    /// @return sqrtQX96 The price after removing the output amount of token0 or token1
    function getNextSqrtPriceFromOutput(
        uint160 sqrtPX96,
        uint128 liquidity,
        uint256 amountOut,
        bool zeroForOne
    ) internal pure returns (uint160 sqrtQX96) {
        require(sqrtPX96 > 0);
        require(liquidity > 0);

        // round to make sure that we pass the target price
        return
            zeroForOne
                ? getNextSqrtPriceFromAmount1RoundingDown(sqrtPX96, liquidity, amountOut, false)
                : getNextSqrtPriceFromAmount0RoundingUp(sqrtPX96, liquidity, amountOut, false);
    }

    /// @notice Gets the amount0 delta between two prices
    /// @dev Calculates liquidity / sqrt(lower) - liquidity / sqrt(upper),
    /// i.e. liquidity * (sqrt(upper) - sqrt(lower)) / (sqrt(upper) * sqrt(lower))
    /// @param sqrtRatioAX96 A sqrt price
    /// @param sqrtRatioBX96 Another sqrt price
    /// @param liquidity The amount of usable liquidity
    /// @param roundUp Whether to round the amount up or down
    /// @return amount0 Amount of token0 required to cover a position of size liquidity between the two passed prices
    function getAmount0Delta(
        uint160 sqrtRatioAX96,
        uint160 sqrtRatioBX96,
        uint128 liquidity,
        bool roundUp
    ) internal pure returns (uint256 amount0) {
        if (sqrtRatioAX96 > sqrtRatioBX96) (sqrtRatioAX96, sqrtRatioBX96) = (sqrtRatioBX96, sqrtRatioAX96);

        uint256 numerator1 = uint256(liquidity) << FixedPoint96.RESOLUTION;
        uint256 numerator2 = sqrtRatioBX96 - sqrtRatioAX96;

        require(sqrtRatioAX96 > 0);

        return
            roundUp
                ? UnsafeMath.divRoundingUp(
                    FullMath.mulDivRoundingUp(numerator1, numerator2, sqrtRatioBX96),
                    sqrtRatioAX96
                )
                : FullMath.mulDiv(numerator1, numerator2, sqrtRatioBX96) / sqrtRatioAX96;
    }

    /// @notice Gets the amount1 delta between two prices
    /// @dev Calculates liquidity * (sqrt(upper) - sqrt(lower))
    /// @param sqrtRatioAX96 A sqrt price
    /// @param sqrtRatioBX96 Another sqrt price
    /// @param liquidity The amount of usable liquidity
    /// @param roundUp Whether to round the amount up, or down
    /// @return amount1 Amount of token1 required to cover a position of size liquidity between the two passed prices
    function getAmount1Delta(
        uint160 sqrtRatioAX96,
        uint160 sqrtRatioBX96,
        uint128 liquidity,
        bool roundUp
    ) internal pure returns (uint256 amount1) {
        if (sqrtRatioAX96 > sqrtRatioBX96) (sqrtRatioAX96, sqrtRatioBX96) = (sqrtRatioBX96, sqrtRatioAX96);

        return
            roundUp
                ? FullMath.mulDivRoundingUp(liquidity, sqrtRatioBX96 - sqrtRatioAX96, FixedPoint96.Q96)
                : FullMath.mulDiv(liquidity, sqrtRatioBX96 - sqrtRatioAX96, FixedPoint96.Q96);
    }

    /// @notice Helper that gets signed token0 delta
    /// @param sqrtRatioAX96 A sqrt price
    /// @param sqrtRatioBX96 Another sqrt price
    /// @param liquidity The change in liquidity for which to compute the amount0 delta
    /// @return amount0 Amount of token0 corresponding to the passed liquidityDelta between the two prices
    function getAmount0Delta(
        uint160 sqrtRatioAX96,
        uint160 sqrtRatioBX96,
        int128 liquidity
    ) internal pure returns (int256 amount0) {
        return
            liquidity < 0
                ? -getAmount0Delta(sqrtRatioAX96, sqrtRatioBX96, uint128(-liquidity), false).toInt256()
                : getAmount0Delta(sqrtRatioAX96, sqrtRatioBX96, uint128(liquidity), true).toInt256();
    }

    /// @notice Helper that gets signed token1 delta
    /// @param sqrtRatioAX96 A sqrt price
    /// @param sqrtRatioBX96 Another sqrt price
    /// @param liquidity The change in liquidity for which to compute the amount1 delta
    /// @return amount1 Amount of token1 corresponding to the passed liquidityDelta between the two prices
    function getAmount1Delta(
        uint160 sqrtRatioAX96,
        uint160 sqrtRatioBX96,
        int128 liquidity
    ) internal pure returns (int256 amount1) {
        return
            liquidity < 0
                ? -getAmount1Delta(sqrtRatioAX96, sqrtRatioBX96, uint128(-liquidity), false).toInt256()
                : getAmount1Delta(sqrtRatioAX96, sqrtRatioBX96, uint128(liquidity), true).toInt256();
    }
}
/// @title Functions based on Q64.96 sqrt price and liquidity
/// @notice Contains the math that uses square root of price as a Q64.96 and liquidity to compute deltas
function getAmount0Delta(
    uint160 sqrtRatioAX96,
    uint160 sqrtRatioBX96,
    uint128 liquidity,
    bool roundUp
) internal pure returns (uint256 amount0) {
    if (sqrtRatioAX96 > sqrtRatioBX96) (sqrtRatioAX96, sqrtRatioBX96) = (sqrtRatioBX96, sqrtRatioAX96);

    uint256 numerator1 = uint256(liquidity) << FixedPoint96.RESOLUTION;
    uint256 numerator2 = sqrtRatioBX96 - sqrtRatioAX96;

    require(sqrtRatioAX96 > 0);

    return
        roundUp
            ? UnsafeMath.divRoundingUp(
                FullMath.mulDivRoundingUp(numerator1, numerator2, sqrtRatioBX96),
                sqrtRatioAX96
            )
            : FullMath.mulDiv(numerator1, numerator2, sqrtRatioBX96) / sqrtRatioAX96;
}

/// @notice Gets the amount0 delta between two prices
/// @dev Calculates liquidity / sqrt(lower) - liquidity / sqrt(upper),
/// i.e. liquidity * (sqrt(upper) - sqrt(lower)) / (sqrt(upper) * sqrt(lower))
/// @param sqrtRatioAX96 A sqrt price
/// @param sqrtRatioBX96 Another sqrt price
/// @param liquidity The amount of usable liquidity
/// @param roundUp Whether to round the amount up or down
/// @return amount0 Amount of token0 required to cover a position of size liquidity between the two passed prices