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extern crate sdl2;

mod state;
mod player;
mod constants;
mod gates;

use state::Positioned;
use state::Drawable;
use state::Bullet;

enum Result {
    Win,
    Loss,
    Nothing,
}

struct Textures<'a> {
    player: sdl2::render::Texture<'a>,
    enemy: sdl2::render::Texture<'a>,
    pbullet: sdl2::render::Texture<'a>,
    ebullet: sdl2::render::Texture<'a>,
}

fn frame<T: state::Enemy<U>, U: state::Bullet>(canvas: &mut sdl2::render::WindowCanvas, state: &mut state::State<T, U>, events: &mut sdl2::event::EventPollIterator, textures: &Textures) -> Result {
    let mut new_bullets = Vec::new();
    let count = state.count;
    for enemy in state.enemies.iter_mut() {
        new_bullets.append(&mut enemy.act(count));
    }
    for bullet in state.bullets.iter_mut() {
        bullet.act();
    }
    for bullet in state.player_bullets.iter_mut() {
        bullet.act();
    }
    state.player.act(events);
    if count % state.player.fire_rate as u64 == 0 {
        state.player_bullets.push(state::PBullet::new(state.player.x, 0., state.player.y, -3.));
    }
    if state.bullets.iter().any(|bullet| state.player.overlaps(bullet)) || new_bullets.iter().any(|bullet| state.player.overlaps(bullet)) {
        return Result::Loss;
    }
    for enemy in state.enemies.iter_mut() {
        for bullet in state.player_bullets.iter_mut() {
            if enemy.overlaps(bullet) {
                bullet.delete();
                let health = enemy.health();
                enemy.set_health(health - state::PBullet::damage());
            }
        }
    }
    state.enemies.retain(|enemy| state::Enemy::health(enemy) > 0.);
    if state.enemies.len() == 0 {
        return Result::Win;
    }
    state.bullets.retain(|bullet| !U::outside(bullet));
    state.bullets.append(&mut new_bullets);
    state.player_bullets.retain(|bullet| !state::PBullet::outside(bullet));
    for bullet in state.player_bullets.iter() {
        bullet.draw(canvas, &textures.pbullet);
    }
    for enemy in state.enemies.iter() {
        enemy.draw(canvas, &textures.enemy);
    }
    state.player.draw(canvas, &textures.player);
    for bullet in state.bullets.iter() {
        bullet.draw(canvas, &textures.ebullet);
    }
    canvas.set_draw_color(sdl2::pixels::Color::RGB(255, 0, 0));
    canvas.draw_rect(sdl2::rect::Rect::new(0, 0, (state.enemies[0].health() * constants::X_DIM as f64).round() as u32, 20)).unwrap();
    state.count += 1;
    Result::Nothing
}

fn main() {
    let sdl_context = sdl2::init().unwrap();
    let video_subsystem = sdl_context.video().unwrap();

    let window = video_subsystem.window("rust-sdl2 demo", constants::X_DIM, constants::Y_DIM).position_centered().build().unwrap();
    let mut canvas = window.into_canvas().build().unwrap();

    canvas.set_draw_color(sdl2::pixels::Color::RGB(255, 255, 255));
    canvas.clear();
    canvas.present();
    let mut event_pump = sdl_context.event_pump().unwrap();
    let start = std::time::Instant::now();
    let frame_duration = std::time::Duration::new(0, 1_000_000_000u32 / 60);
    let mut frame_count = 0;
    let mut state: state::State<gates::Gates, gates::GatesBullet> = state::State::new();
    let mut won = false;
    let player_surface: sdl2::surface::Surface = sdl2::image::LoadSurface::from_file("assets/stallman.png").unwrap();
    let enemy_surface: sdl2::surface::Surface = sdl2::image::LoadSurface::from_file("assets/gates.png").unwrap();
    let ebullet_surface: sdl2::surface::Surface = sdl2::image::LoadSurface::from_file("assets/binary_blob.png").unwrap();
    let pbullet_surface: sdl2::surface::Surface = sdl2::image::LoadSurface::from_file("assets/player_pepp.png").unwrap();
    let texture_creator = canvas.texture_creator();
    let player_texture = texture_creator.create_texture_from_surface(player_surface).unwrap();
    let enemy_texture = texture_creator.create_texture_from_surface(enemy_surface).unwrap();
    let ebullet_texture = texture_creator.create_texture_from_surface(ebullet_surface).unwrap();
    let pbullet_texture = texture_creator.create_texture_from_surface(pbullet_surface).unwrap();
    let surfaces = Textures { player: player_texture, enemy: enemy_texture, pbullet: pbullet_texture, ebullet: ebullet_texture };
    'running: loop {
        if won {
            for event in event_pump.poll_iter() {
                match event {
                    sdl2::event::Event::Quit {..} | sdl2::event::Event::KeyDown { keycode: Some(sdl2::keyboard::Keycode::Escape), .. } => {
                        std::process::exit(0);
                    },
                    _ => { },
                }
            }
        } else {
            canvas.set_draw_color(sdl2::pixels::Color::RGB(255, 255, 255));
            canvas.clear();
            match frame(&mut canvas, &mut state, &mut event_pump.poll_iter(), &surfaces) {
                Result::Loss => {
                    break;
                }
                Result::Win => {
                    canvas.set_draw_color(sdl2::pixels::Color::RGB(255, 204, 102));
                    canvas.clear();
                    canvas.present();
                    won = true;
                }
                _ => {
                    canvas.present();
                }
            }
        }
        let calc_time = frame_duration * frame_count;
        match calc_time.checked_sub(start.elapsed()) {
            Some(t) => std::thread::sleep(t),
            None => (),
        }
        frame_count += 1;
    }
}