/***************************************************************************
 *   Copyright 2008-2010 Stefan Majewsky <majewsky@gmx.net>
 *
 *   This program is free software; you can redistribute it and/or
 *   modify it under the terms of the GNU General Public
 *   License as published by the Free Software Foundation; either
 *   version 2 of the License, or (at your option) any later version.
 *
 *   This program is distributed in the hope that it will be useful,
 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *   GNU General Public License for more details.
 *
 *   You should have received a copy of the GNU General Public License
 *   along with this program; if not, write to the Free Software
 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 ***************************************************************************/

#include "mainwindow.h"
#include "game.h"
#include "game-state.h"
#include "infobar.h"
#include "settings.h"
#include "view.h"

#include <QPointer>
#include <QTime>
#include <QAction>
#include <KActionMenu>
#include <KActionCollection>
#include <KgDifficulty>
#include <KGameRenderer>
#include <KLocalizedString>
#include <KNotifyConfigWidget>
#include <KScoreDialog>
#include <KStandardAction>
#include <KStandardGameAction>

namespace KDiamond
{
class ThemeProvider : public KgThemeProvider
{
public:
    explicit ThemeProvider(QObject *parent = nullptr)
        : KgThemeProvider("Theme", parent)
    {
        discoverThemes("appdata", QStringLiteral("themes"));
    }
};

class Renderer : public KGameRenderer
{
public:
    Renderer() : KGameRenderer(new ThemeProvider, 10)
    {
        setFrameSuffix(QStringLiteral("-%1"));
    }
};
}

MainWindow::MainWindow(QWidget *parent)
    : KXmlGuiWindow(parent)
    , m_gameState(new KDiamond::GameState)
    , m_game(nullptr)
    , m_view(new KDiamond::View)
    , m_infoBar(nullptr)
    , m_newAct(new KActionMenu(QIcon::fromTheme(QStringLiteral("document-new")), i18nc("new game", "&New"), this))
    , m_newTimedAct(new QAction(i18n("Timed game"), this))
    , m_newUntimedAct(new QAction(i18n("Untimed game"), this))
    , m_renderer(new KDiamond::Renderer())
    , m_selector(m_renderer->themeProvider(), KgThemeSelector::EnableNewStuffDownload)
{
    m_renderer->setDefaultPrimaryView(m_view);
    //init GUI - "New Action"
    m_newAct->setToolTip(i18n("Start a new game"));
    m_newAct->setWhatsThis(i18n("Start a new game."));
    actionCollection()->addAction(QStringLiteral("game_new"), m_newAct);
    actionCollection()->setDefaultShortcuts(m_newAct, KStandardShortcut::openNew());
    connect(m_newAct, &KActionMenu::triggered, this, &MainWindow::startGameDispatcher);
    m_newAct->addAction(m_newTimedAct);
    connect(m_newTimedAct, &QAction::triggered, this, &MainWindow::startGameDispatcher);
    m_newAct->addAction(m_newUntimedAct);
    connect(m_newUntimedAct, &QAction::triggered, this, &MainWindow::startGameDispatcher);
    //init GUI - the other actions
    KStandardGameAction::highscores(this, SLOT(showHighscores()), actionCollection());
    m_pauseAct = KStandardGameAction::pause(this, SLOT(pausedAction(bool)), actionCollection());
    KStandardGameAction::quit(this, SLOT(close()), actionCollection());
    m_hintAct = KStandardGameAction::hint(nullptr, nullptr, actionCollection());
    KStandardAction::preferences(&m_selector, SLOT(showAsDialog()), actionCollection());
    KStandardAction::configureNotifications(this, &MainWindow::configureNotifications, actionCollection());
    //difficulty
    KgDifficultyGUI::init(this);
    connect(Kg::difficulty(), &KgDifficulty::currentLevelChanged, this, &MainWindow::startGameDispatcher);
    //late GUI initialisation
    setupGUI(QSize(300, 400)); //TODO: find better solution for a minimum size
    setCaption(i18nc("The application's name", "KDiamond"));
    setCentralWidget(m_view);
    //init statusbar
    m_infoBar = new KDiamond::InfoBar(statusBar());
    connect(m_gameState, &KDiamond::GameState::stateChanged, this, &MainWindow::stateChange);
    connect(m_gameState, &KDiamond::GameState::pointsChanged, m_infoBar, &KDiamond::InfoBar::updatePoints);
    connect(m_gameState, &KDiamond::GameState::leftTimeChanged, m_infoBar, &KDiamond::InfoBar::updateRemainingTime);
    //init game
    startGameDispatcher();
}

MainWindow::~MainWindow()
{
    Settings::self()->save();
    delete m_renderer;
    delete m_game;
    delete m_gameState;
}

void MainWindow::startGameDispatcher()
{
    if (sender() == m_newUntimedAct) {
        startGame(KDiamond::UntimedGame);
    } else if (sender() == m_newTimedAct) {
        startGame(KDiamond::NormalGame);
    } else
        //attention: this may also be used by KgDifficulty and the ctor
    {
        startGame(Settings::untimed() ? KDiamond::UntimedGame : KDiamond::NormalGame);
    }
}

void MainWindow::startGame(KDiamond::Mode mode)
{
    //delete old board
    delete m_game;
    //start new game
    m_gameState->startNewGame();
    m_gameState->setMode(mode);
    m_game = new Game(m_gameState, m_renderer);
    connect(m_gameState, &KDiamond::GameState::stateChanged, m_game, &Game::stateChange);
    connect(m_gameState, &KDiamond::GameState::message, m_game, &Game::message);
    connect(m_game, &Game::numberMoves, m_infoBar, &KDiamond::InfoBar::updateMoves);
    connect(m_game, &Game::pendingAnimationsFinished, this, &MainWindow::gameIsOver);
    connect(m_hintAct, &QAction::triggered, m_game, &Game::showHint);
    m_view->setScene(m_game);
    //reset status bar
    m_infoBar->setUntimed(mode == KDiamond::UntimedGame);
    m_infoBar->updatePoints(0);
    m_infoBar->updateRemainingTime(KDiamond::GameDuration);
}

void MainWindow::stateChange(KDiamond::State state)
{
    m_pauseAct->setEnabled(state != KDiamond::Finished);
    m_pauseAct->setChecked(state == KDiamond::Paused);
    m_hintAct->setEnabled(state == KDiamond::Playing);
}

void MainWindow::gameIsOver()
{
    //create score info
    KScoreDialog::FieldInfo scoreInfo;
    scoreInfo[KScoreDialog::Score].setNum(m_gameState->points());
    scoreInfo[KScoreDialog::Custom1] = m_gameState->mode() == KDiamond::UntimedGame ? i18n("Untimed") : i18n("Timed");
    //report score
    QPointer<KScoreDialog> dialog = new KScoreDialog(KScoreDialog::Name | KScoreDialog::Score, this);
    dialog->addField(KScoreDialog::Custom1, i18n("Mode"), QStringLiteral("mode"));
    dialog->initFromDifficulty(Kg::difficulty());
    dialog->addScore(scoreInfo);
    dialog->exec();
    delete dialog;
}

void MainWindow::showHighscores()
{
    //pause game if necessary
    m_gameState->setState(KDiamond::Paused);
    if (m_gameState->state() != KDiamond::Finished) {
        actionCollection()->action(QStringLiteral("game_pause"))->setChecked(true);
    }
    //show dialog
    QPointer<KScoreDialog> dialog = new KScoreDialog(KScoreDialog::Name | KScoreDialog::Score, this);
    dialog->addField(KScoreDialog::Custom1, i18n("Mode"), QStringLiteral("mode"));
    dialog->initFromDifficulty(Kg::difficulty());
    dialog->exec();
    delete dialog;
}

void MainWindow::pausedAction(bool paused)
{
    m_gameState->setState(paused ? KDiamond::Paused : KDiamond::Playing);
}

void MainWindow::configureNotifications()
{
    KNotifyConfigWidget::configure(this);
}

