// Copyright 2018 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

// +build example

package main

import (
	"bytes"
	"errors"
	"fmt"
	"image"
	_ "image/png"
	"log"
	"math"
	"math/rand"

	"github.com/hajimehoshi/ebiten/v2"
	"github.com/hajimehoshi/ebiten/v2/ebitenutil"
	"github.com/hajimehoshi/ebiten/v2/examples/resources/images"
	"github.com/hajimehoshi/ebiten/v2/inpututil"
)

const (
	screenWidth  = 1920
	screenHeight = 1080
	maxAngle     = 256
)

var (
	ebitenImage *ebiten.Image
)

func init() {
	// Decode image from a byte slice instead of a file so that
	// this example works in any working directory.
	// If you want to use a file, there are some options:
	// 1) Use os.Open and pass the file to the image decoder.
	//    This is a very regular way, but doesn't work on browsers.
	// 2) Use ebitenutil.OpenFile and pass the file to the image decoder.
	//    This works even on browsers.
	// 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file.
	//    This also works on browsers.
	img, _, err := image.Decode(bytes.NewReader(images.Ebiten_png))
	if err != nil {
		log.Fatal(err)
	}
	origEbitenImage := ebiten.NewImageFromImage(img)

	w, h := origEbitenImage.Size()
	ebitenImage = ebiten.NewImage(w, h)

	op := &ebiten.DrawImageOptions{}
	op.ColorM.Scale(1, 1, 1, 0.5)
	ebitenImage.DrawImage(origEbitenImage, op)
}

type Sprite struct {
	imageWidth  int
	imageHeight int
	x           int
	y           int
	vx          int
	vy          int
	angle       int
}

func (s *Sprite) Update() {
	s.x += s.vx
	s.y += s.vy
	if s.x < 0 {
		s.x = -s.x
		s.vx = -s.vx
	} else if screenWidth <= s.x+s.imageWidth {
		s.x = 2*(screenWidth-s.imageWidth) - s.x
		s.vx = -s.vx
	}
	if s.y < 0 {
		s.y = -s.y
		s.vy = -s.vy
	} else if screenHeight <= s.y+s.imageHeight {
		s.y = 2*(screenHeight-s.imageHeight) - s.y
		s.vy = -s.vy
	}
	s.angle++
	s.angle %= maxAngle
}

type Sprites struct {
	sprites []*Sprite
	num     int
}

func (s *Sprites) Update() {
	for _, sprite := range s.sprites {
		sprite.Update()
	}
}

const (
	MinSprites = 0
	MaxSprites = 50000
)

type Game struct {
	sprites Sprites
	op      ebiten.DrawImageOptions
	inited  bool
}

func (g *Game) init() {
	defer func() {
		g.inited = true
	}()

	g.sprites.sprites = make([]*Sprite, MaxSprites)
	g.sprites.num = 500
	for i := range g.sprites.sprites {
		w, h := ebitenImage.Size()
		x, y := rand.Intn(screenWidth-w), rand.Intn(screenHeight-h)
		vx, vy := 2*rand.Intn(2)-1, 2*rand.Intn(2)-1
		a := rand.Intn(maxAngle)
		g.sprites.sprites[i] = &Sprite{
			imageWidth:  w,
			imageHeight: h,
			x:           x,
			y:           y,
			vx:          vx,
			vy:          vy,
			angle:       a,
		}
	}
}

var regularTermination = errors.New("regular termination")

func (g *Game) Update() error {
	if !g.inited {
		g.init()
	}

	if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
		return regularTermination
	}

	// Decrease the number of the sprites.
	if ebiten.IsKeyPressed(ebiten.KeyLeft) {
		g.sprites.num -= 20
		if g.sprites.num < MinSprites {
			g.sprites.num = MinSprites
		}
	}

	// Increase the number of the sprites.
	if ebiten.IsKeyPressed(ebiten.KeyRight) {
		g.sprites.num += 20
		if MaxSprites < g.sprites.num {
			g.sprites.num = MaxSprites
		}
	}

	g.sprites.Update()
	return nil
}

func (g *Game) Draw(screen *ebiten.Image) {
	// Draw each sprite.
	// DrawImage can be called many many times, but in the implementation,
	// the actual draw call to GPU is very few since these calls satisfy
	// some conditions e.g. all the rendering sources and targets are same.
	// For more detail, see:
	// https://pkg.go.dev/github.com/hajimehoshi/ebiten/v2#Image.DrawImage
	w, h := ebitenImage.Size()
	for i := 0; i < g.sprites.num; i++ {
		s := g.sprites.sprites[i]
		g.op.GeoM.Reset()
		g.op.GeoM.Translate(-float64(w)/2, -float64(h)/2)
		g.op.GeoM.Rotate(2 * math.Pi * float64(s.angle) / maxAngle)
		g.op.GeoM.Translate(float64(w)/2, float64(h)/2)
		g.op.GeoM.Translate(float64(s.x), float64(s.y))
		screen.DrawImage(ebitenImage, &g.op)
	}
	msg := fmt.Sprintf(`TPS: %0.2f
FPS: %0.2f
Num of sprites: %d
Press <- or -> to change the number of sprites
Press Q to quit`, ebiten.CurrentTPS(), ebiten.CurrentFPS(), g.sprites.num)
	ebitenutil.DebugPrint(screen, msg)
}

func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
	return screenWidth, screenHeight
}

func main() {
	ebiten.SetFullscreen(true)
	ebiten.SetWindowSize(screenWidth, screenHeight)
	ebiten.SetWindowTitle("Sprites HD (Ebiten Demo)")
	if err := ebiten.RunGame(&Game{}); err != nil && err != regularTermination {
		log.Fatal(err)
	}
}