#include "loopManager.h"
#include "timer.h"
LoopManager::LoopManager(){
}
void LoopManager::processInput(){
	SDL_Event event;
	SDL_PollEvent(&event);
	switch(event.type){
		case SDL_QUIT:
			gameRunning = false;
			break;
		case SDL_KEYDOWN:
			if(event.key.keysym.sym == SDLK_ESCAPE){
				gameRunning = false;
			}else if(event.key.keysym.sym == SDLK_i){
				LoopTimer::getInstance().setGameScale(LoopTimer::getInstance().getGameScale() + 0.1);
			}else if(event.key.keysym.sym == SDLK_k){
				LoopTimer::getInstance().setGameScale(LoopTimer::getInstance().getGameScale() - 0.1);
			}
		
		break;
	}
}
void LoopManager::fixedUpdate(){
	fprintf(stderr,"fixed update\n");
}
void LoopManager::loop() {
    LoopTimer& timer = LoopTimer::getInstance();
    timer.start();

    while (gameRunning) {
        timer.update();

        while (timer.getLag() >= timer.getFixedDeltaTime()) {
            processInput();
            fixedUpdate();
            timer.advanceFixedUpdate();
        }

        update();
        render();

        timer.enforceFrameRate();
    }

    window.destroyWindow();
}

void LoopManager::setup(){
	gameRunning = window.initWindow();
	LoopTimer::getInstance().start();
	LoopTimer::getInstance().setFPS(500);
	
	for(int i = 1; i < 3;i++){
		GameObject* square = new GameObject("square2",i*60,i*60,20,20,0,0);
		objectList.push_back(square);
	}
}
void LoopManager::render(){
	fprintf(stderr,"**********render********** \n");
	if(gameRunning){
		window.render(objectList);
	}
}

void LoopManager::update() {
    fprintf(stderr, "********** normal update ********** \n");
    LoopTimer& timer = LoopTimer::getInstance();
    
    float delta = timer.getDeltaTime();
    for (int i = 0; i < objectList.size(); i++) {
        GameObject* obj = objectList[i];
        
        // Move the object based on its direction
        if (obj->direction == 1) {
            obj->setX(obj->getX() + 50 * delta); 
        } else {
            obj->setX(obj->getX() - 50 * delta); 
        }
        

        if (obj->getX() > 500) {
            obj->setX(500); 
            obj->direction = 0; // Switch direction to left
        } else if (obj->getX() < 50) {
            obj->setX(50); // Clamp the position to the boundary
            obj->direction = 1; // Switch direction to right
        }
    }
}