#include "core/rendering/surface_sprite.hpp"

#include <utility>

#include "core/rendering/surface.hpp"  // Para Surface

// Constructor
SurfaceSprite::SurfaceSprite(std::shared_ptr<Surface> surface, float x, float y, float w, float h)
    : surface_(std::move(std::move(surface))),
      pos_((SDL_FRect){x, y, w, h}),
      clip_((SDL_FRect){0.0F, 0.0F, pos_.w, pos_.h}) {}

SurfaceSprite::SurfaceSprite(std::shared_ptr<Surface> surface, SDL_FRect rect)
    : surface_(std::move(std::move(surface))),
      pos_(rect),
      clip_((SDL_FRect){0, 0, pos_.w, pos_.h}) {}

SurfaceSprite::SurfaceSprite(std::shared_ptr<Surface> surface)
    : surface_(std::move(std::move(surface))),
      pos_((SDL_FRect){0.0F, 0.0F, surface_->getWidth(), surface_->getHeight()}),
      clip_(pos_) {}

// Muestra el sprite por pantalla
void SurfaceSprite::render() {
    surface_->render(pos_.x, pos_.y, &clip_);
}

void SurfaceSprite::render(Uint8 source_color, Uint8 target_color) {
    surface_->renderWithColorReplace(pos_.x, pos_.y, source_color, target_color, &clip_);
}

// Establece la posición del objeto
void SurfaceSprite::setPosition(float x, float y) {
    pos_.x = x;
    pos_.y = y;
}

// Establece la posición del objeto
void SurfaceSprite::setPosition(SDL_FPoint p) {
    pos_.x = p.x;
    pos_.y = p.y;
}

// Reinicia las variables a cero
void SurfaceSprite::clear() {
    pos_ = {.x = 0, .y = 0, .w = 0, .h = 0};
    clip_ = {.x = 0, .y = 0, .w = 0, .h = 0};
}

// Actualiza el estado del sprite (time-based)
void SurfaceSprite::update(float delta_time) {
    // Base implementation does nothing (static sprites)
    (void)delta_time; // Evita warning de parámetro no usado
}

// Actualiza el estado del sprite (frame-based, deprecated)
void SurfaceSprite::update() {
    // Llama a la versión time-based con 0.0f para compatibilidad
    update(0.0F);
}