// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

#include <IAEngine/Components/TileMapComponent.hpp>
#include <IAEngine/Engine.hpp>

namespace ia::iae
{
    STATIC Vector<Handle> TileTextures;

    TileMapComponent::TileMapComponent(IN Node2D *node) : TextureComponent(node)
    {
    }

    VOID TileMapComponent::Draw()
    {
        TextureComponent::Draw();
    }

    VOID TileMapComponent::DebugDraw()
    {
        TextureComponent::DebugDraw();
    }

    VOID TileMapComponent::Update()
    {
        TextureComponent::Update();
    }

    VOID TileMapComponent::FixedUpdate()
    {
        TextureComponent::FixedUpdate();
    }

    VOID TileMapComponent::BeginGridSetup(IN INT32 tileWidth, IN INT32 tileHeight, IN INT32 tileCountX,
                                          IN INT32 tileCountY)
    {
        m_tileWidth = tileWidth;
        m_tileHeight = tileHeight;
        m_tileCountX = tileCountX;
        m_tileCountY = tileCountY;
        TileTextures.resize(m_tileCountX * m_tileCountY);
    }

    VOID TileMapComponent::SetupGridTile(IN INT32 index, IN Handle texture)
    {
        TileTextures[index] = texture;
    }

    VOID TileMapComponent::SetupGridTile(IN INT32 x, IN INT32 y, IN Handle texture)
    {
        TileTextures[x + y * m_tileCountX] = texture;
    }

    VOID TileMapComponent::EndGridSetup()
    {
        m_mapTexture = Engine::CombineImages(TileTextures, m_tileWidth, m_tileHeight, m_tileCountX, m_tileCountY);
        SetTexture(m_mapTexture);
        TileTextures.reset();
    }
} // namespace ia::iae