#pragma once
#include "color.hpp"
#include "dinkyecs.hpp"
#include "lel.hpp"
#include <string>
#include <memory>
#include <SFML/Graphics.hpp>
#include "textures.hpp"
#include <functional>
#include "events.hpp"
#include "constants.hpp"
#include "components.hpp"
#include <any>
#include "shaders.hpp"

namespace guecs {
  using std::shared_ptr, std::make_shared, std::wstring, std::string;

  struct Textual {
    std::wstring content;
    unsigned int size = GUECS_FONT_SIZE;
    sf::Color color = GUECS_TEXT_COLOR;
    int padding = GUECS_PADDING;
    bool centered = false;
    shared_ptr<sf::Font> font = nullptr;
    shared_ptr<sf::Text> text = nullptr;

    void init(lel::Cell &cell, shared_ptr<sf::Font> font_ptr);
    void update(std::wstring& new_content);
  };

  struct Label : public Textual {
    template<typename... Args>
    Label(Args... args) : Textual(args...)
    {
      centered = true;
    }

    Label() {
      centered = true;
    };
  };

  struct Clickable {
    /* This is actually called by UI::mouse and passed the entity ID of the
     * button pressed so you can interact with it in the event handler.
     */
    std::function<void(DinkyECS::Entity ent, std::any data)> action;
  };

  struct Sprite {
    std::string name;
    int padding = GUECS_PADDING;
    std::shared_ptr<sf::Sprite> sprite = nullptr;
    std::shared_ptr<sf::Texture> texture = nullptr;

    void init(lel::Cell &cell);
  };

  struct Rectangle {
    int padding = GUECS_PADDING;
    sf::Color color = GUECS_FILL_COLOR;
    sf::Color border_color = GUECS_BORDER_COLOR;
    int border_px = GUECS_BORDER_PX;
    shared_ptr<sf::RectangleShape> shape = nullptr;

    void init(lel::Cell& cell);
  };

  struct Meter {
    float percent = 1.0f;
    Rectangle bar;

    void init(lel::Cell& cell);
  };

  struct ActionData {
    std::any data;
  };

  struct CellName {
    std::string name;
  };

  struct Effect {
    float duration = 0.1f;
    std::string name{"ui_shader"};
    float $u_time_end = 0.0;
    bool $active = false;
    std::shared_ptr<sf::Clock> $clock = nullptr;
    std::shared_ptr<sf::Shader> $shader = nullptr;
    int $shader_version = 0;

    void init(lel::Cell &cell);
    void run();
    void step();
    shared_ptr<sf::Shader> checkout_ptr();
  };

  struct Sound {
    std::string on_click{"ui_click"};
    void play(bool hover);
  };

  struct Background {
    float x = 0.0f;
    float y = 0.0f;
    float w = 0.0f;
    float h = 0.0f;
    sf::Color color = GUECS_BG_COLOR;
    shared_ptr<sf::RectangleShape> shape = nullptr;

    Background(lel::Parser& parser, sf::Color bg_color=GUECS_BG_COLOR) :
      x(parser.grid_x),
      y(parser.grid_y),
      w(parser.grid_w),
      h(parser.grid_h),
      color(bg_color)
    {}

    Background() {}

    void init();
  };

  class UI {
    public:
      DinkyECS::World $world;
      std::unordered_map<std::string, DinkyECS::Entity> $name_ents;
      shared_ptr<sf::Font> $font = nullptr;
      lel::Parser $parser;
      std::string $grid = "";

      UI();

      void position(int x, int y, int width, int height);
      void layout(std::string grid);
      DinkyECS::Entity init_entity(std::string name);
      DinkyECS::Entity entity(std::string name);

      inline lel::CellMap& cells() {
        return $parser.cells;
      }

      inline DinkyECS::World& world() {
        return $world;
      }

      void init();
      void render(sf::RenderWindow& window);
      bool mouse(float x, float y, bool hover);
      void debug_layout(sf::RenderWindow& window);

      template <typename Comp>
      void set(DinkyECS::Entity ent, Comp val) {
        $world.set<Comp>(ent, val);
      }

      template <typename Comp>
      void set_init(DinkyECS::Entity ent, Comp val) {
        dbc::check(has<lel::Cell>(ent),"WRONG! slot is missing its cell?!");
        auto& cell = get<lel::Cell>(ent);
        val.init(cell);
        $world.set<Comp>(ent, val);
      }

      template <typename Comp>
      void do_if(DinkyECS::Entity ent, std::function<void(Comp &)> cb) {
        if($world.has<Comp>(ent)) {
          cb($world.get<Comp>(ent));
        }
      }

      lel::Cell& cell_for(DinkyECS::Entity ent) {
        return $world.get<lel::Cell>(ent);
      }

      lel::Cell& cell_for(std::string name) {
        DinkyECS::Entity ent = entity(name);
        return $world.get<lel::Cell>(ent);
      }

      template <typename Comp>
        Comp& get(DinkyECS::Entity entity) {
          return $world.get<Comp>(entity);
        }

      template <typename Comp>
        std::optional<Comp> get_if(DinkyECS::Entity entity) {
          return $world.get_if<Comp>(entity);
        }

      template <typename Comp>
        bool has(DinkyECS::Entity entity) {
          return $world.has<Comp>(entity);
        }

      template <typename Comp>
        void remove(DinkyECS::Entity ent) {
          $world.remove<Comp>(ent);
        }

      template <typename Comp>
      void close(string region) {
        auto ent = entity(region);
        remove<Comp>(ent);
      }

      template<typename T>
      void render_helper(sf::RenderWindow& window, DinkyECS::Entity ent, bool is_shape, T& target) {
        sf::Shader *shader_ptr = nullptr;

        if($world.has<Effect>(ent)) {
          auto& shader = $world.get<Effect>(ent);

          if(shader.$active) {
            auto ptr = shader.checkout_ptr();
            ptr->setUniform("is_shape", is_shape);
            // NOTE: this is needed because SFML doesn't handle shared_ptr
            shader_ptr = ptr.get();
          }
        }

        window.draw(*target, shader_ptr);
      }

      void show_sprite(string region, string sprite_name);
      void show_text(string region, wstring content);
      void update_text(string region, wstring content);
      void update_label(string region, wstring content);
      void show_label(string region, wstring content);
  };

  Clickable make_action(DinkyECS::World& target, Events::GUI event);

}