#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using ANX.Framework;
using ANX.Framework.Graphics;
using ANX.Framework.Input;

#endregion // Using Statements

#region License

//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license. 
// If you do not accept the license, do not use the software.
//
// 1.Definitions
//   The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning 
//   here as under U.S. copyright law.
//   A "contribution" is the original software, or any additions or changes to the software.
//   A "contributor" is any person that distributes its contribution under this license.
//   "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
//   (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations 
//       in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to 
//       reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
//       or any derivative works that you create.
//   (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in 
//       section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
//       patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution 
//       in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
//   (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
//   (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your 
//       patent license from such contributor to the software ends automatically.
//   (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution 
//       notices that are present in the software.
//   (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
//       a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or 
//       object code form, you may only do so under a license that complies with this license.
//   (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
//       or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
//       extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a 
//       particular purpose and non-infringement.

#endregion // License

namespace VertexIndexBuffer
{
    public class Game1 : ANX.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Effect miniTriEffect;
        VertexBuffer vb;
        VertexBuffer vb2;
        IndexBuffer ib;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "SampleContent";
        }

        protected override void Initialize()
        {
            // TODO: Fügen Sie Ihre Initialisierungslogik hier hinzu

            base.Initialize();
        }

        protected override void LoadContent()
        {
            // Erstellen Sie einen neuen SpriteBatch, der zum Zeichnen von Texturen verwendet werden kann.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            miniTriEffect = Content.Load<Effect>(@"Effects/MiniTri");
            miniTriEffect.Parameters["world"].SetValue(Matrix.CreateTranslation(0.5f, 0.0f, 0.0f));

            vb = new VertexBuffer(GraphicsDevice, VertexPositionColor.VertexDeclaration, 6, BufferUsage.None);
            VertexPositionColor[] vertices = new[] { new VertexPositionColor( new Vector3(-0.75f,  0.25f, 0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)),
                                                     new VertexPositionColor( new Vector3(-0.25f,  0.25f, 0.5f), new Color(0.0f, 1.0f, 0.0f, 1.0f)),
                                                     new VertexPositionColor( new Vector3(-0.75f, -0.25f, 0.5f), new Color(0.0f, 0.0f, 1.0f, 1.0f)),

                                                     new VertexPositionColor( new Vector3(-0.25f,  0.25f, 0.5f), new Color(0.0f, 1.0f, 0.0f, 1.0f)),
                                                     new VertexPositionColor( new Vector3(-0.25f, -0.25f, 0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)),
                                                     new VertexPositionColor( new Vector3(-0.75f, -0.25f, 0.5f), new Color(0.0f, 0.0f, 1.0f, 1.0f)),
                                                   };
            vb.SetData<VertexPositionColor>(vertices);

            vb2 = new VertexBuffer(GraphicsDevice, VertexPositionColor.VertexDeclaration, 4, BufferUsage.None);
            VertexPositionColor[] vertices2 = new[] { new VertexPositionColor( new Vector3(0.25f,  0.25f, 0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)),
                                                      new VertexPositionColor( new Vector3(0.75f,  0.25f, 0.5f), new Color(0.0f, 1.0f, 0.0f, 1.0f)),
                                                      new VertexPositionColor( new Vector3(0.25f, -0.25f, 0.5f), new Color(0.0f, 0.0f, 1.0f, 1.0f)),
                                                      new VertexPositionColor( new Vector3(0.75f, -0.25f, 0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)),
                                                   };
            vb2.SetData<VertexPositionColor>(vertices2);

            ib = new IndexBuffer(GraphicsDevice, IndexElementSize.ThirtyTwoBits, 6, BufferUsage.None);
            int[] indices = new[] { 0, 1, 2, 1, 3, 2 };
            ib.SetData<int>(indices);
        }

        protected override void UnloadContent()
        {
            // TODO: Entladen Sie jeglichen Nicht-ContentManager-Inhalt hier
        }

        protected override void Update(GameTime gameTime)
        {
            // Ermöglicht ein Beenden des Spiels
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Fügen Sie Ihre Aktualisierungslogik hier hinzu

            base.Update(gameTime);
        }

        /// <summary>
        /// Dies wird aufgerufen, wenn das Spiel selbst zeichnen soll.
        /// </summary>
        /// <param name="gameTime">Bietet einen Schnappschuss der Timing-Werte.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            miniTriEffect.NativeEffect.Apply(GraphicsDevice);  //TODO: this is not the right way to do that
            GraphicsDevice.SetVertexBuffer(vb);
            GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 6);

            GraphicsDevice.SetVertexBuffer(vb2);
            GraphicsDevice.Indices = ib;
            GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 4, 0, 2);

            base.Draw(gameTime);
        }
    }
}