#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~

Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>

Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:

1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.

2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following	disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.

3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS	"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 THE COPYRIGHT	HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL,	SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) 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.

Portions of this software are copyright � 2023 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion

#include "Menu.h"
#include "AdventuresInLestoria.h"
#include "MenuItemItemButton.h"
#include "PlayerMoneyLabel.h"
#include "RowInventoryScrollableWindowComponent.h"
#include "EnhancementStatsLabel.h"
#include "RequiredMaterialsList.h"

INCLUDE_game
INCLUDE_ITEM_CATEGORIES
INCLUDE_DATA
INCLUDE_GFX

void Menu::InitializeBlacksmithCraftingWindow(){
	Menu*blacksmithWindow=CreateMenu(BLACKSMITH,CENTERED,game->GetScreenSize()-vi2d{52,52});

	std::vector<std::pair<std::string,int>>categories;
	std::vector<std::weak_ptr<Item>>weaponInventory;
	std::vector<std::weak_ptr<Item>>armorInventory;
	
	#pragma region Build Equipment Lists
	std::for_each(Inventory::get("Equipment").begin(),Inventory::get("Equipment").end(),[&](const std::weak_ptr<Item> item){
		switch(item.lock()->GetEquipSlot()){
			case EquipSlot::WEAPON:{
				weaponInventory.push_back(item);
			}break;
			case EquipSlot::NONE:
			case EquipSlot::RING1:
			case EquipSlot::RING2:break;//No-op
			default:{ //We assume everything else is armor.
				armorInventory.push_back(item);
			}
		}
	});
	#pragma endregion
	
	auto weaponTab=blacksmithWindow->ADD("Weapon Tab",MenuComponent)(geom2d::rect<float>{{2,0},{blacksmithWindow->size.x/2-4,24}},"Weapon",[](MenuFuncData data){
		Component<MenuComponent>(BLACKSMITH,"Armor Tab")->selected=false;
		Component<RowInventoryScrollableWindowComponent>(BLACKSMITH,"Weapon Inventory Display")->Enable(true);
		Component<RowInventoryScrollableWindowComponent>(BLACKSMITH,"Armor Inventory Display")->Enable(false);
		data.component.lock()->selected=true;
		return true;
	})END;
	weaponTab->selected=true;
	weaponTab->selectionType=SelectionType::HIGHLIGHT;
	auto armorTab=blacksmithWindow->ADD("Armor Tab",MenuComponent)(geom2d::rect<float>{{blacksmithWindow->size.x/2+2,0},{blacksmithWindow->size.x/2-4,24}},"Armor",[](MenuFuncData data){
		Component<MenuComponent>(BLACKSMITH,"Weapon Tab")->selected=false;
		Component<RowInventoryScrollableWindowComponent>(BLACKSMITH,"Weapon Inventory Display")->Enable(false);
		Component<RowInventoryScrollableWindowComponent>(BLACKSMITH,"Armor Inventory Display")->Enable(true);
		data.component.lock()->selected=true;
		return true;
	})END;
	armorTab->selectionType=SelectionType::HIGHLIGHT;
	
	#pragma region Weapon Inventory Display
		auto weaponsDisplay=blacksmithWindow->ADD("Weapon Inventory Display",RowInventoryScrollableWindowComponent)(geom2d::rect<float>{{2,28},{220,blacksmithWindow->size.y-44}},"Item Name Label","Item Description Label",
			[](MenuFuncData data){
				std::weak_ptr<RowItemDisplay>comp=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
				const std::weak_ptr<Item>item=comp.lock()->GetItem();

				std::string label="";
				if(item.lock()->EnhancementIsPossible()&&item.lock()->GetEnhancementInfo().size()>item.lock()->EnhancementLevel()+1){
					label=std::format("Level {} ->#00AA00 {}",item.lock()->EnhancementLevel(),item.lock()->EnhancementLevel()+1);
				}
				Component<MenuLabel>(CRAFT_ITEM,"Enhancement Level Header")->SetLabel(label);
				Component<MenuLabel>(CRAFT_ITEM,"Item Name Header")->SetLabel(std::format("Crafting {}",item.lock()->DisplayName()));
				Component<EnhancementStatsLabel>(CRAFT_ITEM,"Enhancement Stats Label")->SetItem(item);
				Component<RequiredMaterialsList>(CRAFT_ITEM,"Required Materials List")->SetItem(item);
				Component<MenuComponent>(CRAFT_ITEM,"Craft Button")->SetGrayedOut(!item.lock()->CanEnhanceItem());
				Menu::OpenMenu(CRAFT_ITEM);
				return true;
			},
			[](MenuFuncData data){
				std::weak_ptr<RowItemDisplay>rowItem=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
				Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(rowItem.lock()->GetItem());
				return true;
			},
			[](MenuFuncData data){
				Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(Item::BLANK);
				return true;
			},
			InventoryCreator::RowPlayerWeapons_InventoryUpdate,
			InventoryWindowOptions{.padding=1,.size={207,28}}
		)END;
		AddInventoryListener(weaponsDisplay,"Equipment");
		weaponsDisplay->SetCompactDescriptions(CRAFTING_INFO);
	#pragma endregion

	#pragma region Armor Inventory Display
		auto armorDisplay=blacksmithWindow->ADD("Armor Inventory Display",RowInventoryScrollableWindowComponent)(geom2d::rect<float>{{2,28},{220,blacksmithWindow->size.y-44}},"Item Name Label","Item Description Label",
			[](MenuFuncData data){
				Menu::OpenMenu(CRAFT_ITEM);
				std::weak_ptr<RowItemDisplay>comp=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
				const std::weak_ptr<Item>item=comp.lock()->GetItem();

				std::string label="";
				if(item.lock()->EnhancementIsPossible()&&item.lock()->GetEnhancementInfo().size()>item.lock()->EnhancementLevel()+1){
					label=std::format("Level {} ->#00AA00 {}",item.lock()->EnhancementLevel(),item.lock()->EnhancementLevel()+1);
				}
				Component<MenuLabel>(CRAFT_ITEM,"Enhancement Level Header")->SetLabel(label);
				Component<MenuLabel>(CRAFT_ITEM,"Item Name Header")->SetLabel(std::format("Crafting {}",item.lock()->DisplayName()));
				Component<EnhancementStatsLabel>(CRAFT_ITEM,"Enhancement Stats Label")->SetItem(item);
				Component<RequiredMaterialsList>(CRAFT_ITEM,"Required Materials List")->SetItem(item);
				Component<MenuComponent>(CRAFT_ITEM,"Craft Button")->SetGrayedOut(!item.lock()->CanEnhanceItem());
				return true;
			},
			[](MenuFuncData data){
				std::weak_ptr<RowItemDisplay>rowItem=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
				Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(rowItem.lock()->GetItem());
				return true;
			},
			[](MenuFuncData data){
				Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(Item::BLANK);
				return true;
			},
			InventoryCreator::RowPlayerArmor_InventoryUpdate,
			InventoryWindowOptions{.padding=1,.size={207,28}}
		)END;
		AddInventoryListener(armorDisplay,"Equipment");
		armorDisplay->Enable(false);
		armorDisplay->SetCompactDescriptions(CRAFTING_INFO);
	#pragma endregion

	#pragma region Inventory Description
		float inventoryDescriptionWidth=blacksmithWindow->pos.x+blacksmithWindow->size.x-26-224;
		blacksmithWindow->ADD("Item Description Outline",MenuLabel)(geom2d::rect<float>{{224,28},{inventoryDescriptionWidth,blacksmithWindow->size.y-44}},"",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
		blacksmithWindow->ADD("Item Icon",MenuItemItemButton)(geom2d::rect<float>{{226+inventoryDescriptionWidth/2-24,30},{48,48}},Item::BLANK,MenuType::ENUM_END,DO_NOTHING,"","",IconButtonAttr::NOT_SELECTABLE)END;
		blacksmithWindow->ADD("Item Name Label",MenuLabel)(geom2d::rect<float>{{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
		blacksmithWindow->ADD("Item Description Label",MenuLabel)(geom2d::rect<float>{{226,94},{inventoryDescriptionWidth-6,blacksmithWindow->size.y-44-66}},"",0.5f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
	#pragma endregion

	#pragma region Money Display
		vf2d moneyIconPos={224+inventoryDescriptionWidth-24,28+blacksmithWindow->size.y-44+6};
		auto moneyIcon=blacksmithWindow->ADD("Money Icon",MenuIconButton)(geom2d::rect<float>{moneyIconPos,{24,24}},GFX["money.png"].Decal(),DO_NOTHING,IconButtonAttr::NOT_SELECTABLE|IconButtonAttr::NO_OUTLINE|IconButtonAttr::NO_BACKGROUND)END;
		std::string moneyText=std::to_string(game->GetPlayer()->GetMoney());
		vf2d moneyTextSize=game->GetTextSizeProp(moneyText)*2;
		auto moneyDisplay=blacksmithWindow->ADD("Money Label",PlayerMoneyLabel)(geom2d::rect<float>{moneyIconPos-vf2d{2+moneyTextSize.x,-2},moneyTextSize},2,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN|ComponentAttr::FIT_TO_LABEL)END;
		moneyDisplay->SetRightAlignment(true);
		Player::AddMoneyListener(moneyDisplay);
	#pragma endregion

	blacksmithWindow->ADD("Leave Button",MenuComponent)(geom2d::rect<float>{{blacksmithWindow->size.x/2-48,28+blacksmithWindow->size.y-44+6},{96,24}},"Leave",MenuType::ENUM_END,
	[](MenuFuncData data){
		Menu::CloseMenu();
		return true;
	},vf2d{2,2})END;
}