// 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/Engine.hpp>
#include <IAEngine/UI.hpp>
#include <Renderer/Renderer.hpp>

#include <IACore/File.hpp>

#include <IAEngine/EngineLibraryInterface.hpp>

#include <SDL3/SDL_iostream.h>

namespace ia::iae
{
    EXTERN SDL_Window *g_windowHandle;
    SIZE_T g_resourceNameCounter = 1;

    BOOL Engine::IsDebugMode()
    {
#if defined(__DEBUG_MODE__)
        return true;
#else
        return false;
#endif
    }

    Vector<UINT8> Engine::ReadBinaryAsset(IN CONST String &path)
    {
        SDL_IOStream* f = SDL_IOFromFile(path.c_str(), "rb");
        if(!f)
        THROW_FILE_OPEN_READ(path);
        Vector<UINT8> result;
        SDL_SeekIO(f, 0, SDL_IO_SEEK_END);
        result.resize(SDL_TellIO(f));
        SDL_SeekIO(f, 0, SDL_IO_SEEK_SET);
        SDL_ReadIO(f, result.data(), result.size());
        SDL_CloseIO(f);
        return result;
    }

    Direction Engine::GetVectorPointingDirection(IN Vec2 v)
    {
        STATIC CONSTEXPR Direction DIRECTION_MAP[] = {Direction::RIGHT,     Direction::DOWN_RIGHT, Direction::DOWN,
                                                      Direction::DOWN_LEFT, Direction::LEFT,       Direction::UP_LEFT,
                                                      Direction::UP,        Direction::UP_RIGHT};
        if ((abs(v.x) <= FLOAT32_EPSILON) && (abs(v.y) <= FLOAT32_EPSILON))
            return Direction::NONE;

        auto angle = glm::degrees(atan2(v.y, v.x));
        if (angle < 0)
            angle += 360;

        return DIRECTION_MAP[INT32((angle + 22.5) / 45) % 8];
    }

    VOID Engine::ResizeDisplay(IN INT32 newWidth, IN INT32 newHeight)
    {
        Renderer::WaitForGPUIdle();
        SDL_SetWindowSize(g_windowHandle, newWidth, newHeight);
        Renderer::OnScreenResize(newWidth, newHeight);
        UI::OnScreenResize(newWidth, newHeight);
        Game_OnResize(newWidth, newHeight);
    }

    Handle Engine::CreateImageFromFile(IN CONST String &name, IN CONST String &path, IN INT32 resizeToWidth,
                                       IN INT32 resizeToHeight)
    {
        const auto data = File::ReadToVector(path.c_str());
        const auto handle = CreateImage(name, data.data(), data.size());
        return (resizeToWidth && resizeToHeight) ? ResizeImage(handle, resizeToWidth, resizeToHeight) : handle;
    }

    Handle Engine::CreateSoundFromFile(IN CONST String &name, IN CONST String &path)
    {
        const auto data = File::ReadToVector(path.c_str());
        return CreateSound(name, data.data(), data.size());
    }

    RefPtr<Scene> Engine::CreateSceneFromFile(IN CONST String &path)
    {
        const auto data = File::ReadToString(path.c_str());
        return Scene::Create(data);
    }

    Handle Engine::ResizeImage(IN CONST String &name, IN INT32 newWidth, IN INT32 newHeight)
    {
        return ResizeImage(GetImage(name), newWidth, newHeight);
    }

    String Engine::GetUniqueResourceName()
    {
        return BuildString("__res_", g_resourceNameCounter++);
    }
} // namespace ia::iae
