use std::time::Instant;

use pixels::{Error, Pixels, SurfaceTexture};
use simple_invaders::{Controls, Direction, World, SCREEN_HEIGHT, SCREEN_WIDTH};
use winit::event;
use winit::event_loop::{ControlFlow, EventLoop};

fn main() -> Result<(), Error> {
    env_logger::init();
    let event_loop = EventLoop::new();

    let (window, surface, width, height) = {
        let scale = 3.0;
        let width = SCREEN_WIDTH as f64 * scale;
        let height = SCREEN_HEIGHT as f64 * scale;

        let window = winit::window::WindowBuilder::new()
            .with_inner_size(winit::dpi::LogicalSize::new(width, height))
            .with_title("pixel invaders")
            .build(&event_loop)
            .unwrap();
        let surface = wgpu::Surface::create(&window);
        let size = window.inner_size().to_physical(window.hidpi_factor());

        (window, surface, size.width as u32, size.height as u32)
    };

    let surface_texture = SurfaceTexture::new(width, height, &surface);
    let mut fb = Pixels::new(224, 256, surface_texture)?;
    let mut invaders = World::new();
    let mut last = Instant::now();

    event_loop.run(move |event, _, control_flow| match event {
        event::Event::WindowEvent { event, .. } => match event {
            event::WindowEvent::KeyboardInput {
                input:
                    event::KeyboardInput {
                        virtual_keycode: Some(event::VirtualKeyCode::Escape),
                        state: event::ElementState::Pressed,
                        ..
                    },
                ..
            }
            | event::WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
            event::WindowEvent::RedrawRequested => fb.render(invaders.draw()),
            _ => (),
        },
        event::Event::EventsCleared => {
            // Get a new delta time.
            let now = Instant::now();
            let dt = now.duration_since(last);
            last = now;

            // TODO: Keyboard and controller input.
            let controls = Controls {
                direction: Direction::Still,
                fire: false,
            };

            invaders.update(dt, controls);
            window.request_redraw();
        }
        _ => (),
    });
}