#include "boss_fight_ui.hpp"
#include "easings.hpp"
#include "sound.hpp"

namespace gui {
  using namespace guecs;

  BossFightUI::BossFightUI(shared_ptr<DinkyECS::World> world, DinkyECS::Entity boss_id)
    : $world(world),
      $boss_id(boss_id),
      $config(world->get_the<components::GameConfig>())
  {
    $status.position(0, 0, BOSS_VIEW_X, SCREEN_HEIGHT);
    $status.layout(
        "[main_status]"
        "[(150)status_3|(150)status_4]"
        "[(150)status_5|(150)status_6]"
        "[(150)status_7|(150)status_8]");

    $overlay.position(BOSS_VIEW_X, BOSS_VIEW_Y,
        BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT);

    $overlay.layout("[overlay_1|overlay_2|overlay_4]"
      "[overlay_5|overlay_6|overlay_8]"
      "[overlay_9|overlay_10|overlay_12]"
      "[overlay_13|overlay_14|overlay_16]");

    $sounds = $world->get<components::Sound>($boss_id);
    $combat = $world->get<components::Combat>($boss_id);
  }

  void BossFightUI::configure_sprite() {
    $sprite_config = $world->get<components::Sprite>($boss_id);
    $animation = $world->get<components::Animation>($boss_id);
    $animation.texture_width = $sprite_config.width;

    $boss_image = textures::get($sprite_config.name);
    sf::IntRect frame_rect{{0,0},{$sprite_config.width,$sprite_config.height}};
    $boss_image.sprite->setTextureRect(frame_rect);
    $boss_image.sprite->setScale({$sprite_config.scale, $sprite_config.scale});

    auto bounds = $boss_image.sprite->getLocalBounds();
    auto bg_bounds = $boss_background.sprite->getLocalBounds();
    float x_diff = bg_bounds.size.x / 2;

    $boss_pos = {float(BOSS_VIEW_X) + x_diff, bounds.size.y / 2};
    $boss_image.sprite->setOrigin({bounds.size.x / 2, bounds.size.y / 2});
    $boss_image.sprite->setPosition($boss_pos);
  }

  void BossFightUI::configure_background() {
    auto& boss = $world->get<components::BossFight>($boss_id);

    $boss_background = textures::get(boss.background);
    $boss_background.sprite->setPosition({BOSS_VIEW_X, BOSS_VIEW_Y});
    $status.world().set_the<Background>({$status.$parser});

    if(boss.stage) {
      $boss_has_stage = true;
      $boss_stage = textures::get(*boss.stage);
      $boss_stage.sprite->setPosition({BOSS_VIEW_X, BOSS_VIEW_Y});
    }
  }

  void BossFightUI::configure_gui() {
    for(auto& [name, cell] : $status.cells()) {
      auto button = $status.entity(name);
      $status.set<Rectangle>(button, {});
      $status.set<Clickable>(button, {
          [this, name](auto, auto){ fmt::println("STATUS: {}", name); }
      });
      if(name == "main_status") {
        $status.set<Textual>(button, {fmt::format("HP: {}", $combat.hp)});
      } else {
        $status.set<Label>(button, {"Attack"});
      }
    }
    $status.init();

    for(auto& [name, cell] : $overlay.cells()) {
      auto region = $overlay.entity(name);
      $overlay.set<Clickable>(region, {
          [this, name](auto, auto){ fmt::println("OVERLAY: {}", name); }
      });
    }

    $overlay.init();
  }

  void BossFightUI::init() {
    // background must come first
    configure_background();
    configure_sprite();
    configure_gui();
  }

  void BossFightUI::bounce_boss(sf::RenderWindow& window) {
    sf::IntRect frame_rect{{0,0},{$sprite_config.width,$sprite_config.height}};
    sf::Vector2f scale{$sprite_config.scale, $sprite_config.scale};
    sf::Vector2f pos{$boss_pos.x, $boss_pos.y};

    $animation.step(scale, pos, frame_rect);
    $boss_image.sprite->setScale(scale);

    if($animation.stationary) $boss_image.sprite->setPosition(pos);

    if(!sound::playing($sounds.attack) && $animation.current == 1) {
      sound::play($sounds.attack);
    }

    $boss_image.sprite->setTextureRect(frame_rect);
    window.draw(*$boss_image.sprite);
  }

  void BossFightUI::render(sf::RenderWindow& window) {
    window.draw(*$boss_background.sprite);

    if($boss_hit) {
      bounce_boss(window);
    } else {
      window.draw(*$boss_image.sprite);
    }

    if($boss_has_stage) {
      window.draw(*$boss_stage.sprite);
    }

    if($combat.hp == 0) {
      $overlay.show_label("overlay_1", "YOU WON!");
      $overlay.show_label("overlay_4", "CLICK TO CONTINUE...");
    }

    $status.render(window);
    $overlay.render(window);
  }

  bool BossFightUI::mouse(float x, float y) {
    if($status.mouse(x, y)) {
      fmt::println("STATUS");
    }

    if($overlay.mouse(x, y)) {
      $animation.play();
      sound::play("Sword_Hit_1");
      $boss_hit = !$boss_hit;
      $combat.hp--;
    }

    return false;
  }
}