/*
 * Pixel Dungeon
 * Copyright (C) 2012-2015  Oleg Dolya
 *
 * Shattered Pixel Dungeon
 * Copyright (C) 2014-2019 Evan Debenham
 *
 * 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 3 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, see <http://www.gnu.org/licenses/>
 */
package com.shatteredpixel.shatteredpixeldungeon.ui;

import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.watabou.gltextures.TextureCache;
import com.watabou.glwrap.Blending;
import com.watabou.noosa.Game;
import com.watabou.noosa.Image;
import com.watabou.noosa.NoosaScript;
import com.watabou.noosa.NoosaScriptNoLighting;
import com.watabou.noosa.SkinnedBlock;
import com.watabou.noosa.ui.Component;

public class Archs extends Component {

	private static final float SCROLL_SPEED	= 20f;

	private SkinnedBlock arcsBg;
	private SkinnedBlock arcsFg;
	private Image darkness;

	private static float offsB = 0;
	private static float offsF = 0;

	public boolean reversed = false;

	@Override
	protected void createChildren() {
		arcsBg = new SkinnedBlock( 1, 1, Assets.ARCS_BG ){
			@Override
			protected NoosaScript script() {
				return NoosaScriptNoLighting.get();
			}

			@Override
			public void draw() {
				//arch bg has no alpha component, this improves performance
				Blending.disable();
				super.draw();
				Blending.enable();
			}
		};
		arcsBg.autoAdjust = true;
		arcsBg.offsetTo( 0,  offsB );
		add( arcsBg );

		arcsFg = new SkinnedBlock( 1, 1, Assets.ARCS_FG ){
			@Override
			protected NoosaScript script() {
				return NoosaScriptNoLighting.get();
			}
		};
		arcsFg.autoAdjust = true;
		arcsFg.offsetTo( 0,  offsF );
		add( arcsFg );

		darkness= new Image(TextureCache.createGradient(0x00000000, 0x22000000, 0x55000000, 0x99000000, 0xEE000000));
		darkness.angle = 90;
		add(darkness);
	}

	@Override
	protected void layout() {
		arcsBg.size( width, height );
		arcsBg.offset( arcsBg.texture.width / 4 - (width % arcsBg.texture.width) / 2, 0 );

		arcsFg.size( width, height );
		arcsFg.offset( arcsFg.texture.width / 4 - (width % arcsFg.texture.width) / 2, 0 );

		darkness.x = width;
		darkness.scale.x = height/5f;
		darkness.scale.y = width;
	}

	@Override
	public void update() {

		super.update();

		float shift = Game.elapsed * SCROLL_SPEED;
		if (reversed) {
			shift = -shift;
		}

		arcsBg.offset( 0, shift );
		arcsFg.offset( 0, shift * 2 );

		offsB = arcsBg.offsetY();
		offsF = arcsFg.offsetY();
	}
}
