using System;
using Content.Client.GameObjects;
using Content.Client.GameObjects.Components.Storage;
using Content.Client.GameObjects.EntitySystems;
using Content.Client.Utility;
using Content.Shared.GameObjects.Components.Items;
using Content.Shared.Input;
using Robust.Client.GameObjects.EntitySystems;
using Robust.Client.Graphics;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Client.Interfaces.Graphics.ClientEye;
using Robust.Client.Interfaces.Input;
using Robust.Client.Interfaces.ResourceManagement;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Shared.Input;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;

namespace Content.Client.UserInterface
{
    public class ItemSlotManager : IItemSlotManager
    {
#pragma warning disable 0649
        [Dependency] private readonly IPlayerManager _playerManager;
        [Dependency] private readonly IGameTiming _gameTiming;
        [Dependency] private readonly IInputManager _inputManager;
        [Dependency] private readonly IEntitySystemManager _entitySystemManager;
        [Dependency] private readonly IEyeManager _eyeManager;
#pragma warning restore 0649

        public bool SetItemSlot(ItemSlotButton button, IEntity entity)
        {
            if (entity == null)
            {
                button.SpriteView.Sprite = null;
                button.StorageButton.Visible = false;
            }
            else
            {
                if (!entity.TryGetComponent(out ISpriteComponent sprite))
                    return false;
                button.SpriteView.Sprite = sprite;
                button.StorageButton.Visible = entity.HasComponent<ClientStorageComponent>();
            }
            return true;
        }

        public bool OnButtonPressed(GUIBoundKeyEventArgs args, IEntity item)
        {
            if (item == null)
                return false;

            if (args.Function == ContentKeyFunctions.ExamineEntity)
            {
                _entitySystemManager.GetEntitySystem<ExamineSystem>()
                    .DoExamine(item);
            }
            else if (args.Function == ContentKeyFunctions.OpenContextMenu)
            {
                _entitySystemManager.GetEntitySystem<VerbSystem>()
                                    .OpenContextMenu(item, new ScreenCoordinates(args.PointerLocation.Position));
            }
            else if (args.Function == ContentKeyFunctions.ActivateItemInWorld)
            {
                var inputSys = _entitySystemManager.GetEntitySystem<InputSystem>();

                var func = args.Function;
                var funcId = _inputManager.NetworkBindMap.KeyFunctionID(args.Function);

                var mousePosWorld = _eyeManager.ScreenToWorld(args.PointerLocation);
                var message = new FullInputCmdMessage(_gameTiming.CurTick, funcId, BoundKeyState.Down, mousePosWorld,
                    args.PointerLocation, item.Uid);

                // client side command handlers will always be sent the local player session.
                var session = _playerManager.LocalPlayer.Session;
                inputSys.HandleInputCommand(session, func, message);
            }
            else
            {
                return false;
            }
            args.Handle();
            return true;
        }

        public void UpdateCooldown(ItemSlotButton button, IEntity entity)
        {
            var cooldownDisplay = button.CooldownDisplay;

            if (entity != null
                && entity.TryGetComponent(out ItemCooldownComponent cooldown)
                && cooldown.CooldownStart.HasValue
                && cooldown.CooldownEnd.HasValue)
            {
                var start = cooldown.CooldownStart.Value;
                var end = cooldown.CooldownEnd.Value;

                var length = (end - start).TotalSeconds;
                var progress = (_gameTiming.CurTime - start).TotalSeconds;
                var ratio = 1 - (float)(progress / length).Clamp(0, 1);

                cooldownDisplay.Fraction = ratio;

                if (ratio > 0)
                {
                    cooldownDisplay.Visible = true;
                }
                else
                {
                    cooldownDisplay.Visible = false;
                }
            }
            else
            {
                cooldownDisplay.Visible = false;
            }
        }
    }
}
