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extern crate sfml;

use std::collections::HashMap;
use sfml::window::{
	ContextSettings,
	Event,
	Style,
};

use sfml::graphics::{
	RenderWindow,
	RenderTarget,
	Texture,
	Color,
	Rect,
};


#[derive(RustEmbed)]
#[folder = "res"]
pub struct Assets;


pub fn start() -> RenderWindow {
	let default_window_size = (1280, 720);
	let default_framerate = 80;

	let context_settings = ContextSettings {
		antialiasing_level: 0,
		..Default::default()
	};

	let mut window = RenderWindow::new(
		default_window_size,
		"Subconscious",
		Style::CLOSE,
		&context_settings
	);

	window.set_framerate_limit(default_framerate);
	window.set_vertical_sync_enabled(true);

	return window;
}

pub fn render(window: &mut RenderWindow, state: &crate::game::State) {

	// background
	let bgcolor = match state.map.background_colour {
		Some(color) => Color::rgb(color.red, color.green, color.blue),
		None => Color::BLACK,
	};

	window.clear(&bgcolor);

	// load tilesets
	let mut textures: HashMap<u32, Texture> = HashMap::new();
	for tileset in &state.map.tilesets {
		
		let image = &tileset.images[0];
		let asset = Assets::get(&image.source);

		if let Some(asset) = asset {
			let texture = Texture::from_memory(
				asset.as_ref(),
				&Rect {
					left: 0,
					top: 0,
					width: image.width,
					height: image.height
				}
			);

			if let Some(texture) = texture {
				textures.insert(tileset.first_gid, texture);
			}
		}
	}

	// render map

	// for each tile 
	for y in 0 .. state.map.height {
		for x in 0 .. state.map.width {
			// for each layer
			for layer in &state.map.layers {
				state.map.get_tileset_by_gid(layer.tiles[y as usize][x as usize]);
			}
		}
	}


	window.display();
}

pub fn update(window: &mut RenderWindow) {
	while let Some(ev) = window.poll_event() {
		match ev {
			Event::Closed => window.close(),
			_ => {},
		}
	}
}