using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using RecrownedAthenaeum.SpecialTypes;
using RecrownedAthenaeum.Input;
using RecrownedAthenaeum.UI.Skin.Definitions;
namespace RecrownedAthenaeum.UI.Modular.Modules.Interactive
{
    /// 
    /// Function to be called when button is clicked.
    /// 
    public delegate void Clicked();
    /// 
    /// A very primitive button containing all the basic functions.
    /// 
    public class Button : UIModule
    {
        private ButtonSkinDefinition skinDefinition;
        private ISpecialDrawable downTexture, upTexture, highlightedTexture, disabledTexture;
        /// 
        /// Click event listeners.
        /// 
        public event Clicked Listeners;
        private bool pressed;
        /// 
        /// Whether or not this button should be currently disabled.
        /// 
        public bool disabled = false;
        /// 
        /// Whether or not this button is currently being hovered on.
        /// 
        public bool Highlighted { get; private set; }
        /// 
        /// Constructs this button using s for the different states it could be in.
        /// 
        /// Button being pressed.
        /// Button not being pressed.
        /// Disabled button.
        /// Button being highlighted.
        public Button(ISpecialDrawable down, ISpecialDrawable up, ISpecialDrawable disabled = null, ISpecialDrawable selected = null)
        {
            this.downTexture = down;
            this.upTexture = up;
            this.disabledTexture = disabled;
            this.highlightedTexture = selected;
        }
        /// 
        /// Constructs this button using the skin system.
        /// 
        /// The skin containing the information of the textures and design to follow.
        /// The name of the definition in the skin. Can be null to select the default.
        public Button(Skin.Skin skin, string definitionName = null)
        {
            this.skinDefinition = skin.ObtainDefinition(definitionName, GetType());
            downTexture = skin.textureAtlas[skinDefinition.downRegion];
            upTexture = skin.textureAtlas[skinDefinition.upRegion];
            disabledTexture = skin.textureAtlas[skinDefinition.disabledRegion];
            highlightedTexture = skin.textureAtlas[skinDefinition.selectedRegion];
        }
        /// 
        /// Draws the button.
        /// 
        /// Batch used to draw the button.
        public override void Draw(SpriteBatch batch)
        {
            if (disabled)
            {
                disabledTexture?.Draw(batch, bounds, color);
            }
            else
            {
                if (pressed)
                {
                    downTexture.Draw(batch, bounds, color);
                }
                else
                {
                    upTexture.Draw(batch, bounds, color);
                }
            }
            base.Draw(batch);
        }
        /// 
        /// Called when the mouse changes state.
        /// 
        /// The new state.
        /// Whether or not to continue calling the next mouse change listener.
        public sealed override bool MouseStateChanged(MouseState state)
        {
            if (InputUtilities.MouseWithinBoundries(bounds))
            {
                if (state.LeftButton == ButtonState.Pressed)
                {
                    pressed = true;
                }
                else
                {
                    pressed = false;
                }
                if (InputUtilities.MouseClicked())
                {
                    OnClick();
                }
                Highlighted = true;
            }
            else
            {
                Highlighted = false;
                pressed = false;
            }
            return base.MouseStateChanged(state);
        }
        /// 
        /// Called when the state of the keyboard changes.
        /// 
        /// The new state.
        /// Whether or not the next keyboard change listener should be called.
        public sealed override bool KeyboardStateChanged(KeyboardState state)
        {
            return base.KeyboardStateChanged(state);
        }
        internal void OnClick()
        {
            Listeners?.Invoke();
        }
    }
}