/******************************************************************************
 * Spine Runtimes Software License v2.5
 *
 * Copyright (c) 2013-2016, Esoteric Software
 * All rights reserved.
 *
 * You are granted a perpetual, non-exclusive, non-sublicensable, and
 * non-transferable license to use, install, execute, and perform the Spine
 * Runtimes software and derivative works solely for personal or internal
 * use. Without the written permission of Esoteric Software (see Section 2 of
 * the Spine Software License Agreement), you may not (a) modify, translate,
 * adapt, or develop new applications using the Spine Runtimes or otherwise
 * create derivative works or improvements of the Spine Runtimes or (b) remove,
 * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
 * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
 * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using System;
using System.IO;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Spine;

namespace Spine {
	public class Example : Microsoft.Xna.Framework.Game {
		GraphicsDeviceManager graphics;
		SkeletonRenderer skeletonRenderer;
		SkeletonDebugRenderer skeletonDebugRenderer;
		Skeleton skeleton;
		Slot headSlot;
		AnimationState state;
		SkeletonBounds bounds = new SkeletonBounds();

#if WINDOWS_STOREAPP
		private string assetsFolder = @"Assets\";
#else
		private string assetsFolder = "data/";
#endif

		public Example () {
			IsMouseVisible = true;

			graphics = new GraphicsDeviceManager(this);
			graphics.IsFullScreen = false;
			graphics.PreferredBackBufferWidth = 800;
			graphics.PreferredBackBufferHeight = 600;
		}

		protected override void Initialize () {
			// TODO: Add your initialization logic here

			base.Initialize();
		}

		protected override void LoadContent () {
			// Two color tint effect, comment line 80 to disable
			var spineEffect = Content.Load<Effect>("spine-xna-example-content\\SpineEffect");
			spineEffect.Parameters["World"].SetValue(Matrix.Identity);
			spineEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up));			

			skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
			skeletonRenderer.PremultipliedAlpha = false;
			skeletonRenderer.Effect = spineEffect;

			skeletonDebugRenderer = new SkeletonDebugRenderer(GraphicsDevice);
			skeletonDebugRenderer.DisableAll();
			skeletonDebugRenderer.DrawClipping = true;

			// String name = "spineboy-ess";
			// String name = "goblins-pro";
			// String name = "raptor-pro";
			// String name = "tank-pro";
			String name = "coin-pro";
			String atlasName = name.Replace("-pro", "").Replace("-ess", "");
			if (name == "goblins-pro") atlasName = "goblins-mesh";
			bool binaryData = false;

			Atlas atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice));			

			float scale = 1;
			if (name == "spineboy-ess") scale = 0.6f;
			if (name == "raptor-pro") scale = 0.5f;
			if (name == "tank-pro") scale = 0.3f;
			if (name == "coin-pro") scale = 1;

			SkeletonData skeletonData;
			if (binaryData) {
				SkeletonBinary binary = new SkeletonBinary(atlas);
				binary.Scale = scale;
				skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
			} else {
				SkeletonJson json = new SkeletonJson(atlas);
				json.Scale = scale;
				skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
			}
			skeleton = new Skeleton(skeletonData);
			if (name == "goblins-pro") skeleton.SetSkin("goblin");

			// Define mixing between animations.
			AnimationStateData stateData = new AnimationStateData(skeleton.Data);
			state = new AnimationState(stateData);

			if (name == "spineboy-ess") {
				skeleton.SetAttachment("head-bb", "head");

				stateData.SetMix("run", "jump", 0.2f);
				stateData.SetMix("jump", "run", 0.4f);

				// Event handling for all animations.
				state.Start += Start;
				state.End += End;
				state.Complete += Complete;
				state.Event += Event;

				state.SetAnimation(0, "run", true);
				TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
				entry.End += End; // Event handling for queued animations.
				state.AddAnimation(0, "run", true, 0);
			}
			else if (name == "raptor-pro") {
				state.SetAnimation(0, "walk", true);
				state.AddAnimation(1, "gun-grab", false, 2);
			}
			else if (name == "coin-pro") {
				state.SetAnimation(0, "rotate", true);
			}
			else if (name == "tank-pro") {
				skeleton.X += 300;
				state.SetAnimation(0, "drive", true);
			}	
			else {
				state.SetAnimation(0, "walk", true);
			}

			skeleton.X += 400;
			skeleton.Y += GraphicsDevice.Viewport.Height;
			skeleton.UpdateWorldTransform();

			headSlot = skeleton.FindSlot("head");
		}

		protected override void UnloadContent () {
			// TODO: Unload any non ContentManager content here
		}

		protected override void Update (GameTime gameTime) {
			// TODO: Add your update logic here
#if (!WINDOWS_STOREAPP || WINDOWS_PHONE81) && !IOS	
			if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
					this.Exit();
#endif
			base.Update(gameTime);
		}

		protected override void Draw (GameTime gameTime) {
			GraphicsDevice.Clear(Color.Black);

			state.Update(gameTime.ElapsedGameTime.Milliseconds / 1000f);
			state.Apply(skeleton);			
			skeleton.UpdateWorldTransform();
			if (skeletonRenderer.Effect is BasicEffect) {
				((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0);
			} else {
				skeletonRenderer.Effect.Parameters["Projection"].SetValue(Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0));
			}			
			skeletonRenderer.Begin();
			skeletonRenderer.Draw(skeleton);
			skeletonRenderer.End();

			skeletonDebugRenderer.Effect.Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0);
			skeletonDebugRenderer.Begin();
			skeletonDebugRenderer.Draw(skeleton);
			skeletonDebugRenderer.End();

			bounds.Update(skeleton, true);
			MouseState mouse = Mouse.GetState();
			if (headSlot != null) {
				headSlot.G = 1;
				headSlot.B = 1;
				if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
					BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
					if (hit != null) {
						headSlot.G = 0;
						headSlot.B = 0;
					}
				}
			}

			base.Draw(gameTime);
		}

		public void Start (TrackEntry entry) {
#if !WINDOWS_STOREAPP
			Console.WriteLine(entry + ": start");
#endif
		}

		public void End (TrackEntry entry) {
#if !WINDOWS_STOREAPP	
			Console.WriteLine(entry + ": end");
#endif
		}

		public void Complete (TrackEntry entry) {
#if !WINDOWS_STOREAPP	
			Console.WriteLine(entry + ": complete ");
#endif
		}

		public void Event (TrackEntry entry, Event e) {
#if !WINDOWS_STOREAPP	
			Console.WriteLine(entry + ": event " + e);
#endif
		}
	}
}
