// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE

using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Shapes;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.UI;
using OpenTK;
using OpenTK.Graphics;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Extensions.Color4Extensions;
using System.Linq;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Taiko.Objects.Drawables;

namespace osu.Game.Rulesets.Taiko.UI
{
    public class TaikoPlayfield : ScrollingPlayfield
    {
        /// <summary>
        /// Default height of a <see cref="TaikoPlayfield"/> when inside a <see cref="TaikoRulesetContainer"/>.
        /// </summary>
        public const float DEFAULT_HEIGHT = 178;

        /// <summary>
        /// The offset from <see cref="left_area_size"/> which the center of the hit target lies at.
        /// </summary>
        public const float HIT_TARGET_OFFSET = 100;

        /// <summary>
        /// The size of the left area of the playfield. This area contains the input drum.
        /// </summary>
        private const float left_area_size = 240;


        private readonly Container<HitExplosion> hitExplosionContainer;
        private readonly Container<KiaiHitExplosion> kiaiExplosionContainer;
        private readonly Container<DrawableTaikoJudgement> judgementContainer;

        protected override Container<Drawable> Content => content;
        private readonly Container content;

        private readonly Container topLevelHitContainer;

        private readonly Container barlineContainer;

        private readonly Container overlayBackgroundContainer;
        private readonly Container backgroundContainer;

        private readonly Box overlayBackground;
        private readonly Box background;

        public TaikoPlayfield()
            : base(Axes.X)
        {
            AddRangeInternal(new Drawable[]
            {
                backgroundContainer = new Container
                {
                    Name = "Transparent playfield background",
                    RelativeSizeAxes = Axes.Both,
                    Masking = true,
                    EdgeEffect = new EdgeEffectParameters
                    {
                        Type = EdgeEffectType.Shadow,
                        Colour = Color4.Black.Opacity(0.2f),
                        Radius = 5,
                    },
                    Children = new Drawable[]
                    {
                        background = new Box
                        {
                            RelativeSizeAxes = Axes.Both,
                            Alpha = 0.6f
                        },
                    }
                },
                new Container
                {
                    Name = "Right area",
                    RelativeSizeAxes = Axes.Both,
                    Padding = new MarginPadding { Left = left_area_size },
                    Children = new Drawable[]
                    {
                        new Container
                        {
                            Name = "Masked elements before hit objects",
                            RelativeSizeAxes = Axes.Both,
                            Padding = new MarginPadding { Left = HIT_TARGET_OFFSET },
                            Masking = true,
                            Children = new Drawable[]
                            {
                                hitExplosionContainer = new Container<HitExplosion>
                                {
                                    RelativeSizeAxes = Axes.Both,
                                    FillMode = FillMode.Fit,
                                    Blending = BlendingMode.Additive,
                                },
                                new HitTarget
                                {
                                    Anchor = Anchor.CentreLeft,
                                    Origin = Anchor.Centre,
                                    RelativeSizeAxes = Axes.Both,
                                    FillMode = FillMode.Fit
                                }
                            }
                        },
                        barlineContainer = new Container
                        {
                            RelativeSizeAxes = Axes.Both,
                            Padding = new MarginPadding { Left = HIT_TARGET_OFFSET }
                        },
                        content = new Container
                        {
                            Name = "Hit objects",
                            RelativeSizeAxes = Axes.Both,
                            Padding = new MarginPadding { Left = HIT_TARGET_OFFSET },
                            Masking = true
                        },
                        kiaiExplosionContainer = new Container<KiaiHitExplosion>
                        {
                            Name = "Kiai hit explosions",
                            RelativeSizeAxes = Axes.Both,
                            FillMode = FillMode.Fit,
                            Margin = new MarginPadding { Left = HIT_TARGET_OFFSET },
                            Blending = BlendingMode.Additive
                        },
                        judgementContainer = new Container<DrawableTaikoJudgement>
                        {
                            Name = "Judgements",
                            RelativeSizeAxes = Axes.Y,
                            Margin = new MarginPadding { Left = HIT_TARGET_OFFSET },
                            Blending = BlendingMode.Additive
                        },
                    }
                },
                overlayBackgroundContainer = new Container
                {
                    Name = "Left overlay",
                    RelativeSizeAxes = Axes.Y,
                    Size = new Vector2(left_area_size, 1),
                    Children = new Drawable[]
                    {
                        overlayBackground = new Box
                        {
                            RelativeSizeAxes = Axes.Both,
                        },
                        new InputDrum
                        {
                            Anchor = Anchor.CentreRight,
                            Origin = Anchor.CentreRight,
                            Scale = new Vector2(0.9f),
                            Margin = new MarginPadding { Right = 20 }
                        },
                        new Box
                        {
                            Anchor = Anchor.TopRight,
                            RelativeSizeAxes = Axes.Y,
                            Width = 10,
                            Colour = Framework.Graphics.Colour.ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.6f), Color4.Black.Opacity(0)),
                        },
                    }
                },
                new Container
                {
                    Name = "Border",
                    RelativeSizeAxes = Axes.Both,
                    Masking = true,
                    MaskingSmoothness = 0,
                    BorderThickness = 2,
                    AlwaysPresent = true,
                    Children = new[]
                    {
                        new Box
                        {
                            RelativeSizeAxes = Axes.Both,
                            Alpha = 0,
                            AlwaysPresent = true
                        }
                    }
                },
                topLevelHitContainer = new Container
                {
                    Name = "Top level hit objects",
                    RelativeSizeAxes = Axes.Both,
                }
            });

            VisibleTimeRange.Value = 6000;
        }

        [BackgroundDependencyLoader]
        private void load(OsuColour colours)
        {
            overlayBackgroundContainer.BorderColour = colours.Gray0;
            overlayBackground.Colour = colours.Gray1;

            backgroundContainer.BorderColour = colours.Gray1;
            background.Colour = colours.Gray0;
        }

        public override void Add(DrawableHitObject h)
        {
            h.Depth = (float)h.HitObject.StartTime;

            base.Add(h);

            var barline = h as DrawableBarLine;
            if (barline != null)
                barlineContainer.Add(barline.CreateProxy());

            // Swells should be moved at the very top of the playfield when they reach the hit target
            var swell = h as DrawableSwell;
            if (swell != null)
                swell.OnStart += () => topLevelHitContainer.Add(swell.CreateProxy());
        }

        public override void OnJudgement(DrawableHitObject judgedObject, Judgement judgement)
        {
            if (judgedObject.DisplayJudgement && judgementContainer.FirstOrDefault(j => j.JudgedObject == judgedObject) == null)
            {
                judgementContainer.Add(new DrawableTaikoJudgement(judgedObject, judgement)
                {
                    Anchor = judgement.IsHit ? Anchor.TopLeft : Anchor.CentreLeft,
                    Origin = judgement.IsHit ? Anchor.BottomCentre : Anchor.Centre,
                    RelativePositionAxes = Axes.X,
                    X = judgement.IsHit ? judgedObject.Position.X : 0,
                });
            }

            if (!judgement.IsHit)
                return;

            bool isRim = judgedObject.HitObject is RimHit;

            if (judgement is TaikoStrongHitJudgement)
                hitExplosionContainer.Children.FirstOrDefault(e => e.JudgedObject == judgedObject)?.VisualiseSecondHit();
            else
            {
                if (judgedObject.X >= -0.05f && judgedObject is DrawableHit)
                {
                    // If we're far enough away from the left stage, we should bring outselves in front of it
                    topLevelHitContainer.Add(judgedObject.CreateProxy());
                }

                hitExplosionContainer.Add(new HitExplosion(judgedObject, isRim));

                if (judgedObject.HitObject.Kiai)
                    kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject, isRim));
            }
        }
    }
}
