/****************************************************************************

    AstroMenace
    Hardcore 3D space scroll-shooter with spaceship upgrade possibilities.
    Copyright (c) 2006-2019 Mikhail Kurinnoi, Viewizard


    AstroMenace is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    AstroMenace is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with AstroMenace. If not, see <https://www.gnu.org/licenses/>.


    Website: https://viewizard.com/
    Project: https://github.com/viewizard/astromenace
    E-mail: viewizard@viewizard.com

*****************************************************************************/

#include "game_speed.h"
#include "font.h"
#include "../config/config.h"
#include "../enum.h"
#include "../game.h" // FIXME "game.h" should be replaced by individual headers
#include "SDL2/SDL.h"
#include <sstream>
#include <iomanip>

// NOTE switch to nested namespace definition (namespace A::B::C { ... }) (since C++17)
namespace viewizard {
namespace astromenace {

constexpr float DefaultSpeed{1.5f}; // FIXME should be the same as sGameConfig::GameSpeed default value
constexpr float SpeedChangeStep{0.1f};
constexpr float MinSpeed{0.1f};
constexpr float MaxSpeed{3.0f};
constexpr float ShowNotificationSeconds{2.0f};


/*
 * Init/re-init time thread and setup game speed.
 */
void cGameSpeed::InitGameSpeed()
{
    vw_InitTimeThread(GameTimeThread);
    SetSpeed(GameConfig().GameSpeed);
}

/*
 * Set time thread speed.
 */
void cGameSpeed::SetThreadSpeed(float Speed)
{
    vw_SetTimeThreadSpeed(GameTimeThread, Speed);
}

/*
 * Set game speed.
 */
void cGameSpeed::SetSpeed(float Speed)
{
    vw_Clamp(Speed, MinSpeed, MaxSpeed);

    ChangeGameConfig().GameSpeed = Speed;
    SetThreadSpeed(Speed);

    RemainingDrawTime_ = ShowNotificationSeconds;
    LastUpdateTick_ = SDL_GetTicks();

    std::ostringstream tmpStream;
    tmpStream << std::fixed << std::setprecision(1)
              << vw_GetText("Game Speed:") << " " << Speed;
    DrawStringUTF32_ = ConvertUTF8.from_bytes(tmpStream.str());
}

/*
 * Check keyboard.
 */
void cGameSpeed::CheckKeyboard()
{
    if (MenuStatus != eMenuStatus::GAME
        || GameContentTransp > 0.0f
        || GameMissionCompleteStatus) {
        return;
    }

    if (vw_GetKeyStatus(SDLK_F5)) {
        SetSpeed(GameConfig().GameSpeed - SpeedChangeStep);
        vw_SetKeyStatus(SDLK_F5, false);
    }
    if (vw_GetKeyStatus(SDLK_F6)) {
        SetSpeed(DefaultSpeed);
        vw_SetKeyStatus(SDLK_F6, false);
    }
    if (vw_GetKeyStatus(SDLK_F7)) {
        SetSpeed(GameConfig().GameSpeed + SpeedChangeStep);
        vw_SetKeyStatus(SDLK_F7, false);
    }
}

/*
 * Update game speed status.
 */
void cGameSpeed::Update()
{
    CheckKeyboard();

    if (RemainingDrawTime_ <= 0.0f) {
        return;
    }

    uint32_t CurrentTick = SDL_GetTicks();
    if (LastUpdateTick_ < CurrentTick) {
        constexpr uint32_t TicksInSecond{1000}; // connected to SDL_GetTicks()
        RemainingDrawTime_ -= static_cast<float>(CurrentTick - LastUpdateTick_) / TicksInSecond;
    }
    LastUpdateTick_ = CurrentTick;
}

/*
 * Draw current game speed.
 * Note, caller should setup 2D mode rendering first.
 */
void cGameSpeed::Draw()
{
    if (RemainingDrawTime_ <= 0.0f) {
        return;
    }

    vw_SetFontSize(20);

    int tmpTextPositionX = (GameConfig().InternalWidth - vw_TextWidthUTF32(DrawStringUTF32_)) / 2;
    vw_DrawTextUTF32(tmpTextPositionX, 80, 0, 0, 1.0f, sRGBCOLOR{eRGBCOLOR::white},
                     (RemainingDrawTime_ > 1.0f) ? 1.0f : RemainingDrawTime_, DrawStringUTF32_);

    ResetFontSize();
}

} // astromenace namespace
} // viewizard namespace
