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module fizziks.Fizziks;

import tango.core.Thread;
import tango.io.Stdout;
import tango.time.StopWatch;

import xf.hybrid.Hybrid;
import xf.hybrid.backend.GL;
import xf.hybrid.Event;
import xf.dog.Dog;
import xf.input.KeySym;

import blaze.all;

const STEPS_PER_FRAME = 10;

void main() {
    scope cfg = loadHybridConfig("./gui.cfg");
    scope renderer = new Renderer;
    auto whut = new Fizziks;
    
    gui.begin(cfg).retained;
        GLViewport(`main.glview`)
            .renderingHandler(&whut.draw)
            .addHandler(&whut.onClick)
            .addHandler(&whut.onMove)
            .addHandler(&whut.onKey);
    gui.immediate.end;

    StopWatch timer;
    bool running = true;
    while(running) {
        gui.begin(cfg);
            if (gui().getProperty!(bool)("main.frame.closeClicked")) {
                running = false;
            }
        gui.end;
        gui.render(renderer);
        
        float delta = timer.stop / STEPS_PER_FRAME;
        timer.start;

        for(ubyte i = 0; i < STEPS_PER_FRAME; i++)
            whut.space.step(/+delta+/0.002);

        Thread.sleep(0.01);
    }
    
}

class Fizziks {
    void draw(vec2i size, GL gl) {
        this.size = size;
        gl.LoadIdentity();
        gl.MatrixMode(GL_PROJECTION);
        gl.LoadIdentity();
        gl.gluOrtho2D(-size.x/2, size.x/2, -size.y/2, size.y/2);
        gl.MatrixMode(GL_MODELVIEW);
        gl.Disable(GL_DEPTH_TEST);
        gl.ShadeModel(GL_SMOOTH);
        gl.Enable(GL_BLEND);
        gl.Enable(GL_POINT_SMOOTH);
        gl.Enable(GL_LINE_SMOOTH);
        gl.Enable(GL_POLYGON_SMOOTH);
        gl.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        gl.Hint(GL_POINT_SMOOTH_HINT, GL_NICEST);
        gl.Hint(GL_LINE_SMOOTH_HINT, GL_NICEST);
        gl.Hint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
        gl.Hint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
        gl.LoadIdentity();

        gl.Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        gl.LoadIdentity();
        
        gl.LineWidth(1);
        gl.Color3f(0, 1, 0);

        foreach (rb; bodies)
        {
            foreach (shape; rb.memberShapes)
            {
                /// Green
                gl.Color3f(0f, 1f, 0f);
                switch (shape.shapeType)
                {
                case 0: // Circle
                    int segs = 15;
                    Vector2D c = shape.getWorldCenter;
                    double r = shape.getRadius;
                    double coef = 2.0*(3.14159265358979323)/segs;

                    gl.immediate(GL_LINE_STRIP, {
                            for(int n = 0; n <= segs; n++){
                                double rads = n*coef;
                                gl.Vertex2f(r*cos(rads + rb.a) + c.x, r*sin(rads + rb.a) + c.y);
                            }
                            gl.Vertex2f(c.x,c.y);
                        });
                    break;
                case 2: // Polygon
                    Vector2D[] verts = shape.getWorldVerts();
                    gl.immediate(GL_LINE_LOOP, {
                            foreach (Vector2D v; verts)
                                gl.Vertex2d(v.x, v.y);
                        });
                    break;
                default:
                    break;
                }

                gl.LoadIdentity();
                gl.Flush();
            }
        }

        // Draw static bodies
        /*foreach (GeometricShape shape; space.staticBody.memberShapes)
        {
            Vector2D[] verts = shape.getWorldVerts;
            gl.immediate(GL_LINE_LOOP, {
                    foreach (Vector2D v; verts)
                        gl.Vertex2d(v.x, v.y);
                });

            gl.LoadIdentity();
            gl.Flush();
            }*/

        // Shape being drawin
        if(inDraw) {
            gl.LineWidth(1);
            gl.Color3f(0.2, 0.5, 1);
            gl.immediate(GL_LINE_STRIP, {
                    foreach(vert; drawing)
                        gl.Vertex2f(vert.x, vert.y);
                });
                             
            gl.Color3f(1, 0.5, 0);
            gl.immediate(GL_LINES, {
                    gl.Vertex2f(drawing[$-1].x, drawing[$-1].y);
                    gl.Vertex2f(mouse.x, mouse.y);
                });
        }
    }

    EventHandling onClick(MouseButtonEvent e) {
        if(e.down)
            switch(e.button) {
            case 0:
                inDraw = true;
                drawing ~= winToGL(size, e.pos);
                break;
            case 2:
                // FIXME: Why are these two lines necessary?
                inDraw = false;
                drawing = null;
                vec2i pos = winToGL(size, e.pos);
                Vector2D[] shape = createRectangle(20, 20);
                auto rb = new RigidBody(1, 1000);
                rb.p.setTo(pos.x, pos.y);
                rb.v.setTo(0, 0);
                rb.w = 0;
                rb.setAngle(0);
                rb.addShape(new Polygon(shape, Vector2D.zeroVect, 0, 1, true));
                //rb.bullet = true;
                space.addRigidBody(rb);
                bodies ~= rb;
                break;
            default:
                break;
        }
        return EventHandling.Stop;
    }

    EventHandling onKey(KeyboardEvent e) {
        if(e.down)
            switch(e.keySym) {
            case KeySym.Return:
                if(!inDraw)
                    break;
                Vector2D[] poly;
                foreach(vert; drawing)
                    poly ~= Vector2D(vert.x, vert.y);
                auto rb = new RigidBody(drawing.length, GeometricShape.momentForPoly(drawing.length, poly, Vector2D(0, 0)));
                rb.p.setTo(0, 0);
                rb.setAngle(0);
                rb.addShape(new Polygon(poly, Vector2D(0, 0), 0, 1, true));
                space.addRigidBody(rb);
                bodies ~= rb;
            case KeySym.Escape:    // Cascade
                drawing = null;
                inDraw = false;
                break;
            default:
                break;
            }
        return EventHandling.Stop;
    }
            

    EventHandling onMove(MouseMoveEvent e) {
        mouse = winToGL(size, e.pos);
        return EventHandling.Stop;
    }

        Vector2D[] createRectangle(Number w, Number h)
        {
            Vector2D[] rect;
            rect ~= (Vector2D(-w / 2, -h / 2));
            rect ~= (Vector2D(-w / 2, h / 2));
            rect ~= (Vector2D(w / 2, h / 2));
            rect ~= (Vector2D(w / 2, -h / 2));
            return rect;
        }

    this(vec2i dim = vec2i(800, 600)) {
        space = new Space(20, 1);
    
        /*auto staticShape = new Polygon(createRectangle(600, 20), Vector2D(0, -200), 0.00, .9, false);
        space.addStaticShape(staticShape);*/
        auto floor = new Polygon(createRectangle(800, 10),
                                 Vector2D(0, -303), .0, .9, true);
        space.addStaticShape(floor);
        space.masslessForce.setTo(0, -800);

        /+Vector2D[] shape = [Vector2D(-10, -10), Vector2D(-10, 10),
                            Vector2D(10, 10), Vector2D(10, -10)];
        auto rb = new RigidBody(1, GeometricShape.momentForPoly(1, shape, Vector2D(0, 0)));
        rb.p.setTo(0, 0);
        rb.setAngle(0);
        rb.addShape(new Polygon(shape, Vector2D(0, 0), 0, 1, false));
        space.addRigidBody(rb);
        bodies ~= rb;+/
    }

    protected {
        bool inDraw = false;
        vec2i[] drawing;
        vec2i size;
        vec2i mouse;

        RigidBody[] bodies;
    }

    Space space;
}

vec2i winToGL(vec2i dim, vec2 win) {
    return vec2i(cast(int)win.x - dim.x/2, dim.y/2 - cast(int)win.y);
}

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