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module Game (main) where

import Control.Monad.Reader
import Data.IORef
import Data.Maybe (fromMaybe)
import Data.Text (pack)
import Foreign.C.Types (CInt)
import qualified Game.BitmapFont as BF
import qualified Game.Controller as C
import qualified Game.Entities as E
import qualified Game.Hud as H
import qualified Game.Map as M
import qualified Game.Sprites as S
import qualified Game.State as GS
import qualified Game.Utils as U
import SDL (($=), ($~))
import qualified SDL
import qualified SDL.Image
import SDL.Vect (V2 (..))

name :: String
name = "Haskell gamedev [Space Platformer]"

gameWidth, gameHeight :: CInt
(gameWidth, gameHeight) = (320, 192)

gameScale :: CInt
gameScale = 3

maxLives :: Int
maxLives = 4

windowWidth, windowHeight :: CInt
(windowWidth, windowHeight) = (gameWidth * gameScale, gameHeight * gameScale)

version :: String
version = "0.1.0"

data Env = Env
  { window :: SDL.Window,
    renderer :: SDL.Renderer,
    canvas :: SDL.Texture,
    fullscreen :: IORef Bool,
    renderRect :: IORef (SDL.Rectangle CInt),
    controls :: IORef C.Controls,
    map :: M.Map,
    sprites :: S.SpriteSheet,
    font :: BF.BitmapFont,
    entities :: IORef E.Entities,
    hud :: H.Hud,
    state :: IORef GS.State
  }

defaultRenderRect :: SDL.Rectangle CInt
defaultRenderRect = SDL.Rectangle (SDL.P $ V2 0 0) (V2 windowWidth windowHeight)

main :: IO ()
main = do
  SDL.initialize [SDL.InitVideo, SDL.InitGameController]
  window <-
    SDL.createWindow
      (pack $ name ++ " " ++ version)
      SDL.defaultWindow {SDL.windowInitialSize = SDL.V2 windowWidth windowHeight}
  renderer <-
    SDL.createRenderer
      window
      (-1)
      SDL.RendererConfig
        { SDL.rendererType = SDL.AcceleratedVSyncRenderer,
          SDL.rendererTargetTexture = True
        }
  SDL.HintRenderScaleQuality $= SDL.ScaleNearest
  canvas <- SDL.createTexture renderer SDL.RGBA8888 SDL.TextureAccessTarget (V2 gameWidth gameHeight)
  fullscreen <- newIORef False
  renderRect <- newIORef defaultRenderRect
  tsTexture <- SDL.Image.loadTexture renderer "data/tiles.png"
  ssTexture <- SDL.Image.loadTexture renderer "data/sprites.png"
  bfTexture <- SDL.Image.loadTexture renderer "data/font.png"
  controls <- newIORef =<< C.init
  map' <- M.load "data/map.json" tsTexture
  sprites <- S.load "data/sprites.json" ssTexture
  font <- BF.load "data/font.json" bfTexture
  state <-
    newIORef
      GS.State
        { batteries = 0,
          totalBatteries = M.totalBatteries map',
          lives = maxLives,
          totalLives = maxLives,
          hitDelay = 0,
          gameOverDelay = 0
        }
  hud <- H.mkHud sprites state
  entities <- newIORef =<< E.mkEntities sprites map' controls state
  runReaderT
    gameLoop
    Env
      { window = window,
        renderer = renderer,
        canvas = canvas,
        fullscreen = fullscreen,
        renderRect = renderRect,
        controls = controls,
        map = map',
        sprites = sprites,
        font = font,
        entities = entities,
        hud = hud,
        state = state
      }
  SDL.destroyWindow window
  SDL.quit

toggleFullscreen :: ReaderT Env IO ()
toggleFullscreen = do
  env <- ask
  let fullscreen = env.fullscreen
      renderRect = env.renderRect
      renderer = env.renderer
      window = env.window
  fullscreen $~ not
  fs <- SDL.get fullscreen
  let mode = if fs then SDL.FullscreenDesktop else SDL.Windowed
   in SDL.setWindowMode window mode

  vp <- if fs then SDL.get $ SDL.rendererViewport renderer else pure Nothing
  let newRenderRect = case vp of
        Nothing -> defaultRenderRect
        Just (SDL.Rectangle _ (V2 w h)) ->
          SDL.Rectangle (SDL.P $ V2 rx ry) (V2 rw rh)
          where
            scale = min (w `div` gameWidth) (h `div` gameHeight)
            rx = (w - (gameWidth * scale)) `div` 2
            ry = (h - (gameHeight * scale)) `div` 2
            rw = gameWidth * scale
            rh = gameHeight * scale
   in renderRect $= newRenderRect

gameLoop :: ReaderT Env IO ()
gameLoop = do
  env <- ask
  let renderer = env.renderer
      canvas = env.canvas
      renderRect = env.renderRect
      controls = env.controls
      stateRef = env.state

  events <- map SDL.eventPayload <$> SDL.pollEvents

  -- F11 for fullscreen / windowed
  when (fromMaybe False $ U.isPressed SDL.KeycodeF11 events) toggleFullscreen

  -- ESC or close the window to quit
  let quit = fromMaybe False (U.isPressed SDL.KeycodeEscape events) || SDL.QuitEvent `elem` events
  unless quit $ do
    -- update controls
    controls $~ flip C.update events

    SDL.rendererRenderTarget renderer $= Just canvas
    SDL.clear renderer

    void $ liftIO $ do
      state <- readIORef stateRef
      when (state.gameOverDelay > 1) $ stateRef $= state {GS.gameOverDelay = state.gameOverDelay - 1}
      when (state.gameOverDelay /= 1) $ playLoop env
      when (state.gameOverDelay == 1) $ gameOverLoop env

    SDL.rendererRenderTarget renderer $= Nothing
    SDL.clear renderer
    rect <- SDL.get renderRect
    SDL.copy renderer canvas Nothing (Just rect)

    SDL.present renderer

    gameLoop
  where
    playLoop :: Env -> IO ()
    playLoop env = do
      let renderer = env.renderer
          map' = env.map
          entities = env.entities
          hud = env.hud

      updated <- E.updateAll =<< readIORef entities
      entities $= updated

      -- to update the map viewport
      let (px, py) = E.playerPosition updated

      -- render map and entities
      void $ do
        -- set the SDL viewport
        viewport <- M.viewport renderer map' px py (fromIntegral gameWidth) (fromIntegral gameHeight - H.height)
        M.render renderer map' viewport
        E.renderVisible renderer updated viewport

        -- reset viewport to draw the HUD
        SDL.rendererViewport renderer $= Nothing
        H.render renderer hud

    gameOverLoop :: Env -> IO ()
    gameOverLoop env = do
      let renderer = env.renderer
          sprites = env.sprites
          hud = env.hud

      H.render renderer hud
      title <- S.get sprites "game-over"
      S.render renderer title 112 80 0 0