#include "Debug_Actor.h"
#include "EngineCore/Game.h"
#include <string>

Debug_Actor::Debug_Actor()
{
    m_debugFont = TTF_OpenFont("Fonts/VonwaonBitmap-12px.ttf", 12);
    if (m_debugFont == nullptr)
    {

        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load debug font: %s", TTF_GetError());
    }

    FPS_Text = new Text("当 前 帧 数 :", m_debugFont, SDL_Color{255, 255, 255, 255});
    DT_Text = new Text("帧 时 间 :", m_debugFont, SDL_Color{255, 255, 255, 255});
    RC_Text = new Text("渲 染 调 用 次 数:", m_debugFont, SDL_Color{255, 255, 255, 255});
    if (FPS_Text != nullptr)
    {
        SDL_Point Pos{26, 26};
        FPS_Text->SetPos(Pos);
        this->AddComponent(FPS_Text);
    }
    if (DT_Text != nullptr)
    {
        SDL_Point Pos{26, 46};
        DT_Text->SetPos(Pos);
        this->AddComponent(DT_Text);
    }
    if (RC_Text != nullptr)
    {
        SDL_Point Pos{26, 66};
        RC_Text->SetPos(Pos);
        this->AddComponent(RC_Text);
    }
}

Debug_Actor::~Debug_Actor()
{

    if (m_debugFont != nullptr)
    {
        TTF_CloseFont(m_debugFont);
        m_debugFont = nullptr;
    }
}

void Debug_Actor::Update(float deltaTime)
{
    Actor::Update(deltaTime);

    if (FPS_Text != nullptr)
    {
        std::string fpsText = "当前帧数 : " + std::to_string(FPS);
        FPS_Text->SetText(fpsText);
        std::string dtText = "帧时间 : " + std::to_string((int)(deltaTime * 1000));
        DT_Text->SetText(dtText);
        std::string rcText = "渲染调用次数 : " + std::to_string(RenderCount);
        RC_Text->SetText(rcText);
    }
}

void Debug_Actor::Render()
{
    if (FPS_Text != nullptr)
    {
        SDL_Renderer *renderer = Game::GetInstance().GetRenderer();
        if (renderer != nullptr)
        {

            SDL_Point textPos = FPS_Text->Pos;
            SDL_Point textSize = FPS_Text->Size;

            int bgX = textPos.x - padding;
            int bgY = textPos.y - padding;
            int bgWidth = textSize.x + padding * 2;
            int bgHeight = textSize.y + padding * 2 * 4;

            DrawRoundedRect(renderer, bgX, bgY, bgWidth, bgHeight, cornerRadius, bgColor);
        }
    }

    Actor::Render();
}

void Debug_Actor::DrawRoundedRect(SDL_Renderer *renderer, int x, int y, int w, int h, int radius, SDL_Color color)
{
    if (renderer == nullptr)
        return;

    SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);

    SDL_RenderDrawLine(renderer, x + radius, y, x + w - radius, y);
    SDL_RenderDrawLine(renderer, x + radius, y + h, x + w - radius, y + h);
    SDL_RenderDrawLine(renderer, x, y + radius, x, y + h - radius);
    SDL_RenderDrawLine(renderer, x + w, y + radius, x + w, y + h - radius);

    const int segments = 16;
    for (int i = 0; i < segments; i++)
    {

        float t1 = static_cast<float>(i) / segments;
        float t2 = static_cast<float>(i + 1) / segments;

        float angle1 = M_PI * (1.0f - t1);
        float angle2 = M_PI * (1.0f - t2);
        SDL_RenderDrawLineF(
            renderer,
            x + radius + cos(angle1) * radius, y + radius + sin(angle1) * radius,
            x + radius + cos(angle2) * radius, y + radius + sin(angle2) * radius);

        angle1 = 2 * M_PI - t1 * M_PI_2;
        angle2 = 2 * M_PI - t2 * M_PI_2;
        SDL_RenderDrawLineF(
            renderer,
            x + w - radius + cos(angle1) * radius, y + radius + sin(angle1) * radius,
            x + w - radius + cos(angle2) * radius, y + radius + sin(angle2) * radius);

        angle1 = t1 * M_PI_2;
        angle2 = t2 * M_PI_2;
        SDL_RenderDrawLineF(
            renderer,
            x + w - radius + cos(angle1) * radius, y + h - radius + sin(angle1) * radius,
            x + w - radius + cos(angle2) * radius, y + h - radius + sin(angle2) * radius);

        angle1 = M_PI_2 + t1 * M_PI_2;
        angle2 = M_PI_2 + t2 * M_PI_2;
        SDL_RenderDrawLineF(
            renderer,
            x + radius + cos(angle1) * radius, y + h - radius + sin(angle1) * radius,
            x + radius + cos(angle2) * radius, y + h - radius + sin(angle2) * radius);
    }

    for (int dy = 0; dy < h; dy++)
    {
        int leftIndent = 0;
        int rightIndent = 0;

        if (dy < radius)
        {
            float ratio = 1.0f - static_cast<float>(dy) / radius;
            leftIndent = rightIndent = static_cast<int>(radius * (1.0f - sqrt(1.0f - ratio * ratio)));
        }

        else if (dy > h - radius)
        {
            float ratio = static_cast<float>(dy - (h - radius)) / radius;
            leftIndent = rightIndent = static_cast<int>(radius * (1.0f - sqrt(1.0f - ratio * ratio)));
        }

        SDL_RenderDrawLine(
            renderer,
            x + leftIndent, y + dy,
            x + w - rightIndent, y + dy);
    }
}