#pragma once

#include <vector>

#include "Runtime/CToken.hpp"
#include "Runtime/Graphics/CTexture.hpp"
#include "Runtime/Graphics/Shaders/CRadarPaintShader.hpp"

#include <zeus/CTransform.hpp>
#include <zeus/CVector3f.hpp>

namespace metaforce {
class CGuiCamera;
class CGuiFrame;
class CGuiWidget;
class CStateManager;

class CHudRadarInterface {
  struct SRadarPaintDrawParms {
    zeus::CVector3f x0_playerPos;
    zeus::CTransform xc_preTranslate;
    zeus::CTransform x3c_postTranslate;
    float x6c_scopeRadius;
    float x70_scopeScalar;
    float x74_alpha;
    float x78_xyRadius;
    float x7c_zRadius;
    float x80_ZCloseRadius;
  };
  TLockedToken<CTexture> x0_txtrRadarPaint;
  zeus::CTransform xc_radarStuffXf;
  bool x3c_24_visibleGame : 1 = true;
  bool x3c_25_visibleDebug : 1 = true;
  CGuiWidget* x40_BaseWidget_RadarStuff;
  CGuiCamera* x44_camera;
  CRadarPaintShader m_paintShader;
  std::vector<CRadarPaintShader::Instance> m_paintInsts;
  void DoDrawRadarPaint(const zeus::CVector3f& translate, float radius, const zeus::CColor& color);
  void DrawRadarPaint(const zeus::CVector3f& enemyPos, float radius, float alpha, const SRadarPaintDrawParms& parms);

public:
  CHudRadarInterface(CGuiFrame& baseHud, CStateManager& stateMgr);
  void SetIsVisibleGame(bool v);
  void Update(float dt, const CStateManager& mgr);
  void Draw(const CStateManager& mgr, float alpha);
};

} // namespace metaforce