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extern crate sdl2;
extern crate sdl2_sys;

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

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

enum FResult {
    Win,
    Loss,
    Nothing,
    Exit,
}

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

const DURATION: u32 = 1_000_000_000u32 / 60;

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) -> FResult {
    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();
    }
    match state.player.act(events) {
        Err(_) => {
            return FResult::Exit;
        }
        Ok(_) => { }
    }
    if count % state.player.fire_rate as u64 == 0 {
        state.player_bullets.push(state::PBullet::new(state.player.x, 0., state.player.y, -3.5));
    }
    if state.bullets.iter().any(|bullet| state.player.overlaps(bullet)) || new_bullets.iter().any(|bullet| state.player.overlaps(bullet)) {
        return FResult::Loss;
    }
    for enemy in state.enemies.iter_mut() {
        for bullet in state.player_bullets.iter_mut() {
            if enemy.overlaps(bullet) {
                enemy.injure(state::PBullet::damage());
                bullet.delete();
            }
        }
    }
    state.enemies.retain(|enemy| state::Enemy::health(enemy) > 0.);
    if state.enemies.len() == 0 {
        return FResult::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;
    FResult::Nothing
}

/* Why tf do I not need a lifetime here? */
fn get_surface(bytes: &[u8]) -> sdl2::surface::Surface {
    (unsafe {
        let rw = sdl2_sys::SDL_RWFromMem(bytes.as_ptr() as *mut std::os::raw::c_void, bytes.len() as i32);
        let raw = sdl2_sys::image::IMG_Load_RW(rw, 1);
        if (raw as *mut ()).is_null() {
            Err("Returned null")
        } else {
            Ok(sdl2::surface::Surface::from_ll(raw))
        }
    }).unwrap()
}

fn get_player_surface() -> sdl2::surface::Surface<'static> {
    get_surface(include_bytes!("assets/stallman.png"))
}

fn get_enemy_surface() -> sdl2::surface::Surface<'static> {
    get_surface(include_bytes!("assets/gates.png"))
}

fn get_ebullet_surface() -> sdl2::surface::Surface<'static> {
    get_surface(include_bytes!("assets/binary_blob.png"))
}

fn get_pbullet_surface() -> sdl2::surface::Surface<'static> {
    get_surface(include_bytes!("assets/player_pepp.png"))
}

fn generic_message(canvas: &mut sdl2::render::WindowCanvas, event_pump: &mut sdl2::EventPump, image: &[u8], okay: sdl2::keyboard::Keycode, error: sdl2::keyboard::Keycode) -> Result<(), ()> {
    let surface = get_surface(image);
    let texture_creator = canvas.texture_creator();
    let texture = texture_creator.create_texture_from_surface(surface).unwrap();
    let frame_duration = std::time::Duration::new(0, DURATION);
    loop {
        let start = std::time::Instant::now();
        canvas.copy(&texture, None, None).unwrap();
        canvas.present();
        for event in event_pump.poll_iter() {
            match event {
                sdl2::event::Event::KeyDown { keycode: Some(keycode), .. } => {
                    if keycode == okay {
                        return Ok(());
                    }
                    if keycode == error {
                        return Err(());
                    }
                }
                sdl2::event::Event::Quit {..} => {
                    return Err(());
                }
                _ => { }
            }
        }
        match frame_duration.checked_sub(start.elapsed()) {
            Some(t) => std::thread::sleep(t),
            None => (),
        }
    }
}

fn introduction(canvas: &mut sdl2::render::WindowCanvas, event_pump: &mut sdl2::EventPump) -> Result<(), ()> {
    return generic_message(canvas, event_pump, include_bytes!("assets/introduction.png"), sdl2::keyboard::Keycode::Return, sdl2::keyboard::Keycode::Escape);
}

fn loss(canvas: &mut sdl2::render::WindowCanvas, event_pump: &mut sdl2::EventPump) -> Result<(), ()> {
    return generic_message(canvas, event_pump, include_bytes!("assets/loss.png"), sdl2::keyboard::Keycode::R, sdl2::keyboard::Keycode::Escape);
}

fn victory(canvas: &mut sdl2::render::WindowCanvas, event_pump: &mut sdl2::EventPump) -> Result<(), ()> {
    return generic_message(canvas, event_pump, include_bytes!("assets/victory.png"), sdl2::keyboard::Keycode::R, sdl2::keyboard::Keycode::Escape);
}

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();
    let mut event_pump = sdl_context.event_pump().unwrap();
    
    match introduction(&mut canvas, &mut event_pump) {
        Ok(_) => { }
        Err(_) => {
            return;
        }
    }

    'retry: loop {
        let mut state: state::State<gates::Gates, gates::GatesBullet> = state::State::new();
        let player_surface = get_player_surface();
        let enemy_surface = get_enemy_surface();
        let ebullet_surface = get_ebullet_surface();
        let pbullet_surface = get_pbullet_surface();
        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 };
        let frame_duration = std::time::Duration::new(0, DURATION);
        'running: loop {
            let start = std::time::Instant::now();
            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) {
                FResult::Loss => {
                    match loss(&mut canvas, &mut event_pump) {
                        Ok(_) => {
                            break;
                        }
                        Err(_) => {
                            break 'retry;
                        }
                    }
                }
                FResult::Win => {
                    match victory(&mut canvas, &mut event_pump) {
                        Ok(_) => {
                            break;
                        }
                        Err(_) => {
                            break 'retry;
                        }
                    }
                }
                FResult::Exit => {
                    break 'retry;
                }
                FResult::Nothing => {
                    canvas.present();
                }
            }
            /* Make sure this iteration took a whole frame */
            match frame_duration.checked_sub(start.elapsed()) {
                Some(t) => std::thread::sleep(t),
                None => (),
            }
        }
    }
}