/*******************************************************************************************
*
*   raylib [text] example - TTF loading and usage
*
*   This example has been created using raylib 1.3.0 (www.raylib.com)
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

using System;
using System.Numerics;
using System.Runtime.InteropServices;
using static Raylib_cs.Raylib;

namespace Examples.Text;

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

        InitWindow(screenWidth, screenHeight, "raylib [text] example - SDF fonts");

        // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
        string msg = "Signed Distance Fields";

        // Loading file to memory
        uint fileSize = 0;
        byte* fileData = LoadFileData("resources/fonts/anonymous_pro_bold.ttf", ref fileSize);

        // Default font generation from TTF font
        Font fontDefault = new();
        fontDefault.BaseSize = 16;
        fontDefault.GlyphCount = 95;

        // Loading font data from memory data
        // Parameters > font size: 16, no chars array provided (0), chars count: 95 (autogenerate chars array)
        fontDefault.Glyphs = LoadFontData(fileData, (int)fileSize, 16, null, 95, FontType.FONT_DEFAULT);
        // Parameters > chars count: 95, font size: 16, chars padding in image: 4 px, pack method: 0 (default)
        Image atlas = GenImageFontAtlas(fontDefault.Glyphs, &fontDefault.Recs, 95, 16, 4, 0);
        fontDefault.Texture = LoadTextureFromImage(atlas);
        UnloadImage(atlas);

        // SDF font generation from TTF font
        Font fontSDF = new();
        fontSDF.BaseSize = 16;
        fontSDF.GlyphCount = 95;
        // Parameters > font size: 16, no chars array provided (0), chars count: 0 (defaults to 95)
        fontSDF.Glyphs = LoadFontData(fileData, (int)fileSize, 16, null, 0, FontType.FONT_SDF);
        // Parameters > chars count: 95, font size: 16, chars padding in image: 0 px, pack method: 1 (Skyline algorythm)
        atlas = GenImageFontAtlas(fontSDF.Glyphs, &fontSDF.Recs, 95, 16, 0, 1);
        fontSDF.Texture = LoadTextureFromImage(atlas);
        UnloadImage(atlas);

        // Free memory from loaded file
        UnloadFileData(fileData);

        // Load SDF required shader (we use default vertex shader)
        Shader shader = LoadShader(null, "resources/shaders/glsl330/sdf.fs");
        // Required for SDF font
        SetTextureFilter(fontSDF.Texture, TextureFilter.TEXTURE_FILTER_BILINEAR);

        Vector2 fontPosition = new(40, screenHeight / 2 - 50);
        Vector2 textSize = new(0.0f);
        float fontSize = 16.0f;
        // 0 - fontDefault, 1 - fontSDF
        int currentFont = 0;

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

        // Main game loop
        while (!WindowShouldClose())
        {
            // Update
            //----------------------------------------------------------------------------------
            fontSize += GetMouseWheelMove() * 8.0f;

            if (fontSize < 6)
            {
                fontSize = 6;
            }

            if (IsKeyDown(KeyboardKey.KEY_SPACE))
            {
                currentFont = 1;
            }
            else
            {
                currentFont = 0;
            }

            if (currentFont == 0)
            {
                textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
            }
            else
            {
                textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
            }

            fontPosition.X = GetScreenWidth() / 2 - textSize.X / 2;
            fontPosition.Y = GetScreenHeight() / 2 - textSize.Y / 2 + 80;
            //----------------------------------------------------------------------------------

            // Draw
            //----------------------------------------------------------------------------------
            BeginDrawing();
            ClearBackground(Color.RAYWHITE);

            if (currentFont == 1)
            {
                // NOTE: SDF fonts require a custom SDf shader to compute fragment color
                BeginShaderMode(shader);
                DrawTextEx(fontSDF, msg, fontPosition, fontSize, 0, Color.BLACK);
                EndShaderMode();

                DrawTexture(fontSDF.Texture, 10, 10, Color.BLACK);
            }
            else
            {
                DrawTextEx(fontDefault, msg, fontPosition, fontSize, 0, Color.BLACK);
                DrawTexture(fontDefault.Texture, 10, 10, Color.BLACK);
            }

            if (currentFont == 1)
            {
                DrawText("SDF!", 320, 20, 80, Color.RED);
            }
            else
            {
                DrawText("default font", 315, 40, 30, Color.GRAY);
            }

            DrawText("FONT SIZE: 16.0", GetScreenWidth() - 240, 20, 20, Color.DARKGRAY);
            DrawText($"RENDER SIZE: {fontSize:2F}", GetScreenWidth() - 240, 50, 20, Color.DARKGRAY);
            DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, Color.DARKGRAY);

            DrawText("PRESS SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, Color.MAROON);

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

        // De-Initialization
        //--------------------------------------------------------------------------------------
        UnloadFont(fontDefault);
        UnloadFont(fontSDF);
        UnloadShader(shader);

        CloseWindow();
        //--------------------------------------------------------------------------------------

        return 0;
    }
}