using MoonWorks;
using MoonWorks.Graphics;

namespace MoonWorks.Test
{
	class WindowResizingGame : Game
	{
		private GraphicsPipeline pipeline;

		private int currentResolutionIndex;
		private record struct Res(uint Width, uint Height);
		private Res[] resolutions = new Res[]
		{
			new Res(640, 480),
			new Res(1280, 720),
			new Res(1024, 1024),
			new Res(1600, 900),
			new Res(1920, 1080),
			new Res(3200, 1800),
			new Res(3840, 2160),
		};

		public WindowResizingGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
		{
			ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
			ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));

			GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
				MainWindow.SwapchainFormat,
				vertShaderModule,
				fragShaderModule
			);
			pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
		}

		protected override void Update(System.TimeSpan delta)
		{
			int prevResolutionIndex = currentResolutionIndex;

			if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
			{
				currentResolutionIndex -= 1;
				if (currentResolutionIndex < 0)
				{
					currentResolutionIndex = resolutions.Length - 1;
				}
			}

			if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
			{
				currentResolutionIndex += 1;
				if (currentResolutionIndex >= resolutions.Length)
				{
					currentResolutionIndex = 0;
				}
			}

			if (prevResolutionIndex != currentResolutionIndex)
			{
				Logger.LogInfo("Setting resolution to: " + resolutions[currentResolutionIndex]);
				MainWindow.SetWindowSize(resolutions[currentResolutionIndex].Width, resolutions[currentResolutionIndex].Height);
			}
		}

		protected override void Draw(double alpha)
		{
			CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
			Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
			if (backbuffer != null)
			{
				cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
				cmdbuf.BindGraphicsPipeline(pipeline);
				cmdbuf.DrawPrimitives(0, 1, 0, 0);
				cmdbuf.EndRenderPass();
			}
			GraphicsDevice.Submit(cmdbuf);
		}

		public static void Main(string[] args)
		{
			WindowResizingGame game = new WindowResizingGame();
			game.Run();
		}
	}
}