#pragma once

#include "Component.h"
#include "Sprite.h"

namespace crepe {

class AnimatorSystem;
class SDLContext;

/**
 * \brief The Animator component is used to animate sprites by managing the movement and frame
 * changes within a sprite sheet.
 *
 * This component allows for controlling sprite animation through rows and columns of a sprite
 * sheet. It can be used to play animations, loop them, or stop them.
 */
class Animator : public Component {
public:
	struct Data {
		//! A reference to the Sprite sheet containing.
		Sprite & spritesheet;

		//! The maximum number of columns in the sprite sheet.
		const int col;

		//! The maximum number of rows in the sprite sheet.
		const int row;

		//! frames per second for animation
		int fps;

		//! The current col being animated.
		int curr_col;

		//! The current row being animated.
		int curr_row = 0;

		//! should the animation loop
		bool looping = false;

		//! starting frame for cycling
		int cycle_start = 0;

		//! end frame for cycling (-1 --> use last frame)
		int cycle_end = -1;

		//! offset in pixels.
		// TODO implement
		int offset_x = 0;
	};

public:
	/**
	 * \brief Animator will repeat the animation 
	 *
	 */
	void loop();

	/**
	 * \brief starts the animation
	 *
	 */
	void play();
	/**
	 * \brief pauses the animation
	 *
	 * sets the active false
	 *
	 */
	void pause();

	/**
	 * \brief stops the animation
	 *
	 * sets the active on false and resets all the current rows and columns
	 *
	 */
	void stop();
	/**
	 * \brief set frames per second
	 *
	 * \param fps frames per second
	 */
	void set_fps(int fps);
	/**
	 * \brief set the range in the row
	 *
	 * \param  start of row animation
	 * \param  end of row animation	
	 */
	void set_cycle_range(int start, int end);
	/**
	 * \brief select which column to animate from
	 *
	 * \param col animation column
	 */
	void set_anim(int col);

	/**
	 * \brief will go to the next animaiton of current row 
	 *
	 */
	void next_anim();

public:
	/**
	 * \brief Constructs an Animator object that will control animations for a sprite sheet.
	 *
	 * \param id The unique identifier for the component, typically assigned automatically.
	 * \param ctx animator data
	 *
	 * This constructor sets up the Animator with the given parameters, and initializes the
	 * animation system.
	 */
	Animator(uint32_t id, const Animator::Data & ctx);
	~Animator(); // dbg_trace

public:
	Animator::Data data;

private:
	//! AnimatorSystem adjust the private member parameters of Animator;
	friend class AnimatorSystem;
};
} // namespace crepe
//