//
// Copyright (c) 2008-2017 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//

#include <Urho3D/Engine/Application.h>
#include <Urho3D/Graphics/Camera.h>
#include <Urho3D/UI/Cursor.h>
#include <Urho3D/Engine/DebugHud.h>
#include <Urho3D/Engine/Engine.h>
#include <Urho3D/Engine/EngineDefs.h>
#include <Urho3D/IO/FileSystem.h>
#include <Urho3D/Graphics/Graphics.h>
#include <Urho3D/Input/Input.h>
#include <Urho3D/Input/InputEvents.h>
#include <Urho3D/Graphics/Renderer.h>
#include <Urho3D/Resource/ResourceCache.h>
#include <Urho3D/Scene/Scene.h>
#include <Urho3D/Scene/SceneEvents.h>
#include <Urho3D/UI/Sprite.h>
#include <Urho3D/Graphics/Texture2D.h>
#include <Urho3D/Core/Timer.h>
#include <Urho3D/UI/UI.h>
#include <Urho3D/Resource/XMLFile.h>
#include <Urho3D/IO/Log.h>

Sample::Sample(Context* context) :
    Application(context),
    yaw_(0.0f),
    pitch_(0.0f),
    touchEnabled_(false),
    useMouseMode_(MM_ABSOLUTE),
    screenJoystickIndex_(M_MAX_UNSIGNED),
    screenJoystickSettingsIndex_(M_MAX_UNSIGNED),
    paused_(false)
{
}

void Sample::Start()
{
    if (GetPlatform() == "Android" || GetPlatform() == "iOS")
        // On mobile platform, enable touch by adding a screen joystick
        InitTouchInput();
    else if (GetSubsystem<Input>()->GetNumJoysticks() == 0)
        // On desktop platform, do not detect touch when we already got a joystick
        SubscribeToEvent(E_TOUCHBEGIN, URHO3D_HANDLER(Sample, HandleTouchBegin));

    // Set custom window Title & Icon
    SetWindowTitleAndIcon();

    // Subscribe key down event
    SubscribeToEvent(E_KEYDOWN, URHO3D_HANDLER(Sample, HandleKeyDown));
    // Subscribe key up event
    SubscribeToEvent(E_KEYUP, URHO3D_HANDLER(Sample, HandleKeyUp));
    // Subscribe scene update event
    SubscribeToEvent(E_SCENEUPDATE, URHO3D_HANDLER(Sample, HandleSceneUpdate));
}

void Sample::Stop()
{
    engine_->DumpResources(true);
}

void Sample::InitTouchInput()
{
    touchEnabled_ = true;

    ResourceCache* cache = GetSubsystem<ResourceCache>();
    Input* input = GetSubsystem<Input>();
    XMLFile* layout = cache->GetResource<XMLFile>("UI/ScreenJoystick_Samples.xml");
    const String& patchString = GetScreenJoystickPatchString();
    if (!patchString.Empty())
    {
        // Patch the screen joystick layout further on demand
        SharedPtr<XMLFile> patchFile(new XMLFile(context_));
        if (patchFile->FromString(patchString))
            layout->Patch(patchFile);
    }
    screenJoystickIndex_ = (unsigned)input->AddScreenJoystick(layout, cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));
    input->SetScreenJoystickVisible(screenJoystickSettingsIndex_, true);
}

void Sample::InitMouseMode(MouseMode mode)
{
    useMouseMode_ = mode;
    auto input = GetSubsystem<Input>();

    if (GetPlatform() != "Web") {
        if (useMouseMode_ == MM_FREE) {
            input->SetMouseVisible(true);
        }

        if (useMouseMode_ != MM_ABSOLUTE) {
            input->SetMouseMode(useMouseMode_);
        }
    } else {
        input->SetMouseVisible(true);
        SubscribeToEvent(E_MOUSEBUTTONDOWN, URHO3D_HANDLER(Sample, HandleMouseModeRequest));
        SubscribeToEvent(E_MOUSEMODECHANGED, URHO3D_HANDLER(Sample, HandleMouseModeChange));
    }
}

void Sample::SetWindowTitleAndIcon()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    Graphics* graphics = GetSubsystem<Graphics>();
    /* Image* icon = cache->GetResource<Image>("Textures/UrhoIcon.png"); */
    /* graphics->SetWindowIcon(icon); */
    graphics->SetWindowTitle("Bunion");
}

void Sample::HandleKeyUp(StringHash /*eventType*/, VariantMap& eventData)
{
    using namespace KeyUp;

    auto const key = eventData[P_KEY].GetInt();

    if (key == KEY_ESCAPE) {
        if (GetPlatform() == "Web") {
            GetSubsystem<Input>()->SetMouseVisible(true);
            if (useMouseMode_ != MM_ABSOLUTE) {
                GetSubsystem<Input>()->SetMouseMode(MM_FREE);
            }
        } else {
            engine_->Exit();
        }
    }
}

void Sample::HandleKeyDown(StringHash /*eventType*/, VariantMap& eventData)
{
    /* using namespace KeyDown; */

    /* auto const key = eventData[P_KEY].GetInt(); */

    /* // Common rendering quality controls, only when UI has no focused element */
    /* if (!GetSubsystem<UI>()->GetFocusElement()) */
    /* { */
    /*     Renderer* renderer = GetSubsystem<Renderer>(); */

    /*     // Preferences / Pause */
    /*     if (key == KEY_SELECT && touchEnabled_) */
    /*     { */
    /*         paused_ = !paused_; */

    /*         Input* input = GetSubsystem<Input>(); */
    /*         if (screenJoystickSettingsIndex_ == M_MAX_UNSIGNED) */
    /*         { */
    /*             // Lazy initialization */
    /*             ResourceCache* cache = GetSubsystem<ResourceCache>(); */
    /*             screenJoystickSettingsIndex_ = (unsigned)input->AddScreenJoystick(cache->GetResource<XMLFile>("UI/ScreenJoystickSettings_Samples.xml"), cache->GetResource<XMLFile>("UI/DefaultStyle.xml")); */
    /*         } */
    /*         else */
    /*             input->SetScreenJoystickVisible(screenJoystickSettingsIndex_, paused_); */
    /*     } */

    /*     // Texture quality */
    /*     else if (key == '1') */
    /*     { */
    /*         int quality = renderer->GetTextureQuality(); */
    /*         ++quality; */
    /*         if (quality > QUALITY_HIGH) */
    /*             quality = QUALITY_LOW; */
    /*         renderer->SetTextureQuality(quality); */
    /*     } */

    /*     // Material quality */
    /*     else if (key == '2') */
    /*     { */
    /*         int quality = renderer->GetMaterialQuality(); */
    /*         ++quality; */
    /*         if (quality > QUALITY_HIGH) */
    /*             quality = QUALITY_LOW; */
    /*         renderer->SetMaterialQuality(quality); */
    /*     } */

    /*     // Specular lighting */
    /*     else if (key == '3') */
    /*         renderer->SetSpecularLighting(!renderer->GetSpecularLighting()); */

    /*     // Shadow rendering */
    /*     else if (key == '4') */
    /*         renderer->SetDrawShadows(!renderer->GetDrawShadows()); */

    /*     // Shadow map resolution */
    /*     else if (key == '5') */
    /*     { */
    /*         int shadowMapSize = renderer->GetShadowMapSize(); */
    /*         shadowMapSize *= 2; */
    /*         if (shadowMapSize > 2048) */
    /*             shadowMapSize = 512; */
    /*         renderer->SetShadowMapSize(shadowMapSize); */
    /*     } */

    /*     // Shadow depth and filtering quality */
    /*     else if (key == '6') */
    /*     { */
    /*         ShadowQuality quality = renderer->GetShadowQuality(); */
    /*         quality = (ShadowQuality)(quality + 1); */
    /*         if (quality > SHADOWQUALITY_BLUR_VSM) */
    /*             quality = SHADOWQUALITY_SIMPLE_16BIT; */
    /*         renderer->SetShadowQuality(quality); */
    /*     } */

    /*     // Occlusion culling */
    /*     else if (key == '7') */
    /*     { */
    /*         bool occlusion = renderer->GetMaxOccluderTriangles() > 0; */
    /*         occlusion = !occlusion; */
    /*         renderer->SetMaxOccluderTriangles(occlusion ? 5000 : 0); */
    /*     } */

    /*     // Instancing */
    /*     else if (key == '8') */
    /*         renderer->SetDynamicInstancing(!renderer->GetDynamicInstancing()); */

    /*     // Take screenshot */
    /*     else if (key == '9') */
    /*     { */
    /*         Graphics* graphics = GetSubsystem<Graphics>(); */
    /*         Image screenshot(context_); */
    /*         graphics->TakeScreenShot(screenshot); */
    /*         // Here we save in the Data folder with date and time appended */
    /*         screenshot.SavePNG(GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Screenshot_" + */
    /*             Time::GetTimeStamp().Replaced(':', '_').Replaced('.', '_').Replaced(' ', '_') + ".png"); */
    /*     } */
    /* } */
}

void Sample::HandleSceneUpdate(StringHash /*eventType*/, VariantMap& eventData)
{
    // Move the camera by touch, if the camera node is initialized by descendant sample class
    if (touchEnabled_ && playerNode_)
    {
        Input* input = GetSubsystem<Input>();
        for (unsigned i = 0; i < input->GetNumTouches(); ++i)
        {
            TouchState* state = input->GetTouch(i);
            if (!state->touchedElement_)    // Touch on empty space
            {
                if (state->delta_.x_ ||state->delta_.y_)
                {
                    Camera* camera = playerNode_->GetComponent<Camera>();
                    if (!camera)
                        return;

                    Graphics* graphics = GetSubsystem<Graphics>();
                    yaw_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.x_;
                    pitch_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.y_;

                    // Construct new orientation for the camera scene node from
                    // yaw and pitch; roll is fixed to zero
                    playerNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
                }
                else
                {
                    // Move the cursor to the touch position
                    Cursor* cursor = GetSubsystem<UI>()->GetCursor();
                    if (cursor && cursor->IsVisible())
                        cursor->SetPosition(state->position_);
                }
            }
        }
    }
}

void Sample::HandleTouchBegin(StringHash /*eventType*/, VariantMap& eventData)
{
    // On some platforms like Windows the presence of touch input can only be detected dynamically
    InitTouchInput();
    UnsubscribeFromEvent("TouchBegin");
}

// If the user clicks the canvas, attempt to switch to relative mouse mode on web platform
void Sample::HandleMouseModeRequest(StringHash /*eventType*/, VariantMap& eventData)
{
    Input* input = GetSubsystem<Input>();
    if (useMouseMode_ == MM_ABSOLUTE)
        input->SetMouseVisible(false);
    else if (useMouseMode_ == MM_FREE)
        input->SetMouseVisible(true);
    input->SetMouseMode(useMouseMode_);
}

void Sample::HandleMouseModeChange(StringHash /*eventType*/, VariantMap& eventData)
{
    Input* input = GetSubsystem<Input>();
    bool mouseLocked = eventData[MouseModeChanged::P_MOUSELOCKED].GetBool();
    input->SetMouseVisible(!mouseLocked);
}
