#	Copyright (c) 2019 Lawnjelly
#
#	Permission is hereby granted, free of charge, to any person obtaining a copy
#	of this software and associated documentation files (the "Software"), to deal
#	in the Software without restriction, including without limitation the rights
#	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
#	copies of the Software, and to permit persons to whom the Software is
#	furnished to do so, subject to the following conditions:
#
#	The above copyright notice and this permission notice shall be included in all
#	copies or substantial portions of the Software.
#
#	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
#	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
#	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
#	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
#	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
#	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
#	SOFTWARE.

extends Node2D

export(NodePath) var target : NodePath setget set_target, get_target

var _m_Target : Node2D

var m_Pos_curr : Vector2 = Vector2()
var m_Pos_prev : Vector2 = Vector2()

var m_Angle_curr : float
var m_Angle_prev : float

var m_Scale_curr : Vector2 = Vector2()
var m_Scale_prev : Vector2 = Vector2()

const SF_ENABLED = 1 << 0
const SF_TRANSLATE = 1 << 1
const SF_ROTATE = 1 << 2
const SF_SCALE = 1 << 3
const SF_GLOBAL_IN = 1 << 4
const SF_GLOBAL_OUT = 1 << 5
const SF_DIRTY = 1 << 6
const SF_INVISIBLE = 1 << 7

export (int, FLAGS, "enabled", "translate", "rotate", "scale", "global in", "global out") var flags : int = SF_ENABLED | SF_TRANSLATE setget _set_flags, _get_flags

##########################################################################################
# USER FUNCS

# call this on e.g. starting a level, AFTER moving the target
# so we can update both the previous and current values
func teleport():
	var temp_flags = flags
	_SetFlags(SF_TRANSLATE | SF_ROTATE | SF_SCALE)
	
	_RefreshTransform()
	m_Pos_prev = m_Pos_curr
	m_Angle_prev = m_Angle_curr
	m_Scale_prev = m_Scale_curr

	# call frame upate to make sure all components of the node are set
	_process(0)

	# get back the old flags
	flags = temp_flags
	
func set_enabled(var bEnable : bool):
	_ChangeFlags(SF_ENABLED, bEnable)
	_SetProcessing()

func is_enabled():
	return _TestFlags(SF_ENABLED)
	



##########################################################################################


func _ready():
	m_Angle_curr = 0
	m_Angle_prev = 0
	pass

func set_target(new_value):
	target = new_value
	if is_inside_tree():
		_FindTarget()
	
func get_target():
	return target

func _set_flags(new_value):
	flags = new_value
	# we may have enabled or disabled
	_SetProcessing()
	
func _get_flags():
	return flags

func _SetProcessing():
	var bEnable = _TestFlags(SF_ENABLED)
	if _TestFlags(SF_INVISIBLE):
		bEnable = false

	set_process(bEnable);
	set_physics_process(bEnable);
	pass

func _enter_tree():
	# might have been moved
	_FindTarget()
	pass

func _notification(what):
	match what:
		# invisible turns off processing
		NOTIFICATION_VISIBILITY_CHANGED:
			_ChangeFlags(SF_INVISIBLE, is_visible_in_tree() == false)
			_SetProcessing()
			
		

func _RefreshTransform():
	_ClearFlags(SF_DIRTY);
	
	if _HasTarget() == false:
		return
	
	if _TestFlags(SF_GLOBAL_IN):
		if _TestFlags(SF_TRANSLATE):
			m_Pos_prev = m_Pos_curr
			m_Pos_curr = _m_Target.get_global_position()
			
		if _TestFlags(SF_ROTATE):
			m_Angle_prev = m_Angle_curr
			m_Angle_curr = _m_Target.get_global_rotation()
			
		if _TestFlags(SF_SCALE):
			m_Scale_prev = m_Scale_curr
			m_Scale_curr = _m_Target.get_global_scale()
	else:
		if _TestFlags(SF_TRANSLATE):
			m_Pos_prev = m_Pos_curr
			m_Pos_curr = _m_Target.get_position()
			
		if _TestFlags(SF_ROTATE):
			m_Angle_prev = m_Angle_curr
			m_Angle_curr = _m_Target.get_rotation()
			
		if _TestFlags(SF_SCALE):
			m_Scale_prev = m_Scale_curr
			m_Scale_curr = _m_Target.get_scale()
	
	
func _FindTarget():
	_m_Target = null
	if target.is_empty():
		return
		
	_m_Target = get_node(target)
	
	if _m_Target is Node2D:
		return

	_m_Target = null
	

func _HasTarget()->bool:
	if _m_Target == null:
		return false
	
	# has not been deleted?
	if is_instance_valid(_m_Target):
		return true
		
	_m_Target = null
	return false


func _process(_delta):
	if _TestFlags(SF_DIRTY):
		_RefreshTransform()
	
	var f = Engine.get_physics_interpolation_fraction()
	

	if _TestFlags(SF_GLOBAL_OUT):
		# translate
		if _TestFlags(SF_TRANSLATE):
			set_global_position(m_Pos_prev.linear_interpolate(m_Pos_curr, f))
	
		# rotate
		if _TestFlags(SF_ROTATE):
			var r = _LerpAngle(m_Angle_prev, m_Angle_curr, f)
			set_global_rotation(r)
	
		if _TestFlags(SF_SCALE):
			set_global_scale(m_Scale_prev.linear_interpolate(m_Scale_curr, f))
	else:
		# translate
		if _TestFlags(SF_TRANSLATE):
			set_position(m_Pos_prev.linear_interpolate(m_Pos_curr, f))
	
		# rotate
		if _TestFlags(SF_ROTATE):
			var r = _LerpAngle(m_Angle_prev, m_Angle_curr, f)
			set_rotation(r)
	
		if _TestFlags(SF_SCALE):
			set_scale(m_Scale_prev.linear_interpolate(m_Scale_curr, f))
	
	pass
	
func _physics_process(_delta):
	# take care of the special case where multiple physics ticks
	# occur before a frame .. the data must flow!
	if _TestFlags(SF_DIRTY):
		_RefreshTransform()
	
	_SetFlags(SF_DIRTY)
	pass

func _LerpAngle(var from : float, var to : float, var weight : float)->float:
	return from + _ShortAngleDist(from, to) * weight

func _ShortAngleDist(var from : float, var to : float)->float:
	var max_angle : float = 2 * PI
	var diff : float = fmod(to-from, max_angle)
	return fmod(2.0 * diff, max_angle) - diff

func _SetFlags(var f):
	flags |= f
	
func _ClearFlags(var f):
	flags &= ~f
	
func _TestFlags(var f):
	return (flags & f) == f

func _ChangeFlags(var f, var bSet):
	if bSet:
		_SetFlags(f)
	else:
		_ClearFlags(f)