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//! Work in progress game engine, inspired by [arcade](https://arcade.academy/).
//!
//! ```no_run
//! use cat_box::{Event, Game, Keycode, Sprite};
//!
//! fn main() {
//!     let game = Game::new("cat_box demo", 1000, 800);
//!
//!     let mut i = 0;
//!     let mut s = Sprite::new("duck.png", 500, 400).unwrap();
//!     game.run(|ctx, event_pump| {
//!         i = (i + 1) % 255;
//!         ctx.set_background_colour(i as u8, 64, 255);
//!
//!         let (start_x, start_y) = s.position();
//!         let m = sdl2::mouse::MouseState::new(event_pump.as_ref());
//!         let x_diff = m.x() - start_x;
//!         let y_diff = m.y() - start_y;
//!
//!         let angle = (y_diff as f64).atan2(x_diff as f64);
//!         s.set_angle(angle.to_degrees());
//!
//!        for event in event_pump {
//!             match event {
//!                 Event::Quit { .. }
//!                 | Event::KeyDown {
//!                     keycode: Some(Keycode::Escape),
//!                     ..
//!                 } => game.terminate(),
//!
//!                 Event::KeyDown { keycode, .. } => {
//!                     let offset = match keycode.unwrap() {
//!                         Keycode::W | Keycode::Up => (0, 5),
//!                         Keycode::S | Keycode::Down => (0, -5),
//!                         Keycode::A | Keycode::Left => (-5, 0),
//!                         Keycode::D | Keycode::Right => (5, 0),
//!                         _ => (0, 0),
//!                     };
//!
//!                     s.translate(offset);
//!                 }
//!                 _ => {}
//!             }
//!         }
//!
//!         s.draw(ctx).unwrap();
//!     })
//!     .unwrap();
//! }
//! ```

use std::{cell::Cell, path::Path, ops::{DerefMut, Deref}, slice::IterMut};

use sdl2::{
    image::ImageRWops,
    rect::Rect,
    render::{Canvas, TextureCreator, TextureValueError},
    rwops::RWops,
    surface::Surface,
    ttf::{FontError, Sdl2TtfContext},
    video::{Window, WindowBuildError, WindowContext},
    EventPump, IntegerOrSdlError,
};

#[doc(no_inline)]
pub use sdl2::event::Event;
#[doc(no_inline)]
pub use sdl2::keyboard::Keycode;
#[doc(no_inline)]
pub use sdl2::pixels::Color;

/// Utility macro for cloning things into closures.
///
/// Temporary workaround for [Rust RFC 2407](https://github.com/rust-lang/rfcs/issues/2407)
#[macro_export]
macro_rules! cloned {
    ($thing:ident => $e:expr) => {
        let $thing = $thing.clone();
        $e
    };
    ($($thing:ident),* => $e:expr) => {
        $( let $thing = $thing.clone(); )*
        $e
    }
}

#[derive(Debug)]
pub struct CatboxError(String);

impl From<WindowBuildError> for CatboxError {
    fn from(e: WindowBuildError) -> Self {
        CatboxError(format!("{}", e))
    }
}

impl From<String> for CatboxError {
    fn from(e: String) -> Self {
        CatboxError(e)
    }
}

impl From<IntegerOrSdlError> for CatboxError {
    fn from(e: IntegerOrSdlError) -> Self {
        CatboxError(format!("{}", e))
    }
}

impl From<TextureValueError> for CatboxError {
    fn from(e: TextureValueError) -> Self {
        CatboxError(format!("{}", e))
    }
}

impl From<FontError> for CatboxError {
    fn from(e: FontError) -> Self {
        CatboxError(format!("{}", e))
    }
}

pub type Result<T> = std::result::Result<T, CatboxError>;

/// Wrapper type around SDL's [`EventPump`](sdl2::EventPump). See those docs for more info.
pub struct Events {
    pump: EventPump,
}

impl AsRef<EventPump> for Events {
    fn as_ref(&self) -> &EventPump {
        &self.pump
    }
}

impl AsMut<EventPump> for Events {
    fn as_mut(&mut self) -> &mut EventPump {
        &mut self.pump
    }
}

impl Iterator for Events {
    type Item = Event;

    fn next(&mut self) -> Option<Event> {
        self.pump.poll_event()
    }
}

/// Representation of a sprite.
pub struct Sprite {
    rect: Rect,
    surf: Surface<'static>,
    angle: f64,
}

impl Sprite {
    /// Create a new Sprite. The `path` is relative to the current directory while running.
    ///
    /// Don't forget to call [`draw()`](Self::draw()) after this.
    /// ```
    /// # use cat_box::*;
    /// let s = Sprite::new("duck.png", 500, 400).unwrap();
    /// ```
    pub fn new<P: AsRef<Path>>(path: P, x: i32, y: i32) -> Result<Self> {
        let ops = RWops::from_file(path, "r")?;
        let surf = ops.load()?;

        let srect = surf.rect();
        let dest_rect: Rect = Rect::from_center((x, y), srect.width(), srect.height());

        Ok(Self {
            rect: dest_rect,
            surf,
            angle: 0.0,
        })
    }

    /// Draws the sprite to the window. This should only be called inside your main event loop.
    ///
    /// ```no_run
    /// # use cat_box::*;
    /// # let mut s = Sprite::new("duck.png", 500, 400).unwrap();
    /// # let game = Game::new("sprite demo", 1000, 1000);
    /// # game.run(|ctx, _| {
    /// s.draw(ctx);
    /// # });
    /// ```
    pub fn draw(&mut self, ctx: &mut Context) -> Result<()> {
        let (creator, canvas) = ctx.inner();
        let text = creator.create_texture_from_surface(&self.surf)?;

        canvas.copy_ex(&text, None, self.rect, self.angle, None, false, false)?;

        Ok(())
    }

    /// Translate the sprite, in the form of (delta x, delta y)
    ///
    /// ```
    /// # use cat_box::*;
    /// # let mut s = Sprite::new("duck.png", 500, 400).unwrap();
    /// s.translate((5, 10));
    /// ```
    pub fn translate(&mut self, position: (i32, i32)) {
        let new_x = self.rect.x() + position.0;
        let new_y = self.rect.y() - position.1;

        self.rect.set_x(new_x);
        self.rect.set_y(new_y);
    }

    /// Set the angle of the sprite, in degrees of clockwise rotation.
    ///
    /// ```
    /// # use cat_box::*;
    /// # let mut s = Sprite::new("duck.png", 500, 400).unwrap();
    /// s.set_angle(45.0);
    /// ```
    pub fn set_angle(&mut self, angle: f64) {
        self.angle = angle;
    }

    /// Get the angle of the sprite, in degrees of clockwise rotation.
    ///
    /// ```
    /// # use cat_box::*;
    /// # let s = Sprite::new("duck.png", 500, 400).unwrap();
    /// let angle = s.angle();
    /// ```
    pub fn angle(&self) -> f64 {
        self.angle
    }

    /// Get the x and y coordinates of the center of the sprite, in the form of (x, y).
    ///
    /// ```
    /// # use cat_box::*;
    /// # let s = Sprite::new("duck.png", 500, 400).unwrap();
    /// let (x, y) = s.position();
    /// ```
    pub fn position(&self) -> (i32, i32) {
        self.rect.center().into()
    }
}

/// Manages a collection of [`Sprite`]s. 
/// 
/// Technically, this is a thin wrapper around a simple [`Vec`] of sprites,
/// although with some convenience methods.
pub struct SpriteCollection {
    v: Vec<Sprite>,
}

impl SpriteCollection {
    /// Creates a new [`SpriteCollection`].
    /// 
    /// See [`Vec::new()`] for more information.
    /// ```
    /// # use cat_box::*;
    /// let sprites = SpriteCollection::new();
    /// ```
    pub fn new() -> Self {
        Self {
            v: Vec::new()
        }
    }

    /// Creates a new [`SpriteCollection`] with the specified capacity.
    /// 
    /// The collection will be able to hold exactly `capacity` items without reallocating.
    /// ```
    /// # use cat_box::*;
    /// let sprites = SpriteCollection::with_capacity(10);
    /// ```
    pub fn with_capacity(cap: usize) -> Self {
        Self {
            v: Vec::with_capacity(cap)
        }
    }

    /// Draw all the sprites in this collection to the window.
    /// This should only be called inside the main event loop.
    /// ```no_run
    /// # use cat_box::*;
    /// # let mut sprites = SpriteCollection::new();
    /// # let mut game = Game::new("asjdfhalksjdf", 1, 1);
    /// # game.run(|ctx, _| {
    /// sprites.draw(ctx);
    /// # }); 
    /// ```
    pub fn draw(&mut self, ctx: &mut Context) -> Result<()> {
        for s in self.v.iter_mut() {
            s.draw(ctx)?;
        }

        Ok(())
    }
    
    /// Add a new [`Sprite`] to the end of this collection.
    /// ```
    /// # use cat_box::*;
    /// let mut sprites = SpriteCollection::new();
    /// let s = Sprite::new("duck.png", 500, 400).unwrap();
    /// sprites.push(s);
    /// ```
    pub fn push(&mut self, s: Sprite) {
        self.v.push(s); 
    }

    /// Inserts an element at position `index` within the collection.
    /// Shifts all elements after it to the right.
    /// ```
    /// # use cat_box::*;
    /// let mut sprites = SpriteCollection::new();
    /// let s = Sprite::new("duck.png", 500, 400).unwrap();
    /// sprites.insert(s, 0);
    /// ```
    pub fn insert(&mut self, s: Sprite, index: usize) {
        self.v.insert(index, s);
    }
    
    /// Removes and returns the last element, or `None` if the collection is empty.
    /// ```
    /// # use cat_box::*;
    /// let mut sprites = SpriteCollection::new();
    /// let s = sprites.pop();
    /// ```
    pub fn pop(&mut self) -> Option<Sprite> {
        self.v.pop()
    }

    /// Removes and returns the element at `index`.
    /// Shifts all elements after it to the left.
    /// This method will panic if the index is out of bounds.
    /// ```
    /// # use cat_box::*;
    /// let mut sprites = SpriteCollection::new();
    /// # let s = Sprite::new("duck.png", 500, 400).unwrap();
    /// # sprites.push(s);
    /// sprites.remove(0);
    /// ```
    pub fn remove(&mut self, index: usize) -> Sprite {
        self.v.remove(index)
    }

    /// Return an iterator over the sprites in this collection.
    /// Use this to modify the sprites themselves, for example to set their position or angle.
    pub fn iter(&mut self) -> IterMut<'_, Sprite> {
        self.v.iter_mut()
    }

    /// Clears the collection, without touching the allocated capacity.
    /// ```
    /// # use cat_box::*;
    /// let mut sprites = SpriteCollection::new();
    /// # let s = Sprite::new("duck.png", 500, 400).unwrap();
    /// # sprites.push(s);
    /// sprites.clear();
    /// ```
    pub fn clear(&mut self) {
        self.v.clear();
    }

    /// Move all the elements of `other` into `Self`.
    /// ```
    /// # use cat_box::*;
    /// let mut sprites = SpriteCollection::new();
    /// let mut sprites2 = SpriteCollection::new();
    /// # let s = Sprite::new("duck.png", 500, 400).unwrap();
    /// # let s2 = Sprite::new("duck.png", 400, 500).unwrap();
    /// # sprites.push(s);
    /// # sprites2.push(s2);
    /// sprites.concat(sprites2);
    /// ```
    pub fn concat(&mut self, mut other: SpriteCollection) {
        self.v.append(&mut *other);
    }

    /// Returns the length of this vector.
    pub fn len(&self) -> usize {
        self.v.len()
    }

    /// Get a reference to the element at `index`, or `None` if it doesn't exist.
    /// ```
    /// # use cat_box::*;
    /// let mut sprites = SpriteCollection::new();
    /// # let s = Sprite::new("duck.png", 500, 400).unwrap();
    /// # sprites.push(s);
    /// let s = sprites.get(0);
    /// ```
    pub fn get(&self, index: usize) -> Option<&Sprite> {
        self.v.get(index)
    }
}

impl Deref for SpriteCollection {
    type Target = Vec<Sprite>;

    fn deref(&self) -> &Self::Target {
        &self.v
    }
}

impl DerefMut for SpriteCollection {
    fn deref_mut(&mut self) -> &mut Self::Target {
        &mut self.v
    }
}

/// Game context.
///
/// In most cases, this should never actually be used; instead, just pass it around to the various cat-box functions such as [`Sprite::draw()`].
pub struct Context {
    canvas: Canvas<Window>,
    texture_creator: TextureCreator<WindowContext>,
    ttf_subsystem: Sdl2TtfContext,
}

impl Context {
    fn new(canvas: Canvas<Window>, ttf_subsystem: Sdl2TtfContext) -> Self {
        let creator = canvas.texture_creator();
        Self {
            canvas,
            texture_creator: creator,
            ttf_subsystem,
        }
    }

    /// Get the inner [`Canvas`](sdl2::render::Canvas) and [`TextureCreator`](sdl2::render::TextureCreator).
    ///
    /// Only use this method if you know what you're doing.
    pub fn inner(&mut self) -> (&TextureCreator<WindowContext>, &mut Canvas<Window>) {
        (&self.texture_creator, &mut self.canvas)
    }

    fn update(&mut self) {
        self.canvas.present();
    }

    fn clear(&mut self) {
        self.canvas.clear();
    }

    /// Set the background colour. See [`Canvas::set_draw_color()`](sdl2::render::Canvas::set_draw_color()) for more info.
    pub fn set_background_colour(&mut self, r: u8, g: u8, b: u8) {
        self.canvas.set_draw_color(Color::RGB(r, g, b));
    }
}

/// Set the mode for drawing text.
pub enum TextMode {
    /// Render the text transparently.
    Transparent { colour: (u8, u8, u8) },
    /// Render the text with a foreground and a background colour.
    ///
    /// This creates a box around the text.
    Shaded {
        foreground: (u8, u8, u8),
        background: (u8, u8, u8),
    },
}

/// Draw text to the screen.
///
/// This loads a font from the current directory, case sensitive.
///
/// `pos` refers to the *center* of the rendered text.
///
/// Refer to [`TextMode`] for information about colouring.
///
/// ``` no_run
/// # use cat_box::*;
/// # let game = Game::new("", 100, 100);
/// # game.run(|ctx, _| {
/// let mode = TextMode::Shaded {
///     foreground: (255, 255, 255),
///     background: (0, 0, 0)
/// };
/// draw_text(ctx, "text to draw", "arial.ttf", 72, (300, 300), mode);
/// # });
pub fn draw_text<S: AsRef<str>>(
    ctx: &mut Context,
    text: S,
    font: &str,
    size: u16,
    pos: (i32, i32),
    mode: TextMode,
) -> Result<()> {
    let font = ctx.ttf_subsystem.load_font(font, size)?;
    let renderer = font.render(text.as_ref());

    let surf = match mode {
        TextMode::Transparent { colour: (r, g, b) } => renderer.solid(Color::RGB(r, g, b)),
        TextMode::Shaded {
            foreground: (fr, fg, fb),
            background: (br, bg, bb),
        } => renderer.shaded(Color::RGB(fr, fg, fb), Color::RGB(br, bg, bb)),
    }?;

    drop(font);
    let (creator, canvas) = ctx.inner();
    let texture = creator.create_texture_from_surface(&surf)?;

    let srect = surf.rect();
    let dest_rect: Rect = Rect::from_center(pos, srect.width(), srect.height());

    canvas.copy_ex(&texture, None, dest_rect, 0.0, None, false, false)?;

    Ok(())
}

/// Representation of the game.
pub struct Game {
    /// The title that the window displays.
    pub title: String,
    /// The width of the opened window
    pub width: u32,
    /// The height of the opened window
    pub height: u32,
    stopped: Cell<bool>,
}

impl Game {
    /// Creates a new Game struct.
    ///
    /// Make sure to use [`Self::run()`] to actually begin the game logic.
    ///
    /// ```
    /// # use cat_box::Game;
    /// Game::new("cool game", 1000, 1000);
    /// ```
    ///
    pub fn new(title: &str, width: u32, height: u32) -> Self {
        Self {
            title: title.to_string(),
            width,
            height,
            stopped: Cell::new(false),
        }
    }

    /// Runs the game. Note: this method blocks, as it uses an infinite loop.
    ///
    /// ```no_run
    /// # use cat_box::Game;
    /// # let game = Game::new("Cool game", 1000, 1000);
    /// game.run(|ctx, events| {
    ///     // Game logic goes here
    /// });
    /// ```
    pub fn run<F: FnMut(&mut Context, &mut Events)>(&self, mut func: F) -> Result<()> {
        let sdl_context = sdl2::init()?;
        let video_subsystem = sdl_context.video()?;

        let window = video_subsystem
            .window(&self.title, self.width, self.height)
            .position_centered()
            // .opengl()
            .vulkan()
            .build()?;

        let canvas = window.into_canvas().build()?;
        let s = sdl2::ttf::init().unwrap();

        let event_pump = sdl_context.event_pump()?;

        let mut events = Events { pump: event_pump };

        let mut ctx = Context::new(canvas, s);

        loop {
            if self.stopped.get() {
                break;
            }
            ctx.clear();
            func(&mut ctx, &mut events);
            ctx.update();
        }

        Ok(())
    }

    /// Stops the game loop. This method should be called inside the closure that you passed to [`Self::run()`].
    /// ```
    /// # use cat_box::Game;
    /// # let game = Game::new("asjdhfkajlsdh", 0, 0);
    /// // ... in the game loop:
    /// game.terminate();
    /// ```
    pub fn terminate(&self) {
        self.stopped.set(true);
    }
}