using Raylib;
using static Raylib.Raylib;
using static Raylib.PixelFormat;

public partial class textures_image_processing
{
    /*******************************************************************************************
    *
    *   raylib [textures] example - Image processing
    *
    *   NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
    *
    *   This example has been created using raylib 1.4 (www.raylib.com)
    *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
    *
    *   Copyright (c) 2016 Ramon Santamaria (@raysan5)
    *
    ********************************************************************************************/

    
    
    public const int NUM_PROCESSES = 8;

    enum ImageProcess
    {
        NONE = 0,
        COLOR_GRAYSCALE,
        COLOR_TINT,
        COLOR_INVERT,
        COLOR_CONTRAST,
        COLOR_BRIGHTNESS,
        FLIP_VERTICAL,
        FLIP_HORIZONTAL
    }

    static string[] processText = {
        "NO PROCESSING",
        "COLOR GRAYSCALE",
        "COLOR TINT",
        "COLOR INVERT",
        "COLOR CONTRAST",
        "COLOR BRIGHTNESS",
        "FLIP VERTICAL",
        "FLIP HORIZONTAL"
    };

    public static int Main()
    {
        // Initialization
        //--------------------------------------------------------------------------------------
        int screenWidth = 800;
        int screenHeight = 450;

        InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing");

        // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)

        Image image = LoadImage("resources/parrots.png");   // Loaded in CPU memory (RAM)
        ImageFormat(ref image, (int)UNCOMPRESSED_R8G8B8A8);         // Format image to RGBA 32bit (required for texture update) <-- ISSUE
        Texture2D texture = LoadTextureFromImage(image);    // Image converted to texture, GPU memory (VRAM)

        int currentProcess = (int)ImageProcess.NONE;
        bool textureReload = false;

        Rectangle[] selectRecs = new Rectangle[NUM_PROCESSES];

        for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = new Rectangle( 40, 50 + 32*i, 150, 30 );

        SetTargetFPS(60);
        //---------------------------------------------------------------------------------------

        // Main game loop
        while (!WindowShouldClose())    // Detect window close button or ESC key
        {
            // Update
            //----------------------------------------------------------------------------------
            if (IsKeyPressed(KeyboardKey.KEY_DOWN))
            {
                currentProcess++;
                if (currentProcess > 7) currentProcess = 0;
                textureReload = true;
            }
            else if (IsKeyPressed(KeyboardKey.KEY_UP))
            {
                currentProcess--;
                if (currentProcess < 0) currentProcess = 7;
                textureReload = true;
            }

            if (textureReload)
            {
                UnloadImage(image);                         // Unload current image data
                image = LoadImage("resources/parrots.png"); // Re-load image data

                // NOTE: Image processing is a costly CPU process to be done every frame,
                // If image processing is required in a frame-basis, it should be done
                // with a texture and by shaders
                switch (currentProcess)
                {
                    case (int)ImageProcess.COLOR_GRAYSCALE: ImageColorGrayscale(ref image); break;
                    case (int)ImageProcess.COLOR_TINT: ImageColorTint(ref image, GREEN); break;
                    case (int)ImageProcess.COLOR_INVERT: ImageColorInvert(ref image); break;
                    case (int)ImageProcess.COLOR_CONTRAST: ImageColorContrast(ref image, -40); break;
                    case (int)ImageProcess.COLOR_BRIGHTNESS: ImageColorBrightness(ref image, -80); break;
                    case (int)ImageProcess.FLIP_VERTICAL: ImageFlipVertical(ref image); break;
                    case (int)ImageProcess.FLIP_HORIZONTAL: ImageFlipHorizontal(ref image); break;
                    default: break;
                }

                var pixels = GetImageData(image);        // Get pixel data from image (RGBA 32bit)
                UpdateTexture(texture, pixels);             // Update texture with new image data
                // free(pixels);                               // Unload pixels data from RAM

                textureReload = false;
            }
            //----------------------------------------------------------------------------------

            // Draw
            //----------------------------------------------------------------------------------
            BeginDrawing();

                ClearBackground(RAYWHITE);

                DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);

                // Draw rectangles
                for (int i = 0; i < NUM_PROCESSES; i++)
                {
                    DrawRectangleRec(selectRecs[i], (i == currentProcess) ? SKYBLUE : LIGHTGRAY);
                    DrawRectangleLines((int)selectRecs[i].x, (int)selectRecs[i].y, (int)selectRecs[i].width, (int)selectRecs[i].height, (i == currentProcess) ? BLUE : GRAY);
                    DrawText(processText[i], (int)(selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int)selectRecs[i].y + 11, 10, (i == currentProcess) ? DARKBLUE : DARKGRAY);
                }

                DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
                DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);

            EndDrawing();
            //----------------------------------------------------------------------------------
        }

        // De-Initialization
        //--------------------------------------------------------------------------------------
        UnloadTexture(texture);       // Unload texture from VRAM
        UnloadImage(image);           // Unload image from RAM

        CloseWindow();                // Close window and OpenGL context
        //--------------------------------------------------------------------------------------

        return 0;
    }
}