// 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/>.

#pragma once

#include <IAEngine/Components/IComponent.hpp>
#include <IAEngine/Nodes/INode.hpp>

namespace ia::iae
{
    class Node2D : public INode
    {
      public:
         Node2D(IN CONST String &name);
         ~Node2D();

      public:
        template<typename _component_type> _component_type *AddComponent()
        {
            const auto t = new _component_type(this);
            m_components.pushBack(t);
            return t;
        }

        template<typename _component_type> _component_type *GetComponent()
        {
            for (auto &c : m_components)
            {
                _component_type *comp = dynamic_cast<_component_type *>(c);
                if (comp)
                    return comp;
            }
            return nullptr;
        }

        template<typename _component_type> Vector<_component_type *> GetComponents()
        {
            Vector<_component_type *> result;
            for (auto &c : m_components)
            {
                _component_type *comp = dynamic_cast<_component_type *>(c);
                if (comp)
                    result.pushBack(comp);
            }
            return result;
        }

        VOID AddChild(IN RefPtr<Node2D> node)
        {
            m_children.pushBack(node);
        }

      public:
        VOID Translate(IN Vec2 v)
        {
            m_local.Position += v;
            RecalculatePosition();
        }

        VOID Scale(IN FLOAT32 v)
        {
            m_local.Scale *= v;
            RecalculateScale();
        }

        VOID Scale(IN Vec2 v)
        {
            m_local.Scale *= v;
            RecalculateScale();
        }

        VOID Rotate(IN FLOAT32 v)
        {
            m_local.Rotation += v;
            RecalculateRotation();
        }

        VOID SetLocalPosition(IN CONST Vec2 &v)
        {
            m_local.Position = v;
            RecalculatePosition();
        }

        VOID SetLocalScale(IN CONST Vec2 &v)
        {
            m_local.Scale = v;
            RecalculateScale();
        }

        VOID SetLocalRotation(IN FLOAT32 v)
        {
            m_local.Rotation = v;
            RecalculateRotation();
        }

      public:
        CONST Vec2 &GetPosition() CONST
        {
            return m_global.Position;
        }

        CONST Vec2 &GetScale() CONST
        {
            return m_global.Scale;
        }

        CONST FLOAT32 &GetRotation() CONST
        {
            return m_global.Rotation;
        }

        CONST Vec2 &GetLocalPosition() CONST
        {
            return m_local.Position;
        }

        CONST Vec2 &GetLocalScale() CONST
        {
            return m_local.Scale;
        }

        CONST FLOAT32 &GetLocalRotation() CONST
        {
            return m_local.Rotation;
        }

        UINT8 &Layer()
        {
            return m_layer;
        }

        INT16 &SortIndex()
        {
            return m_sortIndex;
        }

        CONST UINT8 &Layer() CONST
        {
            return m_layer;
        }

        CONST INT16 &SortIndex() CONST
        {
            return m_sortIndex;
        }

      protected:
        VOID RecalculatePosition()
        {
            m_global.Position = (m_parent ? m_parent->GetPosition() : Vec2{}) + m_local.Position;
            for (auto &c : m_children)
                c->RecalculatePosition();
        }

        VOID RecalculateRotation()
        {
            m_global.Rotation = (m_parent ? m_parent->GetRotation() : 0) + m_local.Rotation;
            for (auto &c : m_children)
                c->RecalculateRotation();
        }

        VOID RecalculateScale()
        {
            m_global.Scale = (m_parent ? m_parent->GetScale() : Vec2{}) + m_local.Scale;
            for (auto &c : m_children)
                c->RecalculateScale();
        }

      protected:
        RefPtr<Node2D> m_parent{};
        Vector<IComponent *> m_components;
        Vector<RefPtr<Node2D>> m_children{};

      private:
        struct
        {
            FLOAT32 Rotation{0.0f};
            Vec2 Position{0.0f, 0.0f};
            Vec2 Scale{1.0f, 1.0f};
        } m_local{}, m_global{};

        UINT8 m_layer{};
        INT16 m_sortIndex{};

      public:
        VOID Draw();
        VOID DebugDraw();

        VOID Update();
        VOID FixedUpdate();
    };
} // namespace ia::iae