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use std::cell::RefCell;

use crate::{GameState, eguictx::EguiCtx, solar_system::{self, SolarSystem, fleet::Fleet}, ui};


#[derive(Default, Clone)]
pub struct FleetWindowState
{

}

#[derive(Default, Clone)]
pub struct FleetWindowAction
{
    
}

impl FleetWindowState
{
    pub fn render(
        &mut self,
        game_state: &GameState,
        eguictx: &EguiCtx)
    -> FleetWindowAction
    {
        let mut action = FleetWindowAction::default();

        let star_systems = game_state.solar_systems();

        egui::Window::new("Fleet Manager")
            .show(eguictx.context(), |ui| {
            
            ui.horizontal(|ui| {
                self.paint_systems_list(star_systems, ui);
                ui.add(egui::Separator::default().vertical());
            });
        });
        action
    }

    fn paint_systems_list(
        &mut self,
        star_systems: &[SolarSystem],
        ui: &mut egui::Ui)
    -> egui::InnerResponse<()>
    {
        ui.vertical(|ui| {
            for system in star_systems {
                let resp = self.paint_fleet_list(&system, ui);
                if resp.header_response.secondary_clicked() {
                    resp.header_response.context_menu(|ui| {

                    });
                }
            }
        })
    }

    fn paint_fleet_list(
        &mut self,
        star_system: &SolarSystem,
        ui: &mut egui::Ui)
    -> egui::CollapsingResponse<()>
    {
        let fleets = star_system.fleets();
        ui.collapsing(star_system.name(), |ui| {
            for fleet in fleets {
                self.paint_fleet_entry(fleet, ui);
            }
        })
    }

    fn paint_fleet_entry(
        &mut self,
        fleet: &Fleet,
        ui: &mut egui::Ui)
    {
        ui.label(fleet.name());
    }
}