#include "stdafx.h"
#include "jp/ggaf/dxcore/actor/GgafDxSpriteSetActor.h"

#include "jp/ggaf/dxcore/exception/GgafDxCriticalException.h"
#include "jp/ggaf/dxcore/util/GgafDxUtil.h"
#include "jp/ggaf/dxcore/effect/GgafDxSpriteSetEffect.h"
#include "jp/ggaf/dxcore/model/GgafDxSpriteSetModel.h"
#include "jp/ggaf/dxcore/manager/GgafDxTextureConnection.h"
#include "jp/ggaf/dxcore/actor/supporter/GgafDxUvFlipper.h"
#include "jp/ggaf/dxcore/scene/GgafDxUniverse.h"

using namespace GgafCore;
using namespace GgafDxCore;

GgafDxSpriteSetActor::GgafDxSpriteSetActor(const char* prm_name,
                                           const char* prm_model_id,
                                           const char* prm_effect_id,
                                           const char* prm_technique,
                                           GgafStatus* prm_pStat,
                                           GgafDxChecker* prm_pChecker) :

                                               GgafDxDrawableActor(prm_name,
                                                                   prm_model_id,
                                                                   "s",
                                                                   prm_effect_id,
                                                                   "s",
                                                                   prm_technique,
                                                                   prm_pStat,
                                                                   prm_pChecker) ,
_pSpriteSetModel((GgafDxSpriteSetModel*)_pModel),
_pSpriteSetEffect((GgafDxSpriteSetEffect*)_pEffect),
_pUvFlipper(NEW GgafDxUvFlipper(_pSpriteSetModel->_papTextureConnection[0]->peek())) {

    _obj_class |= Obj_GgafDxSpriteSetActor;
    _class_name = "GgafDxSpriteSetActor";
    _pUvFlipper->setRotation(_pSpriteSetModel->_col_texture_split,
                             _pSpriteSetModel->_row_texture_split );
    _pUvFlipper->setActivePtn(0);
    _pUvFlipper->exec(NOT_ANIMATED, 1);

    _pFunc_calcRotMvWorldMatrix = UTIL::setWorldMatrix_RxRzRyMv;
    (*_pFunc_calcRotMvWorldMatrix)(this, _matWorldRotMv);
    _align = ALIGN_CENTER;
    _valign = VALIGN_MIDDLE;
}

void GgafDxSpriteSetActor::processDraw() {
    int draw_set_num = 0; //GgafDxSpriteSetActorの同じモデルで同じテクニックが
                       //連続しているカウント数。同一描画深度は一度に描画する。
    GgafDxSpriteSetEffect* pSpriteSetEffect = _pSpriteSetEffect;
    ID3DXEffect* pID3DXEffect = pSpriteSetEffect->_pID3DXEffect;
    HRESULT hr;

    GgafDxDrawableActor* pDrawActor = this;
    GgafDxSpriteSetActor* pSpriteSetActor = nullptr;
    int model_set_num = _pSpriteSetModel->_set_num;
    float u,v;
    while (true) {
        if (pDrawActor)  {
            if (pDrawActor->_pModel == _pSpriteSetModel && pDrawActor->_hash_technique == _hash_technique) {
                pSpriteSetActor = (GgafDxSpriteSetActor*)pDrawActor;
                if (_align == ALIGN_CENTER) {
                    //do nothing
                } else if (_align == ALIGN_LEFT) {
                    pSpriteSetActor->_matWorld._41 += PX_C(_pSpriteSetModel->_fSize_SpriteSetModelWidthPx/2);
                } else {
                    //ALIGN_RIGHT
                    pSpriteSetActor->_matWorld._41 -= PX_C(_pSpriteSetModel->_fSize_SpriteSetModelWidthPx/2);
                }
                if (_valign == VALIGN_MIDDLE) {
                    //do nothing
                } else if (_valign == VALIGN_TOP) {
                    pSpriteSetActor->_matWorld._42 -= PX_C(_pSpriteSetModel->_fSize_SpriteSetModelHeightPx/2);
                } else {
                    //VALIGN_BOTTOM
                    pSpriteSetActor->_matWorld._42 += PX_C(_pSpriteSetModel->_fSize_SpriteSetModelHeightPx/2);
                }
                hr = pID3DXEffect->SetMatrix(pSpriteSetEffect->_ah_matWorld[draw_set_num], &(pSpriteSetActor->_matWorld) );
                checkDxException(hr, D3D_OK, "GgafDxSpriteSetActor::processDraw SetMatrix(_h_matWorld) に失敗しました。");
                pSpriteSetActor->_pUvFlipper->getUV(u,v);
                hr = pID3DXEffect->SetFloat(pSpriteSetEffect->_ah_offset_u[draw_set_num], u);
                checkDxException(hr, D3D_OK, "GgafDxSpriteSetActor::processDraw() SetFloat(_h_offset_u) に失敗しました。");
                hr = pID3DXEffect->SetFloat(pSpriteSetEffect->_ah_offset_v[draw_set_num], v);
                checkDxException(hr, D3D_OK, "GgafDxSpriteSetActor::processDraw() SetFloat(_h_offset_v) に失敗しました。");
                hr = pID3DXEffect->SetFloat(pSpriteSetEffect->_ah_alpha[draw_set_num], pSpriteSetActor->_alpha);
                checkDxException(hr, D3D_OK, "GgafDxSpriteSetActor::processDraw SetFloat(_alpha) に失敗しました。");

                draw_set_num++;
                if (draw_set_num >= model_set_num) {
                    break;
                }
                pDrawActor = pDrawActor->_pNext_TheSameDrawDepthLevel;
            } else {
                break;
            }
        } else {
            break;
        }
    }
    GgafDxUniverse::_pActor_DrawActive = pSpriteSetActor; //描画セットの最後アクターをセット
    _pSpriteSetModel->GgafDxSpriteSetModel::draw(this, draw_set_num);
}

void GgafDxSpriteSetActor::setAlpha(float prm_alpha) {
    _alpha = prm_alpha;
    //α設定、現在マテリアルはDiffuse以外関係ない
    _paMaterial[0].Ambient.a = _alpha; //＜ーこっちは今のところ無意味
    _paMaterial[0].Diffuse.a = _alpha;
}

void GgafDxSpriteSetActor::addAlpha(float prm_alpha) {
    _alpha += prm_alpha;
    //α設定、現在マテリアルはDiffuse以外関係ない
    _paMaterial[0].Ambient.a = _alpha; //＜ーこっちは今のところ無意味
    _paMaterial[0].Diffuse.a = _alpha;
}

void GgafDxSpriteSetActor::setAlign(GgafDxAlign prm_align, GgafDxValign prm_valign) {
    _align = prm_align;
    _valign = prm_valign;
}

void GgafDxSpriteSetActor::setAlign(GgafDxAlign prm_align) {
    _align = prm_align;
}

void GgafDxSpriteSetActor::setValign(GgafDxValign prm_valign) {
    _valign = prm_valign;
}

GgafDxSpriteSetActor::~GgafDxSpriteSetActor() {
    delete _pUvFlipper;
}
