#ifndef ARC_MATH_RECT_H_
#define ARC_MATH_RECT_H_

#include <stdint.h>
#include "point.h"
#include "vector2.h"

#ifdef __cplusplus
extern "C" {
#endif

typedef struct ARC_Rect {
    int32_t x;
    int32_t y;
    int32_t w;
    int32_t h;
} ARC_Rect;

typedef struct ARC_URect {
    uint32_t x;
    uint32_t y;
    uint32_t w;
    uint32_t h;
} ARC_URect;

typedef struct ARC_FRect {
    float x;
    float y;
    float w;
    float h;
} ARC_FRect;

/**
 * @brief centers rect on given bounds
 * 
 * @param rect ARC_Rect to be centered
 * @param bounds ARC_Rect area to center rect on
 */
void ARC_Rect_CenterOn(ARC_Rect *rect, ARC_Rect *bounds);

/**
 * @brief centers rect on given bounds
 * 
 * @param rect ARC_FRect to be centered
 * @param bounds ARC_FRect area to center rect on
 */
void ARC_FRect_CenterOn(ARC_FRect *rect, ARC_FRect *bounds);

/**
 * @brief casts Rect to FRect
 * 
 * @param rect ARC_Rect to be casted
 * 
 * @return ARC_FRect
 */
ARC_FRect ARC_Rect_CastToFRect(ARC_Rect *rect);

/**
 * @brief casts FRect to Rect
 * 
 * @param rect ARC_FRect to be casted
 * 
 * @return ARC_Rect
 */
ARC_Rect ARC_FRect_CastToRect(ARC_FRect *rect);

/**
 * @brief checks if two ARC_Rects intersect
 * 
 * @param rect1 ARC_Rect that will be checked against rect2
 * @param rect2 ARC_Rect that will be checked against rect1
 * 
 * @return 1 if they intersect, 0 if they don't intersect
 */
int32_t ARC_Rect_Intersects(ARC_Rect *rect1, ARC_Rect *rect2);

/**
 * @brief checks if two ARC_FRects intersect
 * 
 * @param rect1 ARC_FRect that will be checked against rect2
 * @param rect2 ARC_FRect that will be checked against rect1
 * 
 * @return 1 if they intersect, 0 if they don't intersect
 */
int32_t ARC_FRect_Intersects(ARC_FRect *rect1, ARC_FRect *rect2);

/**
 * @brief checks if ARC_Rect intersects with point
 * 
 * @param rect  ARC_Rect that will be checked against point
 * @param point ARC_Point that will be checked against rect
 * 
 * @return 1 if they intersect, 0 if they don't intersect
 */
int32_t ARC_Rect_IntersectsPoint(ARC_Rect *rect, ARC_Point *point);

/**
 * @brief checks if ARC_FRect intersects with point
 * 
 * @param rect  ARC_FRect that will be checked against point
 * @param point ARC_Point that will be checked against rect
 * 
 * @return 1 if they intersect, 0 if they don't intersect
 */
int32_t ARC_FRect_IntersectsPoint(ARC_FRect *rect, ARC_Point *point);

/**
 * @brief checks if ARC_Rect intersects a line
 * 
 * @note need to update this documenation to word it better
 *
 * @param rect ARC_Rect that will be checked against line
 * @param x1 first point's x value
 * @param y1 first point's y value
 * @param y2 second point's x value
 * @param y2 second point's y value
 * 
 * @return 1 if they intersect, 0 if they don't intersect
 */
int32_t ARC_Rect_LineIntersects(ARC_Rect *rect, int32_t *x1, int32_t *y1, int32_t *x2, int32_t *y2);

/**
 * @brief checks for a ARC_Rect on ARC_Rect collision and slides on collision
 * 
 * @note need to update this documenation to word it better
 *
 * @param rect     ARC_Rect that might collide with the wall
 * @param velocity the ammount ARC_Rect will move
 * @param wall     ARC_Rect that might have collision with rect
 *
 * @note velocity is updated based on colliding,
 *       rect's values are not changed,
 *       velocity should be applied after
 */
void ARC_FRect_CollideAndSlide(ARC_FRect *rect, ARC_Vector2 *velocity, ARC_FRect *wall);

#ifdef __cplusplus
}
#endif

#endif // ARC_MATH_POINT_H_
