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#include "game.h"

GameState::GameState(Renderer* renderer, float scale_):
    closed_ {false},
    paused_ {false},
    timeAdvance_ {1000},
    timeCounterAdvance_ {1000},
    timeLevelUp_ {20000},
    renderer_  {renderer},
    piece_ {Piece::PieceType::LINE, 4},
    blockTexture_ {renderer_->renderer()}  {

    renderer->setScale(scale_, scale_);
    blockTexture_.loadFromFile("assets/block.png");

    for(int i=0; i < GRID_WIDTH; i++){
        for(int j=0; j < GRID_HEIGHT; j++){
            grid[j][i] = 0;
        }
    }
    grid[1][1] = 1;
    grid[0][1] = 1;
    grid[0][2] = 1;
    grid[9][9] = 1;

    xdirection_ = Direction::NONE;
    yspeed_ = 1;
}

void GameState::close(){
    closed_ = true;
}
void GameState::pause(){
    paused_ = true;
}
void GameState::resume(){
    paused_ = false;
}

bool GameState::isPaused(){
    return paused_;
}
bool GameState::isClosed(){
    return closed_;
}

void GameState::update( unsigned int dt ){
    timeCounterAdvance_ -= dt * yspeed_;
    if ( timeCounterAdvance_ <= 0 ){
        timeCounterAdvance_ = timeAdvance_;
        Piece tmp = piece_;
        tmp.advance();
        Point* p;
        // Check if there's space to move forward
        tmp.initIterator();
        while ( p = tmp.nextAbsBlockPos() ){
            if(!cellIsEmpty(p)){
                return;
            }
        }
        piece_ = tmp;
    }

    // If timer finished, level up
    timeCounterLevelUp_ -= dt;
    if ( timeCounterLevelUp_ <= 0 ){
        // Make pieces go faster
        timeAdvance_ *= 0.95;
        timeCounterLevelUp_ = timeLevelUp_;
    }

}

void GameState::render(){
    // TODO
    renderer_->clear();

    SDL_Rect rect;
    rect.x = 0;
    rect.y = 0;
    rect.w = SQUARE_SIZE;
    rect.h = SQUARE_SIZE;

    // Render piece
    Point* b;
    piece_.initIterator();
    while( b = piece_.nextAbsBlockPos() ){
        blockTexture_.render( b->x * SQUARE_SIZE, b->y * SQUARE_SIZE, &rect );
    }

    // Render grid
    for(int i=0; i < GRID_WIDTH; i++){
        for(int j=0; j < GRID_HEIGHT; j++){
            if( grid[j][i] != 0){
                blockTexture_.render( i * SQUARE_SIZE, j * SQUARE_SIZE , &rect);
            }
        }
    }

    renderer_->update();
}

bool GameState::cellIsEmpty(Point* p){
    return( p->x < GRID_WIDTH && p->x >= 0 && grid[p->y][p->x] == 0 );
}

void GameState::pressRotate(){}
void GameState::pressDown(){
    yspeed_ = 4;
}
void GameState::releaseDown(){
    yspeed_ = 1;
}

void GameState::pressLeft(){
    Piece tmp = piece_;
    tmp.move_left();
    Point* p;

    // Check if there's space to move to
    tmp.initIterator();
    while ( p = tmp.nextAbsBlockPos() ){
        if(!cellIsEmpty(p)){
            return;
        }
    }
    piece_ = tmp;
}
void GameState::pressRight(){
    Piece tmp = piece_;
    tmp.move_right();
    Point* p;
    // Check if there's space to move to
    tmp.initIterator();
    while ( p = tmp.nextAbsBlockPos() ){
        if(!cellIsEmpty(p)){
            return;
        }
    }
    piece_ = tmp;
}