// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2008-2024
//
// This file is part of Nitro Engine

// TODO: There are better ways to do this, for example, using the VBL interrupt
// to check if the second has changed.

#include <time.h>

#include <NEMain.h>

#include "teapot_bin.h"
#include "teapot.h"

typedef struct {
    NE_Camera *Camera;
    NE_Model *Model;
} SceneData;

void Draw3DScene(void *arg)
{
    SceneData *Scene = arg;

    NE_CameraUse(Scene->Camera);
    NE_ModelDraw(Scene->Model);
}

int main(int argc, char *argv[])
{
    SceneData Scene = { 0 };

    irqEnable(IRQ_HBLANK);
    irqSet(IRQ_VBLANK, NE_VBLFunc);
    irqSet(IRQ_HBLANK, NE_HBLFunc);

    // Init Nitro Engine in normal 3D mode
    NE_Init3D();
    // libnds uses VRAM_C for the text console, reserve A and B only
    NE_TextureSystemReset(0, 0, NE_VRAM_AB);
    // Init console in non-3D screen
    consoleDemoInit();

    // Allocate space for objects
    Scene.Model = NE_ModelCreate(NE_Static);
    Scene.Camera = NE_CameraCreate();
    NE_Material *Material = NE_MaterialCreate();

    // Set coordinates for the camera
    NE_CameraSet(Scene.Camera,
                 0, 0, -3,  // Position
                 0, 0, 0,   // Look at
                 0, 1, 0);  // Up direction

    // Load mesh from RAM and assign it to the object "Model".
    NE_ModelLoadStaticMesh(Scene.Model, teapot_bin);

    // Load a RGB texture from RAM and assign it to "Material".
    NE_MaterialTexLoad(Material, NE_A1RGB5, 256, 256,
                       NE_TEXGEN_TEXCOORD | NE_TEXTURE_WRAP_S | NE_TEXTURE_WRAP_T,
                       teapotBitmap);

    // Assign texture to model...
    NE_ModelSetMaterial(Scene.Model, Material);

    // We set a light and its color
    NE_LightSet(0, NE_White, -0.5, -0.5, -0.5);

    int fpscount = 0;

    // This is used to see if second has changed
    int oldsec = 0;
    int seconds = 0;

    while (1)
    {
        // Wait for next frame
        NE_WaitForVBL(0);

        // Get time
        time_t unixTime = time(NULL);
        struct tm* timeStruct = gmtime((const time_t *)&unixTime);
        seconds = timeStruct->tm_sec;

        // If new second
        if (seconds != oldsec)
        {
            // Reset fps count and print current
            oldsec = seconds;
            printf("\x1b[10;0HFPS: %d", fpscount);
            fpscount = 0;
        }

        // Get keys information
        scanKeys();
        uint32_t keys = keysHeld();

        printf("\x1b[0;0HPad: Rotate.");

        // Rotate model using the pad
        if (keys & KEY_UP)
            NE_ModelRotate(Scene.Model, 0, 0, 2);
        if (keys & KEY_DOWN)
            NE_ModelRotate(Scene.Model, 0, 0, -2);
        if (keys & KEY_RIGHT)
            NE_ModelRotate(Scene.Model, 0, 2, 0);
        if (keys & KEY_LEFT)
            NE_ModelRotate(Scene.Model, 0, -2, 0);

        NE_ProcessArg(Draw3DScene, &Scene);

        // Increase frame count
        fpscount++;
    }

    return 0;
}
