/* ----------------------------------------------------------------------
    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 08: Sprite
------------------------------------------------------------------------

    Overview:
    This tutorial extends Tutorial 07 Tileset with sprites.
    It removes the tile map and ship image, adds sprite2.png to Tutorial.cdc,
    loads it as a Sprite, and renders a few cloned sprites.

    Key concepts:
    - Create a Sprite from a sprite sheet Image.
    - Split a sprite sheet into animations and frames.
    - Assign animation states to each row.
    - Move a sprite with the keyboard.
    - Toggle interpolated positioning for smoother movement.
    - Clone sprites and render them with different visual options.

    Controls:
    - Cursor Keys: Move the main sprite.
    - I: Toggle smooth interpolation.
    - 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_SPRITE_IMAGE BASEDIR"sprite2.png"
#define RESOURCE_BG_CDC_NAME "Tutorial_bg"
#define RESOURCE_CURSOR_CDC_NAME "Tutorial_cursor"
#define RESOURCE_SPRITE_CDC_NAME "Tutorial_sprite"
#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, sprite sheet and movement settings.
static const Sint32 iScreenW = 960;
static const Sint32 iScreenH = 540;
static const Sint32 iSpriteW = 32;
static const Sint32 iSpriteH = 32;
static const float fScaledSpriteScale = 1.5f;
static const float fMoveSpeed = 180.0f;

// Values changed while the tutorial runs.
struct TutorialState
{
    Sint32 idBgImage = -1;
    Sint32 idCursor = -1;
    Sint32 idMainSprite = -1;
    Sint32 idScaledSprite = -1;
    Sint32 idTintedSprite = -1;
    Sint32 idGhostSprite = -1;
    Sint32 idBuiltInFont = -1;
    Sint32 idDebugWindow = -1;
    float fMainX = 434.0f;
    float fMainY = 234.0f;
    float fScaledX = 130.0f;
    float fScaledY = 120.0f;
    float fScaledVX = 70.0f;
    float fScaledVY = 45.0f;
    float fTintedX = 680.0f;
    float fTintedY = 130.0f;
    float fTintedVX = -80.0f;
    float fTintedVY = 60.0f;
    float fGhostX = 380.0f;
    float fGhostY = 360.0f;
    float fGhostVX = 95.0f;
    float fGhostVY = -55.0f;
    float fMouseX = 0.0f;
    float fMouseY = 0.0f;
    Sint32 iCurrentRenderRate = 0;
    Sint32 iCurrentLogicRate = 0;
    Sint32 iLogicFrames = 0;
    Sint32 iSmoothInterpolation = 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");
}

// Configure the sprite animation and behaviour.
static bool configureSprite(Sprite* pSprite)
{
    if(!pSprite || !pSprite->setOffset(iSpriteW, iSpriteH)) return false;

    if(!pSprite->setAnimStateIndex(0, SPR_STATE_UP) ||
       !pSprite->setAnimStateIndex(1, SPR_STATE_LEFT) ||
       !pSprite->setAnimStateIndex(2, SPR_STATE_DOWN) ||
       !pSprite->setAnimStateIndex(3, SPR_STATE_RIGHT)) return false;
    for(Sint32 iAnim = 0; iAnim < 4; ++iAnim)
    {
        if(!pSprite->setFrameTimeIndex(iAnim, -1, 75) ||
           !pSprite->setAnimHotSpotIndex(iAnim, PH_CENTER, PH_CENTER)) return false;
    }
    return pSprite->selectAnim(SPR_STATE_DOWN);
}

// Choose the sprite animation for its movement.
static void selectSpriteAnim(Sprite* pSprite, float fDX, float fDY)
{
    if(!pSprite) return;
    if(fDX == 0.0f && fDY == 0.0f) return;

    if(fabsf(fDX) > fabsf(fDY))
    {
        pSprite->selectAnim(fDX < 0.0f ? SPR_STATE_LEFT : SPR_STATE_RIGHT);
    }
    else
    {
        pSprite->selectAnim(fDY < 0.0f ? SPR_STATE_UP : SPR_STATE_DOWN);
    }
}

// Move one automatically controlled sprite.
static void moveAutoSprite(Sprite* pSprite, float& rX, float& rY, float& rVX, float& rVY, float fDeltaTime, float fHalfW, float fHalfH, bool bInterpolate)
{
    const float fMaxX = static_cast<float>(iScreenW) - fHalfW;
    const float fMaxY = static_cast<float>(iScreenH) - fHalfH;
    rX += rVX * fDeltaTime;
    rY += rVY * fDeltaTime;

    if(rX < fHalfW || rX > fMaxX)
    {
        rVX = -rVX;
        rX = clampFloat(rX, fHalfW, fMaxX);
    }
    if(rY < fHalfH || rY > fMaxY)
    {
        rVY = -rVY;
        rY = clampFloat(rY, fHalfH, fMaxY);
    }

    if(pSprite)
    {
        pSprite->setPosition(rX, rY, bInterpolate);
        selectSpriteAnim(pSprite, rVX, rVY);
    }
}

// Move sprites one fixed logic step.
static void updateLogic(TutorialState& rState, float fDeltaTime)
{
    Main& mC64 = Main::instance();
    Sprite* pMainSprite = mC64.spriteMgr().get(rState.idMainSprite);

    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 fSpriteHalfW = static_cast<float>(iSpriteW) * 0.5f;
    const float fSpriteHalfH = static_cast<float>(iSpriteH) * 0.5f;
    rState.fMainX = clampFloat(rState.fMainX + fDX, fSpriteHalfW, static_cast<float>(iScreenW) - fSpriteHalfW);
    rState.fMainY = clampFloat(rState.fMainY + fDY, fSpriteHalfH, static_cast<float>(iScreenH) - fSpriteHalfH);
    if(pMainSprite)
    {
        pMainSprite->setPosition(rState.fMainX, rState.fMainY, rState.iSmoothInterpolation != 0);
        selectSpriteAnim(pMainSprite, fDX, fDY);
    }

    moveAutoSprite(mC64.spriteMgr().get(rState.idScaledSprite), rState.fScaledX, rState.fScaledY, rState.fScaledVX, rState.fScaledVY, fDeltaTime, fSpriteHalfW * fScaledSpriteScale, fSpriteHalfH * fScaledSpriteScale, rState.iSmoothInterpolation != 0);
    moveAutoSprite(mC64.spriteMgr().get(rState.idTintedSprite), rState.fTintedX, rState.fTintedY, rState.fTintedVX, rState.fTintedVY, fDeltaTime, fSpriteHalfW, fSpriteHalfH, rState.iSmoothInterpolation != 0);
    moveAutoSprite(mC64.spriteMgr().get(rState.idGhostSprite), rState.fGhostX, rState.fGhostY, rState.fGhostVX, rState.fGhostVY, fDeltaTime, fSpriteHalfW, fSpriteHalfH, rState.iSmoothInterpolation != 0);

    rState.iLogicFrames++;
}

// Draw the current timing information.
static void renderRates(Font* pBuiltInFont, const TutorialState& rState)
{
    if(!pBuiltInFont) return;

    char szRates[96];
    snprintf(szRates, sizeof(szRates), "Render: %d fps   Logic: %d fps", rState.iCurrentRenderRate, rState.iCurrentLogicRate);
    pBuiltInFont->setPosition(10, 10);
    pBuiltInFont->render(szRates);
}

// Draw the current frame. CursorMgr draws the selected cursor automatically.
static void renderFrame(Image* pBgImage, Font* pBuiltInFont, const TutorialState& rState)
{
    Main& mC64 = Main::instance();
    if(pBgImage) pBgImage->render();

    Sprite* pScaledSprite = mC64.spriteMgr().get(rState.idScaledSprite);
    Sprite* pTintedSprite = mC64.spriteMgr().get(rState.idTintedSprite);
    Sprite* pGhostSprite = mC64.spriteMgr().get(rState.idGhostSprite);
    Sprite* pMainSprite = mC64.spriteMgr().get(rState.idMainSprite);

    if(pScaledSprite) pScaledSprite->renderEx(fScaledSpriteScale, fScaledSpriteScale);
    if(pTintedSprite) pTintedSprite->render();
    if(pGhostSprite) pGhostSprite->render();
    if(pMainSprite) pMainSprite->render();

    renderRates(pBuiltInFont, rState);
}

// 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;

    Main& mC64 = Main::instance();
    Image* pBgImage = mC64.imageMgr().get(pState->idBgImage);
    Font* pBuiltInFont = mC64.fontMgr().get(pState->idBuiltInFont);
    renderFrame(pBgImage, pBuiltInFont, *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();
}

// Add the sprite resource to the tutorial archive.
static bool addSpriteToCDC(Main& mC64, Log& mLog)
{
    // Tutorial 08 introduces one new resource. Earlier tutorials already added
    // the background and cursor to the CDC.
    mLog.msg(LL_INFO, "  Find Tutorial 04 CDC: %s ... ", OUTPUT_CDC);
    if(!mC64.tool().fileExists(OUTPUT_CDC))
    {
        logTaskFailed(mLog);
        return false;
    }
    logTaskOk(mLog);

    mLog.msg(LL_INFO, "  Load sprite sheet: %s ... ", RESOURCE_SPRITE_IMAGE);
    Sint32 idSpriteImage = mC64.imageMgr().loadFromFile(RESOURCE_SPRITE_IMAGE, "tutorialSpriteImageFile");
    Image* pSpriteImage = mC64.imageMgr().get(idSpriteImage);
    if(idSpriteImage < 0 || pSpriteImage == nullptr)
    {
        logTaskFailed(mLog, idSpriteImage);
        return false;
    }
    logTaskOk(mLog);

    mLog.msg(LL_INFO, "  Create sprite from image ... ");
    Sint32 idSpriteFile = mC64.spriteMgr().create(RESOURCE_SPRITE_CDC_NAME);
    Sprite* pSpriteFile = mC64.spriteMgr().get(idSpriteFile);
    if(idSpriteFile < 0 || pSpriteFile == nullptr)
    {
        logTaskFailed(mLog, idSpriteFile);
        mC64.imageMgr().close(idSpriteImage);
        return false;
    }
    if(pSpriteFile->assignImage(idSpriteImage, 1) < 0)
    {
        logTaskFailed(mLog);
        mC64.spriteMgr().close(idSpriteFile);
        mC64.imageMgr().close(idSpriteImage);
        return false;
    }
    if(!configureSprite(pSpriteFile))
    {
        logTaskFailed(mLog);
        mC64.spriteMgr().close(idSpriteFile);
        return false;
    }
    logTaskOk(mLog);

    // Save appends or replaces the sprite resource in Tutorial.cdc.
    mLog.msg(LL_INFO, "  Save sprite to CDC ... ");
    if(pSpriteFile->save(OUTPUT_CDC, RESOURCE_SPRITE_CDC_NAME) < 0)
    {
        logTaskFailed(mLog);
        mC64.spriteMgr().close(idSpriteFile);
        return false;
    }
    logTaskOk(mLog);

    // Close the temporary sprite. The tutorial loads a fresh copy from CDC next.
    mLog.msg(LL_INFO, "  Close temporary sprite ... ");
    mC64.spriteMgr().close(idSpriteFile);
    logTaskOk(mLog);

    return true;
}

// Create a sprite resource from an existing sprite.
static bool createSpriteClone(Main& mC64, Log& mLog, Sint32 idParentSprite, Sint32& rIDClone, const char* szName)
{
    mLog.msg(LL_INFO, "  Clone sprite: %s ... ", szName);
    rIDClone = mC64.spriteMgr().child(idParentSprite);
    if(rIDClone < 0 || mC64.spriteMgr().get(rIDClone) == nullptr)
    {
        logTaskFailed(mLog, rIDClone);
        return false;
    }
    logTaskOk(mLog);
    return true;
}

// 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_08_Sprite", LL_DEBUG, LM_FILE | LM_STDOUT, OUTPUTDIR"Tutorial_08_Sprite.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 08: Sprite");

    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: add sprite and load from CDC\n");

    if(!addSpriteToCDC(mC64, mLog))
    {
        Main::terminate();
        return -1;
    }

    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);

    mLog.msg(LL_INFO, "  Load main sprite from CDC ... ");
    state.idMainSprite = mC64.spriteMgr().load(OUTPUT_CDC, RESOURCE_SPRITE_CDC_NAME);
    Sprite* pMainSprite = mC64.spriteMgr().get(state.idMainSprite);
    if(state.idMainSprite < 0 || pMainSprite == nullptr)
    {
        logTaskFailed(mLog, state.idMainSprite);
        Main::terminate();
        return -1;
    }
    pMainSprite->setPosition(state.fMainX, state.fMainY);
    logTaskOk(mLog);

    if(!createSpriteClone(mC64, mLog, state.idMainSprite, state.idScaledSprite, "scaled") ||
        !createSpriteClone(mC64, mLog, state.idMainSprite, state.idTintedSprite, "color mod") ||
        !createSpriteClone(mC64, mLog, state.idMainSprite, state.idGhostSprite, "alpha mod"))
    {
        Main::terminate();
        return -1;
    }

    Sprite* pScaledSprite = mC64.spriteMgr().get(state.idScaledSprite);
    Sprite* pTintedSprite = mC64.spriteMgr().get(state.idTintedSprite);
    Sprite* pGhostSprite = mC64.spriteMgr().get(state.idGhostSprite);
    if(pScaledSprite)
    {
        pScaledSprite->setPosition(state.fScaledX, state.fScaledY);
        pScaledSprite->setSpeed(0.8f);
    }
    if(pTintedSprite)
    {
        pTintedSprite->setPosition(state.fTintedX, state.fTintedY);
        pTintedSprite->setSpeed(1.2f);
        Image* pTintedImage = mC64.imageMgr().get(pTintedSprite->getImage());
        if(pTintedImage) pTintedImage->setColorMod(255, 120, 120);
    }
    if(pGhostSprite)
    {
        pGhostSprite->setPosition(state.fGhostX, state.fGhostY);
        pGhostSprite->setSpeed(1.6f);
        Image* pGhostImage = mC64.imageMgr().get(pGhostSprite->getImage());
        if(pGhostImage) pGhostImage->setAlphaMod(150);
    }

    mLog.msg(LL_INFO, "  Load cursor from CDC ... ");
    state.idCursor = mC64.cursorMgr().load(OUTPUT_CDC, RESOURCE_CURSOR_CDC_NAME);
    Cursor* pCursor = mC64.cursorMgr().get(state.idCursor);
    if(state.idCursor < 0 || pCursor == nullptr)
    {
        logTaskFailed(mLog, state.idCursor);
        Main::terminate();
        return -1;
    }
    logTaskOk(mLog);

    mLog.msg(LL_INFO, "  Select cursor ... ");
    if(mC64.cursorMgr().select(state.idCursor) < 0 || !mC64.cursorMgr().show())
    {
        logTaskFailed(mLog);
        Main::terminate();
        return -1;
    }
    logTaskOk(mLog);

    mLog.msg(LL_INFO, "  Load built-in font ... ");
    state.idBuiltInFont = mC64.fontMgr().getBuiltin("CourierNew10White");
    Font* pBuiltInFont = mC64.fontMgr().get(state.idBuiltInFont);
    if(state.idBuiltInFont < 0 || pBuiltInFont == nullptr)
    {
        logTaskFailed(mLog, state.idBuiltInFont);
        Main::terminate();
        return -1;
    }
    logTaskOk(mLog);

    mLog.msg(LL_INFO, "\nTOOLS: debug window and console\n");

    // The DebugWindow is available, but this tutorial starts with it hidden.
    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("Main X", nullptr, &state.fMainX);
    pDebug->addWatch("Main Y", nullptr, &state.fMainY);
    pDebug->addWatch("Mouse X", nullptr, &state.fMouseX);
    pDebug->addWatch("Mouse Y", nullptr, &state.fMouseY);
    pDebug->addWatch("Render fps", &state.iCurrentRenderRate);
    pDebug->addWatch("Logic fps", &state.iCurrentLogicRate);
    pDebug->addWatch("Logic frames", &state.iLogicFrames);
    pDebug->addWatch("Interpolation", &state.iSmoothInterpolation);
    pDebug->baseWidget().hide();
    logTaskOk(mLog);

    // Main creates the default Console. Log output is also sent there.
    Console* pConsole = mC64.guiMgr().getConsole();
    if(pConsole) pConsole->print("Tutorial 08: Sprite 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 main sprite\n");
    mLog.msg(LL_INFO, "  [I] Toggle smooth interpolation\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_I)
                {
                    state.iSmoothInterpolation = state.iSmoothInterpolation ? 0 : 1;
                    mLog.msg(LL_INFO, "  Smooth interpolation: %s\n", state.iSmoothInterpolation ? "enabled" : "disabled");
                }
                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();
        state.iCurrentRenderRate = static_cast<Sint32>(mC64.timer().getCurrentRFR());
        state.iCurrentLogicRate = static_cast<Sint32>(mC64.timer().getCurrentLFR());
        updateLogic(state, 1.0f / static_cast<float>(iLogicRate));
    }

    // Close resources owned by this tutorial.
    mC64.spriteMgr().info();
    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 fonts ... ");
    mC64.fontMgr().close(0);
    logTaskOk(mLog);
    mLog.msg(LL_INFO, "  Close sprites ... ");
    mC64.spriteMgr().close(0);
    logTaskOk(mLog);
    mLog.msg(LL_INFO, "  Close cursors ... ");
    mC64.cursorMgr().close(0);
    logTaskOk(mLog);
    mLog.msg(LL_INFO, "  Close images ... ");
    mC64.imageMgr().close(0);
    logTaskOk(mLog);
    mLog.msg(LL_INFO, "  Close CDC archives ... ");
    mC64.archiveMgr().close(0);
    logTaskOk(mLog);
    Main::terminate();

    return 0;
}
