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pub mod camera;
pub mod render;
mod body_render; 
mod orbit_render;

use std::time::Duration;

use cgmath::InnerSpace;
use winit::event::ElementState;
use winit::keyboard::KeyCode;

use crate::solar_system::SolarSystem;
use crate::solar_system::SystemId;
use crate::timeman::TimeMan;
use crate::ui;
use crate::wgpuctx::SceneCtx;
use crate::wgpuctx::WgpuCtx;
use render::*;
use body_render::*;
use orbit_render::*;
use camera::*;

pub struct TacticalMap
{
    camera: Camera,
    pmatrix: Projection,
 
    camera_controller: CameraController,

    system_for_render: Option<SystemId>,
    body_renderer: BodyRenderer,
    grid_renderer: GridRenderer,
    orbit_renderer: OrbitRenderer
}

impl TacticalMap
{
    pub fn new(wgpuctx: &WgpuCtx)
    -> Self {
        let surface_size = winit::dpi::PhysicalSize::new(
            wgpuctx.surface_config().width,
            wgpuctx.surface_config().height
        );
    
        let camera = Camera::new(
            wgpuctx,
            cgmath::Vector3::new(0.0, 0.0, 1.0),
            cgmath::Deg(0.0),
            cgmath::Rad(0.0));

        let projection = Projection::new(
            surface_size.width,
            surface_size.height,
            cgmath::Deg(60.0),
            (0.01, 1000.0));

        Self {
            camera: camera,
            pmatrix: projection,
            camera_controller: CameraController::new(),

            system_for_render: None,
            body_renderer: BodyRenderer::new(wgpuctx),
            grid_renderer: GridRenderer::new(wgpuctx),
            orbit_renderer: OrbitRenderer::new(wgpuctx),
        }
    }

    pub fn resize(
        &mut self,
        width: u32,
        height: u32)
    {
        self.pmatrix.resize(width, height);
    }

    pub fn update(
        &mut self,
        solar_system: &SolarSystem,
        ui_state: &mut ui::State,
        dt: Duration)
    {
        ui_state.camera_info.camera_scale = self.camera.get_scale();
        ui_state.camera_info.camera_pos = Some(self.camera.get_abs_position());
        ui_state.camera_info.camera_rot = Some(self.camera.get_rotation());
        self.camera.set_target(ui_state.camera_info.target);

        self.camera_controller.update(&mut self.camera, solar_system, ui_state, dt);
    }

    pub fn keyboard_input(
        &mut self,
        key_code: KeyCode,
        key_state: ElementState)
    {
        self.camera_controller.keyboard_input(key_code, key_state);
    }

    pub fn draw(
        &mut self,
        wgpuctx: &WgpuCtx,
        solar_system: &SolarSystem,
        timeman: &TimeMan,
    ) -> Result<(), wgpu::SurfaceError>
    {
        self.camera.update_buffer(wgpuctx, &self.pmatrix);
        
        if self.system_for_render.is_none() 
            || self.system_for_render.unwrap() != solar_system.id() {

                self.body_renderer.mark_to_rebuild();
                self.orbit_renderer.mark_to_rebuild();
        }
        self.system_for_render = Some(solar_system.id());

        //Update buffers for the current system and time.
        self.body_renderer.rebuild(wgpuctx, solar_system);
        self.orbit_renderer.rebuild(wgpuctx, solar_system);

        match self.orbit_renderer.update(wgpuctx, solar_system, timeman.seconds())
        {
            Ok(()) => {},
            Err(e) => println!("Tactical map orbit render update error: {}", e)
        }
        match self.body_renderer.update(
            wgpuctx, solar_system, timeman.seconds())
        {
            Ok(()) => {},
            Err(e) => println!("Tactical map body render update error: {}", e)
        }

        Ok(())
    }

    pub fn prepare(
        &self,
        scene: &mut SceneCtx)
    {
        self.camera.stage_changes(scene.encoder_mut());
    }

    pub fn paint(
        &self,
        pass: &mut wgpu::RenderPass<'_>)
    {
        self.grid_renderer.render( pass, &self.camera);
        self.orbit_renderer.render(pass, &self.camera);
        self.body_renderer.render( pass, &self.camera);
    }

    pub fn paint_labels(
        &self,
        solar_system: &SolarSystem,
        screen_size: egui::Vec2,
        ui: &mut egui::Ui)
    {
        let view_matrix = self.camera.view_matrix();
        let proj_matrix = self.pmatrix.projection_matrix();
        let pv_matrix = proj_matrix * view_matrix;

        //Paint body labels
        let bodies = solar_system.bodies();
        bodies.iter().for_each(|body| {
            let scaled_radius = (screen_size.y * body.radius() * self.camera.get_scale()).max(16.0);

            let world_pos = solar_system.body_position(body);
            let local_pos = world_pos - self.camera.get_abs_position();
            
            let origin_pos = match body.get_orbit() {
                Some(orbit) => {
                    solar_system.body_position(&bodies[orbit.parent()])
                },
                None => cgmath::vec3(0.0, 0.0, 0.0)
            };
            let origin_local_pos = origin_pos - self.camera.get_abs_position();

            let scaled_pos = local_pos * self.camera.get_scale() as f64;
            let scaled_origin_pos = origin_local_pos * self.camera.get_scale() as f64;

            let clip_pos = pv_matrix * scaled_pos.map(|v| { v as f32 }).extend(1.0);
            let origin_clip_pos = pv_matrix * scaled_origin_pos.map(|v| { v as f32 }).extend(1.0);

            let ndc_pos = clip_pos.truncate() / clip_pos.w;
            let origin_ndc_pos = origin_clip_pos.truncate() / origin_clip_pos.w;

            if (ndc_pos - origin_ndc_pos).magnitude() < 0.05 {
                if ndc_pos != origin_ndc_pos {
                    return;
                }
            }

            let screen_pos = egui::pos2(
                ((ndc_pos.x + 1.0) * 0.5) * screen_size.x,
                (((-ndc_pos.y + 1.0) * 0.5) * screen_size.y) + (scaled_radius / clip_pos.w).max(16.0));
            if clip_pos.z < 0.0 { return; }

            ui.put(
                egui::Rect::from_pos(screen_pos).expand(64.0), 
                egui::Label::new(
                    egui::RichText::new(body.name())
                        .color(egui::Color32::WHITE)
                    ).selectable(false).sense(egui::Sense::empty()));
        });
    }
} // impl SystemViewport