#include "combat_ui.hpp"
#include "constants.hpp"
#include "color.hpp"
#include "events.hpp"

namespace gui {
  using namespace guecs;

  CombatUI::CombatUI(GameLevel level) :
      $level(level)
  {
    $gui.position(COMBAT_UI_X, COMBAT_UI_Y, COMBAT_UI_WIDTH, COMBAT_UI_HEIGHT);
    $gui.layout(
        "[*%(100,150)button_attack1 | *%(100,150)button_attack2 | *%(100,150)button_attack3 | *%(100,150)button_heal]"
        "[ >.%(100,50)label_hp | *%.(198,50)bar_hp | _ ]");
  }

  void CombatUI::init() {
    auto& world = $gui.world();

    world.set_the<Background>({$gui.$parser});

    for(auto& [name, cell] : $gui.cells()) {
      if(name.starts_with("button_")) {
        auto button = $gui.entity(name);
        world.set<Rectangle>(button, {});
        world.set<Clickable>(button,
            guecs::make_action(*$level.world, Events::GUI::ATTACK));
        world.set<Label>(button, {"Attack"});
      } else if(name.starts_with("bar_")) {
        $meter = $gui.entity(name);
        world.set<Rectangle>($meter, {});
        world.set<Meter>($meter, {});
      } else {
        // ignored, it's just space
        $gui.entity(name);
      }
    }

    $gui.init();
  }

  void CombatUI::render(sf::RenderWindow& window) {
    auto& player_combat = $level.world->get<components::Combat>($level.player);
    set_damage(float(player_combat.hp) / float(player_combat.max_hp));
    $gui.render(window);
  }

  void CombatUI::set_damage(float percent) {
    auto& meter = $gui.world().get<Meter>($meter);
    meter.percent = percent;
  }

  void CombatUI::update_level(GameLevel &level) {
    $level = level;
    init();
  }
}