// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT

#include <TestFramework.h>

#include <UI/UIManager.h>
#include <UI/UIAnimationSlide.h>
#include <Jolt/Core/Profiler.h>
#include <Renderer/Renderer.h>
#include <Renderer/Font.h>

struct QuadVertex
{
	Float3		mPosition;
	Float2		mTexCoord;
	Color		mColor;
};

UIManager::UIManager(Renderer *inRenderer) :
	mRenderer(inRenderer),
	mListener(nullptr),
	mState(STATE_INVALID)
{
	mManager = this;

	// Set dimensions of the screen
	SetWidth(mRenderer->GetWindowWidth());
	SetHeight(mRenderer->GetWindowHeight());

	// Create input layout
	const D3D12_INPUT_ELEMENT_DESC vertex_desc[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
		{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
	};

	// Load vertex shader
	ComPtr<ID3DBlob> vtx = mRenderer->CreateVertexShader("Assets/Shaders/UIVertexShader.hlsl");

	// Load pixel shader
	ComPtr<ID3DBlob> pix_textured = mRenderer->CreatePixelShader("Assets/Shaders/UIPixelShader.hlsl");
	ComPtr<ID3DBlob> pix_untextured = mRenderer->CreatePixelShader("Assets/Shaders/UIPixelShaderUntextured.hlsl");

	mTextured = mRenderer->CreatePipelineState(vtx.Get(), vertex_desc, ARRAYSIZE(vertex_desc), pix_textured.Get(), D3D12_FILL_MODE_SOLID, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, PipelineState::EDepthTest::Off, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
	mUntextured = mRenderer->CreatePipelineState(vtx.Get(), vertex_desc, ARRAYSIZE(vertex_desc), pix_untextured.Get(), D3D12_FILL_MODE_SOLID, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, PipelineState::EDepthTest::Off, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
}

UIManager::~UIManager()
{
	while (!mInactiveElements.empty())
		PopLayer();
}

// Update elements
void UIManager::Update(float inDeltaTime)
{
	JPH_PROFILE_FUNCTION();

	// Update inactive elements (array can resize at any time, so no iterators and extra checking here)
	for (int i = (int)mInactiveElements.size() - 1; i >= 0; --i)
		for (int j = 0; i < (int)mInactiveElements.size() && j < (int)mInactiveElements[i].size(); ++j)
			mInactiveElements[i][j]->Update(inDeltaTime);

	// Update elements
	UIElement::Update(inDeltaTime);

	// Update state
	mStateTime += inDeltaTime;
	switch (mState)
	{
	case STATE_ACTIVATING:
		if (mStateTime > cActivateScreenTime)
			SwitchToState(STATE_ACTIVE);
		break;

	case STATE_DEACTIVATING:
		if (mStateTime > cActivateScreenTime)
			SwitchToState(STATE_DEACTIVE);
		break;

	case STATE_ACTIVE:
	case STATE_DEACTIVE:
	case STATE_INVALID:
    default:
        break;
	}
}

void UIManager::Draw() const
{
	JPH_PROFILE_FUNCTION();

	// Switch tho ortho mode
	mRenderer->SetOrthoMode();

	// Draw inactive elements first
	if (mDrawInactiveElements)
		for (int i = (int)mInactiveElements.size() - 1; i >= 0; --i)
			for (const UIElement *j : mInactiveElements[i])
				if (j->IsVisible())
					j->Draw();

	// Then draw active elements
	UIElement::Draw();

	// Restore state
	mRenderer->SetProjectionMode();
}

void UIManager::PushLayer()
{
	mInactiveElements.push_back(mChildren);
	mChildren.clear();
}

void UIManager::PopLayer()
{
	Clear();

	mChildren = mInactiveElements.back();
	mInactiveElements.pop_back();
}

UIElement *UIManager::FindByID(int inID)
{
	UIElement *element = UIElement::FindByID(inID);
	if (element != nullptr)
		return element;

	for (int i = (int)mInactiveElements.size() - 1; i >= 0; --i)
		for (int j = 0; j < (int)mInactiveElements[i].size(); ++j)
	{
		element = mInactiveElements[i][j]->FindByID(inID);
		if (element != nullptr)
			return element;
	}

	return nullptr;
}

bool UIManager::HandleUIEvent(EUIEvent inEvent, UIElement *inSender)
{
	if (UIElement::HandleUIEvent(inEvent, inSender))
		return true;

	return mListener != nullptr && mListener->HandleUIEvent(inEvent, inSender);
}

void UIManager::GetMaxElementDistanceToScreenEdge(int &outMaxH, int &outMaxV)
{
	outMaxH = 0;
	outMaxV = 0;

	for (const UIElement *e : mChildren)
		if (e->HasDeactivateAnimation())
		{
			int dl = e->GetX() + e->GetWidth();
			int dr = mRenderer->GetWindowWidth() - e->GetX();
			outMaxH = max(outMaxH, min(dl, dr));
			int dt = e->GetY() + e->GetHeight();
			int db = mRenderer->GetWindowHeight() - e->GetY();
			outMaxV = max(outMaxV, min(dt, db));
		}
}

void UIManager::SwitchToState(EState inState)
{
	// Clean up old state
	switch (mState)
	{
	case STATE_ACTIVATING:
	case STATE_DEACTIVATING:
		for (UIElement *e : mChildren)
			e->StopAnimation(JPH_RTTI(UIAnimationSlide));
		break;

	case STATE_ACTIVE:
	case STATE_DEACTIVE:
	case STATE_INVALID:
    default:
        break;
	}

	// Store new state
	mState = inState;
	mStateTime = 0.0f;

	// Calculate max horizontal and vertical distance of elements to edge of screen
	int max_h, max_v;
	GetMaxElementDistanceToScreenEdge(max_h, max_v);

	switch (inState)
	{
	case STATE_ACTIVATING:
		for (UIElement *e : mChildren)
			if (e->HasActivateAnimation())
				e->StartAnimation(new UIAnimationSlide(UIAnimationSlide::SLIDE_ON_SCREEN, max_h, max_v, 0.0f, cActivateScreenTime));
		break;

	case STATE_DEACTIVATING:
		for (UIElement *e : mChildren)
			if (e->HasDeactivateAnimation())
				e->StartAnimation(new UIAnimationSlide(UIAnimationSlide::SLIDE_OFF_SCREEN, max_h, max_v, 0.0f, cActivateScreenTime));
		break;

	case STATE_DEACTIVE:
		HandleUIEvent(EVENT_MENU_DEACTIVATED, this);

		if (mDeactivatedAction)
			mDeactivatedAction();
		break;

	case STATE_ACTIVE:
	case STATE_INVALID:
    default:
        break;
	}
}

inline static void sDrawQuad(QuadVertex *&v ,float x1, float y1, float x2, float y2, float tx1, float ty1, float tx2, float ty2, ColorArg inColor)
{
	v->mPosition = Float3(x1, y1, 0);
	v->mTexCoord = Float2(tx1, ty1);
	v->mColor = inColor;
	++v;

	v->mPosition = Float3(x1, y2, 0);
	v->mTexCoord = Float2(tx1, ty2);
	v->mColor = inColor;
	++v;

	v->mPosition = Float3(x2, y2, 0);
	v->mTexCoord = Float2(tx2, ty2);
	v->mColor = inColor;
	++v;

	v->mPosition = Float3(x1, y1, 0);
	v->mTexCoord = Float2(tx1, ty1);
	v->mColor = inColor;
	++v;

	v->mPosition = Float3(x2, y2, 0);
	v->mTexCoord = Float2(tx2, ty2);
	v->mColor = inColor;
	++v;

	v->mPosition = Float3(x2, y1, 0);
	v->mTexCoord = Float2(tx2, ty1);
	v->mColor = inColor;
	++v;
}

void UIManager::DrawQuad(int inX, int inY, int inWidth, int inHeight, const UITexturedQuad &inQuad, ColorArg inColor)
{
	// Outer area - screen coordinates
	float x1 = float(inX);
	float y1 = float(inY);
	float x2 = float(inX + inWidth);
	float y2 = float(inY + inHeight);

	if (inQuad.mTexture != nullptr)
	{
		bool has_inner = inQuad.HasInnerPart();

		RenderPrimitive primitive(mRenderer, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
		primitive.CreateVertexBuffer(has_inner? 9 * 6 : 6, sizeof(QuadVertex));

		float w = float(inQuad.mTexture->GetWidth()), h = float(inQuad.mTexture->GetHeight());

		// Outer area - texture coordinates
		float tx1 = float(inQuad.mX);
		float ty1 = float(inQuad.mY);
		float tx2 = float(inQuad.mX + inQuad.mWidth);
		float ty2 = float(inQuad.mY + inQuad.mHeight);
		tx1 /= w; ty1 /= h;
		tx2 /= w; ty2 /= h;

		QuadVertex *v = (QuadVertex *)primitive.LockVertexBuffer();

		if (has_inner)
		{
			// Inner area - screen coordinates
			float ix1 = float(inX + inQuad.mInnerX - inQuad.mX);
			float iy1 = float(inY + inQuad.mInnerY - inQuad.mY);
			float ix2 = float(inX + inWidth - (inQuad.mWidth - inQuad.mInnerWidth - (inQuad.mInnerX - inQuad.mX)));
			float iy2 = float(inY + inHeight - (inQuad.mHeight - inQuad.mInnerHeight - (inQuad.mInnerY - inQuad.mY)));

			// Inner area - texture coordinates
			float itx1 = float(inQuad.mInnerX);
			float ity1 = float(inQuad.mInnerY);
			float itx2 = float(inQuad.mInnerX + inQuad.mInnerWidth);
			float ity2 = float(inQuad.mInnerY + inQuad.mInnerHeight);
			itx1 /= w; ity1 /= h;
			itx2 /= w; ity2 /= h;

			sDrawQuad(v, x1, y1, ix1, iy1, tx1, ty1, itx1, ity1, inColor);
			sDrawQuad(v, ix1, y1, ix2, iy1, itx1, ty1, itx2, ity1, inColor);
			sDrawQuad(v, ix2, y1, x2, iy1, itx2, ty1, tx2, ity1, inColor);

			sDrawQuad(v, x1, iy1, ix1, iy2, tx1, ity1, itx1, ity2, inColor);
			sDrawQuad(v, ix1, iy1, ix2, iy2, itx1, ity1, itx2, ity2, inColor);
			sDrawQuad(v, ix2, iy1, x2, iy2, itx2, ity1, tx2, ity2, inColor);

			sDrawQuad(v, x1, iy2, ix1, y2, tx1, ity2, itx1, ty2, inColor);
			sDrawQuad(v, ix1, iy2, ix2, y2, itx1, ity2, itx2, ty2, inColor);
			sDrawQuad(v, ix2, iy2, x2, y2, itx2, ity2, tx2, ty2, inColor);
		}
		else
		{
			sDrawQuad(v, x1, y1, x2, y2, tx1, ty1, tx2, ty2, inColor);
		}

		primitive.UnlockVertexBuffer();
		inQuad.mTexture->Bind(2);
		mTextured->Activate();
		primitive.Draw();
	}
	else
	{
		RenderPrimitive primitive(mRenderer, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
		primitive.CreateVertexBuffer(6, sizeof(QuadVertex));
		QuadVertex *v = (QuadVertex *)primitive.LockVertexBuffer();
		sDrawQuad(v, x1, y1, x2, y2, 0, 0, 0, 0, inColor);
		primitive.UnlockVertexBuffer();
		mUntextured->Activate();
		primitive.Draw();
	}
}

void UIManager::DrawText(int inX, int inY, const string_view &inText, const Font *inFont, ColorArg inColor)
{
	Vec4 pos(float(inX), float(inY), 0.0f, 1.0f);
	Vec4 right(float(inFont->GetCharHeight()), 0.0f, 0.0f, 0.0f);
	Vec4 up(0.0f, float(-inFont->GetCharHeight()), 0.0f, 0.0f);
	Vec4 forward(0.0f, 0.0f, 1.0f, 0.0f);
	Mat44 transform(right, up, forward, pos);
	inFont->DrawText3D(transform, inText, inColor);
}
