//! Illustrates how to change window settings and shows how to affect
//! the mouse pointer in various ways.

#[cfg(feature = "custom_cursor")]
use bevy::window::{CustomCursor, CustomCursorImage};
use bevy::{
    diagnostic::{FrameCount, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
    prelude::*,
    window::{
        CursorGrabMode, CursorIcon, CursorOptions, PresentMode, SystemCursorIcon, WindowLevel,
        WindowTheme,
    },
};

fn main() {
    App::new()
        .add_plugins((
            DefaultPlugins.set(WindowPlugin {
                primary_window: Some(Window {
                    title: "I am a window!".into(),
                    name: Some("bevy.app".into()),
                    resolution: (500, 300).into(),
                    present_mode: PresentMode::AutoVsync,
                    // Tells Wasm to resize the window according to the available canvas
                    fit_canvas_to_parent: true,
                    // Tells Wasm not to override default event handling, like F5, Ctrl+R etc.
                    prevent_default_event_handling: false,
                    window_theme: Some(WindowTheme::Dark),
                    enabled_buttons: bevy::window::EnabledButtons {
                        maximize: false,
                        ..Default::default()
                    },
                    // This will spawn an invisible window
                    // The window will be made visible in the make_visible() system after 3 frames.
                    // This is useful when you want to avoid the white window that shows up before the GPU is ready to render the app.
                    visible: false,
                    ..default()
                }),
                ..default()
            }),
            LogDiagnosticsPlugin::default(),
            FrameTimeDiagnosticsPlugin::default(),
        ))
        .add_systems(Startup, init_cursor_icons)
        .add_systems(
            Update,
            (
                change_title,
                toggle_theme,
                toggle_cursor,
                toggle_vsync,
                toggle_window_controls,
                cycle_cursor_icon,
                switch_level,
                make_visible,
            ),
        )
        .run();
}

fn make_visible(mut window: Single<&mut Window>, frames: Res<FrameCount>) {
    // The delay may be different for your app or system.
    if frames.0 == 3 {
        // At this point the gpu is ready to show the app so we can make the window visible.
        // Alternatively, you could toggle the visibility in Startup.
        // It will work, but it will have one white frame before it starts rendering
        window.visible = true;
    }
}

/// This system toggles the vsync mode when pressing the button V.
/// You'll see fps increase displayed in the console.
fn toggle_vsync(input: Res<ButtonInput<KeyCode>>, mut window: Single<&mut Window>) {
    if input.just_pressed(KeyCode::KeyV) {
        window.present_mode = if matches!(window.present_mode, PresentMode::AutoVsync) {
            PresentMode::AutoNoVsync
        } else {
            PresentMode::AutoVsync
        };
        info!("PRESENT_MODE: {:?}", window.present_mode);
    }
}

/// This system switches the window level when pressing the T button
/// You'll notice it won't be covered by other windows, or will be covered by all the other
/// windows depending on the level.
///
/// This feature only works on some platforms. Please check the
/// [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.window_level)
/// for more details.
fn switch_level(input: Res<ButtonInput<KeyCode>>, mut window: Single<&mut Window>) {
    if input.just_pressed(KeyCode::KeyT) {
        window.window_level = match window.window_level {
            WindowLevel::AlwaysOnBottom => WindowLevel::Normal,
            WindowLevel::Normal => WindowLevel::AlwaysOnTop,
            WindowLevel::AlwaysOnTop => WindowLevel::AlwaysOnBottom,
        };
        info!("WINDOW_LEVEL: {:?}", window.window_level);
    }
}

/// This system toggles the window controls when pressing buttons 1, 2 and 3
///
/// This feature only works on some platforms. Please check the
/// [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.enabled_buttons)
/// for more details.
fn toggle_window_controls(input: Res<ButtonInput<KeyCode>>, mut window: Single<&mut Window>) {
    let toggle_minimize = input.just_pressed(KeyCode::Digit1);
    let toggle_maximize = input.just_pressed(KeyCode::Digit2);
    let toggle_close = input.just_pressed(KeyCode::Digit3);

    if toggle_minimize || toggle_maximize || toggle_close {
        if toggle_minimize {
            window.enabled_buttons.minimize = !window.enabled_buttons.minimize;
        }
        if toggle_maximize {
            window.enabled_buttons.maximize = !window.enabled_buttons.maximize;
        }
        if toggle_close {
            window.enabled_buttons.close = !window.enabled_buttons.close;
        }
    }
}

/// This system will then change the title during execution
fn change_title(mut window: Single<&mut Window>, time: Res<Time>) {
    window.title = format!(
        "Seconds since startup: {}",
        time.elapsed().as_secs_f32().round()
    );
}

fn toggle_cursor(mut cursor_options: Single<&mut CursorOptions>, input: Res<ButtonInput<KeyCode>>) {
    if input.just_pressed(KeyCode::Space) {
        cursor_options.visible = !cursor_options.visible;
        cursor_options.grab_mode = match cursor_options.grab_mode {
            CursorGrabMode::None => CursorGrabMode::Locked,
            CursorGrabMode::Locked | CursorGrabMode::Confined => CursorGrabMode::None,
        };
    }
}

/// This system will toggle the color theme used by the window
fn toggle_theme(mut window: Single<&mut Window>, input: Res<ButtonInput<KeyCode>>) {
    if input.just_pressed(KeyCode::KeyF)
        && let Some(current_theme) = window.window_theme
    {
        window.window_theme = match current_theme {
            WindowTheme::Light => Some(WindowTheme::Dark),
            WindowTheme::Dark => Some(WindowTheme::Light),
        };
    }
}

/// Resource with a set of cursor icons we want to cycle through
#[derive(Resource)]
struct CursorIcons(Vec<CursorIcon>);

fn init_cursor_icons(
    mut commands: Commands,
    window: Single<Entity, With<Window>>,
    #[cfg(feature = "custom_cursor")] asset_server: Res<AssetServer>,
) {
    let cursor_icons = CursorIcons(vec![
        SystemCursorIcon::Default.into(),
        SystemCursorIcon::Pointer.into(),
        SystemCursorIcon::Wait.into(),
        SystemCursorIcon::Text.into(),
        #[cfg(feature = "custom_cursor")]
        CustomCursor::Image(CustomCursorImage {
            handle: asset_server.load("branding/icon.png"),
            hotspot: (128, 128),
            ..Default::default()
        })
        .into(),
    ]);
    // By default the Window entity does not have a CursorIcon component, so we add it here.
    commands.entity(*window).insert(cursor_icons.0[0].clone());
    commands.insert_resource(cursor_icons);
}

/// This system cycles the cursor's icon through a small set of icons when clicking
fn cycle_cursor_icon(
    mut cursor: Single<&mut CursorIcon>,
    input: Res<ButtonInput<MouseButton>>,
    mut index: Local<usize>,
    cursor_icons: Res<CursorIcons>,
) {
    if input.just_pressed(MouseButton::Left) {
        *index = (*index + 1) % cursor_icons.0.len();
        **cursor = cursor_icons.0[*index].clone();
    } else if input.just_pressed(MouseButton::Right) {
        *index = if *index == 0 {
            cursor_icons.0.len() - 1
        } else {
            *index - 1
        };
        **cursor = cursor_icons.0[*index].clone();
    }
}
