/* ----------------------------------------------------------------------
    CRM64Pro GDK - Roberto Prieto
    Copyright (C) 2013-2026 MegaStorm Systems

    This software is provided 'as-is', without any express or implied
    warranty. In no event will the authors be held liable for any damages
    arising from the use of this software.

    Permission is granted to anyone to use this software for any purpose,
    including commercial applications, and to alter it and redistribute it
    freely, subject to the following restrictions:

    1. The origin of this software must not be misrepresented; you must not
       claim that you wrote the original software.
    2. Altered source versions must be plainly marked as such, and must not be
       misrepresented as being the original software.
    3. This notice may not be removed or altered from any source distribution.

------------------------------------------------------------------------
                        Tutorial 02: System
------------------------------------------------------------------------

    Overview:
    This tutorial extends Tutorial 01 Basic with a render callback, named CDC
    resources, the debug window and the built-in console.

    Key concepts:
    - Use a Screen render callback.
    - Save named Image resources to a CDC file.
    - Load Image resources from a CDC file by name.
    - Create a DebugWindow and add watched variables.
    - Use the built-in Console.
    - Keep the fixed logic update from Tutorial 01 Basic.

    Controls:
    - Cursor Keys: Move the ship image.
    - D: Toggle debug window.
    - Grave: Toggle console.
    - Any Key/Mouse: Logs events.
    - Q / ESC: Quit.

    Loop order:
    - Process input events.
    - Run one fixed logic update.
    - Let Main::update() call the screen render callback.
------------------------------------------------------------------------ */

#include "CRM64Pro.h"
#include "RunParameter.h"

using namespace CRM64Pro;

#define BASEDIR "Base/"
#ifdef CRM64PRO_PLATFORM_WINDOWS
#define OUTPUTDIR "Win64/"
#elif defined(CRM64PRO_PLATFORM_LINUX)
#define OUTPUTDIR "Linux/"
#elif defined(CRM64PRO_PLATFORM_MACOS)
#define OUTPUTDIR "macOS/"
#endif

#define RESOURCE_BG_IMAGE BASEDIR"tutorial_bg.png"
#define RESOURCE_PLAYER_IMAGE BASEDIR"tutorial_ship.png"
#define RESOURCE_BG_CDC_NAME "Tutorial_bg"
#define RESOURCE_PLAYER_CDC_NAME "Tutorial_ship"
#define OUTPUT_CDC OUTPUTDIR"Tutorial.cdc"

// Fixed-rate timing.
// Render rate 0 lets the screen render as often as possible. Logic rate controls movement.
static const Sint32 iLogicRate = 20;
static const Sint32 iRenderRate = 0;

// Window size and movement speed.
static const Sint32 iScreenW = 960;
static const Sint32 iScreenH = 540;
static const float fMoveSpeed = 220.0f;

// Values changed while the tutorial runs.
struct TutorialState
{
    Sint32 idBgImage = -1;
    Sint32 idPlayerImage = -1;
    Sint32 idDebugWindow = -1;
    float fPlayerX = 386.0f;
    float fPlayerY = 186.0f;
    float fMouseX = 0.0f;
    float fMouseY = 0.0f;
    Sint32 iLogicFrames = 0;
    bool bMoveLeft = false;
    bool bMoveRight = false;
    bool bMoveUp = false;
    bool bMoveDown = false;
};

// Keep a value inside the given range.
static float clampFloat(float fValue, float fMin, float fMax)
{
    if(fValue < fMin) return fMin;
    if(fValue > fMax) return fMax;
    return fValue;
}

// Helper functions used by the setup log messages.
static void logTaskOk(Log& mLog)
{
    mLog.msg(LL_DEBUG, "OK\n");
}

// Record a failed tutorial task.
static void logTaskFailed(Log& mLog, Sint32 iCode)
{
    mLog.msg(LL_ERROR, "FAILED (Code %d)\n", iCode);
}

// Record a failed tutorial task.
static void logTaskFailed(Log& mLog)
{
    mLog.msg(LL_ERROR, "FAILED\n");
}

// Move the ship image one fixed logic step.
static void updateLogic(TutorialState& rState, Image* pPlayerImage, float fDeltaTime)
{
    if(!pPlayerImage) return;

    float fDX = 0.0f;
    float fDY = 0.0f;

    if(rState.bMoveLeft) fDX -= fMoveSpeed * fDeltaTime;
    if(rState.bMoveRight) fDX += fMoveSpeed * fDeltaTime;
    if(rState.bMoveUp) fDY -= fMoveSpeed * fDeltaTime;
    if(rState.bMoveDown) fDY += fMoveSpeed * fDeltaTime;

    const float fMaxX = static_cast<float>(iScreenW - pPlayerImage->getWidth());
    const float fMaxY = static_cast<float>(iScreenH - pPlayerImage->getHeight());
    rState.fPlayerX = clampFloat(rState.fPlayerX + fDX, 0.0f, fMaxX);
    rState.fPlayerY = clampFloat(rState.fPlayerY + fDY, 0.0f, fMaxY);
    rState.iLogicFrames++;
}

// Draw the current frame.
static void renderFrame(Image* pBgImage, Image* pPlayerImage, const TutorialState& rState)
{
    if(pBgImage) pBgImage->render();

    if(pPlayerImage)
    {
        SDL_FRect rDst = {
            rState.fPlayerX,
            rState.fPlayerY,
            static_cast<float>(pPlayerImage->getWidth()),
            static_cast<float>(pPlayerImage->getHeight())
        };
        pPlayerImage->render(0, nullptr, &rDst);
    }
}

// Screen render callback.
// Main::update() calls this when the screen is ready to render.
static Sint32 renderWrapper(Sint32, void* pObj)
{
    TutorialState* pState = static_cast<TutorialState*>(pObj);
    if(!pState) return 0;

    ImageMgr& mImageMgr = Main::instance().imageMgr();
    Image* pBgImage = mImageMgr.get(pState->idBgImage);
    Image* pPlayerImage = mImageMgr.get(pState->idPlayerImage);
    renderFrame(pBgImage, pPlayerImage, *pState);

    return 0;
}

// Show or hide the debug window.
static void toggleDebugWindow(DebugWindow* pDebug)
{
    if(!pDebug) return;
    if(pDebug->baseWidget().status() == GS_SHOWN) pDebug->baseWidget().hide();
    else pDebug->baseWidget().show();
}

// Run the tutorial application and release its resources.
int main(int argc, char* argv[])
{
    eConfigRendererDriver eRenderer = CRD_SOFTWARE;
    if(!runParameterReadRender(argc, argv, eRenderer)) return 1;

    // Start CRM64Pro memory tracking before creating engine resources.
    // atexit() releases memory tracking data when the program exits.
    CMem::setStatsLevel(CMem::MSL_NORMAL);
    atexit(CMem::destroy);

    // Main gives access to the CRM64Pro managers.
    Main& mC64 = Main::instance();
    Log& mLog = *mC64.logMgr().get();

    TutorialState state;

    // Write log output to stdout and to a file under validation/bin.
    mLog.init("Tutorial_02_System", LL_DEBUG, LM_FILE | LM_STDOUT, OUTPUTDIR"Tutorial_02_System.log");

    mLog.msg(LL_INFO, "\nSETUP: screen and timing\n");

    // Initialize the timer before calling Main::update().
    // setRate() receives render frames per second, then logic frames per second.
    mLog.msg(LL_INFO, "  Initialize timer ... ");
    if(!mC64.timer().init())
    {
        logTaskFailed(mLog);
        Main::terminate();
        return -1;
    }
    logTaskOk(mLog);

    mLog.msg(LL_INFO, "  Set frame rates (render=%d, logic=%d) ... ", iRenderRate, iLogicRate);
    if(!mC64.timer().setRate(iRenderRate, iLogicRate))
    {
        logTaskFailed(mLog);
        Main::terminate();
        return -1;
    }
    logTaskOk(mLog);

    // Add a 1 ms idle delay inside Main::update().
    mC64.configMgr().setMTFriendly(1);

    // Configure and show the default screen.
    Screen* pScreen = mC64.configMgr().get();
    pScreen->setSize(iScreenW, iScreenH);
    pScreen->setDriver(eRenderer);
    pScreen->setTitle("CRM64Pro - Tutorial 02: System");

    mLog.msg(LL_INFO, "  Create screen (%dx%d) ... ", iScreenW, iScreenH);
    if(pScreen->show() < 0)
    {
        mLog.msg(LL_CRITICAL, "FAILED\n");
        Main::terminate();
        return -1;
    }
    logTaskOk(mLog);

    mLog.msg(LL_INFO, "  Set render callback ... ");
    if(!pScreen->setRenderCallback([&state](Sint32 iMode) { return renderWrapper(iMode, &state); }))
    {
        logTaskFailed(mLog);
        Main::terminate();
        return -1;
    }
    logTaskOk(mLog);

    mLog.msg(LL_INFO, "\nRESOURCES: file images and CDC\n");

    // Load the background from a normal image file.
    mLog.msg(LL_INFO, "  Load background image: %s ... ", RESOURCE_BG_IMAGE);
    Sint32 idBgFile = mC64.imageMgr().loadFromFile(RESOURCE_BG_IMAGE, "tutorialSystemBgFile");
    Image* pBgFileImage = mC64.imageMgr().get(idBgFile);
    if(idBgFile < 0 || pBgFileImage == nullptr)
    {
        logTaskFailed(mLog, idBgFile);
        Main::terminate();
        return -1;
    }
    logTaskOk(mLog);

    // Save the background first.
    mLog.msg(LL_INFO, "  Save background image to CDC ... ");
    if(pBgFileImage->save(OUTPUT_CDC, RESOURCE_BG_CDC_NAME) < 0)
    {
        logTaskFailed(mLog);
        Main::terminate();
        return -1;
    }
    mC64.imageMgr().close(idBgFile);
    logTaskOk(mLog);

    // Load the ship from a normal image file.
    mLog.msg(LL_INFO, "  Load ship image: %s ... ", RESOURCE_PLAYER_IMAGE);
    Sint32 idPlayerFile = mC64.imageMgr().loadFromFile(RESOURCE_PLAYER_IMAGE, "tutorialSystemPlayerFile");
    Image* pPlayerFileImage = mC64.imageMgr().get(idPlayerFile);
    if(idPlayerFile < 0 || pPlayerFileImage == nullptr)
    {
        logTaskFailed(mLog, idPlayerFile);
        Main::terminate();
        return -1;
    }
    logTaskOk(mLog);

    // Save the ship second.
    mLog.msg(LL_INFO, "  Save ship image to CDC ... ");
    if(pPlayerFileImage->save(OUTPUT_CDC, RESOURCE_PLAYER_CDC_NAME) < 0)
    {
        logTaskFailed(mLog);
        Main::terminate();
        return -1;
    }
    mC64.imageMgr().close(idPlayerFile);
    logTaskOk(mLog);

    // Load the background by its CDC resource name.
    mLog.msg(LL_INFO, "  Load background image from CDC ... ");
    state.idBgImage = mC64.imageMgr().load(OUTPUT_CDC, RESOURCE_BG_CDC_NAME);
    if(state.idBgImage < 0)
    {
        logTaskFailed(mLog, state.idBgImage);
        Main::terminate();
        return -1;
    }
    logTaskOk(mLog);

    // Load the ship by its CDC resource name. Load order is not significant.
    mLog.msg(LL_INFO, "  Load ship image from CDC ... ");
    state.idPlayerImage = mC64.imageMgr().load(OUTPUT_CDC, RESOURCE_PLAYER_CDC_NAME);
    if(state.idPlayerImage < 0)
    {
        logTaskFailed(mLog, state.idPlayerImage);
        Main::terminate();
        return -1;
    }
    logTaskOk(mLog);

    Image* pPlayerImage = mC64.imageMgr().get(state.idPlayerImage);
    if(pPlayerImage == nullptr)
    {
        logTaskFailed(mLog);
        Main::terminate();
        return -1;
    }

    mLog.msg(LL_INFO, "\nTOOLS: debug window and console\n");

    // The DebugWindow displays live values while the program runs.
    mLog.msg(LL_INFO, "  Create debug window ... ");
    state.idDebugWindow = mC64.guiMgr().create("Debug", CRM64PRO_GUI_DEBUGWINDOW);
    DebugWindow* pDebug = mC64.guiMgr().getDebugWindow(state.idDebugWindow);
    if(!pDebug)
    {
        logTaskFailed(mLog, state.idDebugWindow);
        Main::terminate();
        return -1;
    }
    pDebug->baseWidget().setPosition(Position(PH_RIGHT, -120), Position(PH_TOP, 10));
    pDebug->addWatch("Player X", nullptr, &state.fPlayerX);
    pDebug->addWatch("Player Y", nullptr, &state.fPlayerY);
    pDebug->addWatch("Mouse X", nullptr, &state.fMouseX);
    pDebug->addWatch("Mouse Y", nullptr, &state.fMouseY);
    pDebug->addWatch("Logic frames", &state.iLogicFrames);
    pDebug->baseWidget().show();
    logTaskOk(mLog);

    // Main creates the default Console. Log output is also sent there.
    Console* pConsole = mC64.guiMgr().getConsole();
    if(pConsole) pConsole->print("Tutorial 02: System ready. Press ` to toggle the console.\n");

    mLog.msg(LL_INFO, "\nCONTROLS\n");
    mLog.msg(LL_INFO, "  [Q] / [ESC] Quit\n");
    mLog.msg(LL_INFO, "  [Arrow Keys] Move the ship image\n");
    mLog.msg(LL_INFO, "  [D] Toggle debug window\n");
    mLog.msg(LL_INFO, "  [`] Toggle console\n");
    mLog.msg(LL_INFO, "  Any key or mouse button logs the input event\n");
    mLog.msg(LL_INFO, "\nRUNNING\n");

    SDL_Event event;
    bool bRunning = true;
    while(bRunning)
    {
        // Main::update() processes input, runs internal GUI logic and calls the
        // screen render callback when a render frame is ready.
        while(mC64.update(&event))
        {
            if(event.type == SDL_EVENT_QUIT)
            {
                bRunning = false;
            }
            else if(event.type == SDL_EVENT_KEY_DOWN)
            {
                // SDL3 stores the key value in event.key.key.
                mLog.msg(LL_INFO, "  Key pressed: %s (%d)\n", SDL_GetKeyName(event.key.key), event.key.key);

                if(event.key.key == SDLK_Q || event.key.key == SDLK_ESCAPE)
                {
                    bRunning = false;
                }
                else if(event.key.key == SDLK_LEFT)
                {
                    state.bMoveLeft = true;
                }
                else if(event.key.key == SDLK_RIGHT)
                {
                    state.bMoveRight = true;
                }
                else if(event.key.key == SDLK_UP)
                {
                    state.bMoveUp = true;
                }
                else if(event.key.key == SDLK_DOWN)
                {
                    state.bMoveDown = true;
                }
                else if(event.key.key == SDLK_D)
                {
                    toggleDebugWindow(pDebug);
                }
            }
            else if(event.type == SDL_EVENT_KEY_UP)
            {
                if(event.key.key == SDLK_LEFT) state.bMoveLeft = false;
                else if(event.key.key == SDLK_RIGHT) state.bMoveRight = false;
                else if(event.key.key == SDLK_UP) state.bMoveUp = false;
                else if(event.key.key == SDLK_DOWN) state.bMoveDown = false;
            }
            else if(event.type == SDL_EVENT_MOUSE_BUTTON_DOWN)
            {
                mLog.msg(LL_INFO, "  Mouse clicked: button %d at %d, %d\n", event.button.button, (Sint32)event.button.x, (Sint32)event.button.y);
            }
        }

        if(!bRunning) break;
        state.fMouseX = mC64.cursorMgr().getX();
        state.fMouseY = mC64.cursorMgr().getY();
        updateLogic(state, pPlayerImage, 1.0f / static_cast<float>(iLogicRate));
    }

    // Close resources owned by this tutorial.
    mLog.msg(LL_INFO, "\nCLEANUP\n");
    mLog.msg(LL_INFO, "  Close debug window ... ");
    mC64.guiMgr().close(state.idDebugWindow);
    logTaskOk(mLog);
    mLog.msg(LL_INFO, "  Close images ... ");
    mC64.imageMgr().close(0);
    logTaskOk(mLog);
    mLog.msg(LL_INFO, "  Inspect CDC archive ... ");
    const Sint32 idCDC = mC64.archiveMgr().load(OUTPUT_CDC);
    if(idCDC < 0)
    {
        logTaskFailed(mLog, idCDC);
        Main::terminate();
        return -1;
    }
    logTaskOk(mLog);
    mC64.archiveMgr().info();
    mLog.msg(LL_INFO, "  Close CDC archive ... ");
    mC64.archiveMgr().close(idCDC);
    logTaskOk(mLog);
    Main::terminate();

    return 0;
}
