using System;
using System.Diagnostics;
using danmaq.nineball.util.math;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;

namespace InterpolateTest
{
	/// <summary>
	/// This is the main type for your game
	/// </summary>
	public class Game1 : Game
	{
		GraphicsDeviceManager graphics;
		SpriteBatch spriteBatch;

		//* 劅劅劅劅劅劅劅劅劅劅劅劅-丵丵丵丵丵丵丵丵丵丵丵丵丵丵丵丵丵丵丵丵丵丵丵*
		//* constructor & destructor 劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅*

		//* -----------------------------------------------------------------------*
		/// <summary>僐儞僗僩儔僋僞丅</summary>
		public Game1()
		{
			graphics = new GraphicsDeviceManager(this);
			graphics.PreferredBackBufferWidth = 640;
			graphics.PreferredBackBufferHeight = 480;
			Content.RootDirectory = "Content";
		}

		/// <summary>
		/// Allows the game to perform any initialization it needs to before starting to run.
		/// This is where it can query for any required services and load any non-graphic
		/// related content.  Calling base.Initialize will enumerate through any components
		/// and initialize them as well.
		/// </summary>
		protected override void Initialize()
		{
			// TODO: Add your initialization logic here

			base.Initialize();
			string heading = "";
			for (int i = (int)EInterpolate.__reserved; --i >= 0; )
			{
				string item = ((EInterpolate)i).ToString();
				heading += string.Format("\t{0}", item.Substring(Math.Max(0, item.Length - 7)));
			}
			for (int i = 0; i <= 100; i++)
			{
				if (i % 10 == 0)
				{
					Trace.WriteLine(heading);
				}
				Trace.WriteLine(EInterpolateExtention.interpolate(0, 1000, i, 100));
			}
		}

		/// <summary>
		/// LoadContent will be called once per game and is the place to load
		/// all of your content.
		/// </summary>
		protected override void LoadContent()
		{
			// Create a new SpriteBatch, which can be used to draw textures.
			spriteBatch = new SpriteBatch(GraphicsDevice);

			// TODO: use this.Content to load your game content here
		}

		/// <summary>
		/// UnloadContent will be called once per game and is the place to unload
		/// all content.
		/// </summary>
		protected override void UnloadContent()
		{
			// TODO: Unload any non ContentManager content here
		}

		/// <summary>
		/// Allows the game to run logic such as updating the world,
		/// checking for collisions, gathering input, and playing audio.
		/// </summary>
		/// <param name="gameTime">Provides a snapshot of timing values.</param>
		protected override void Update(GameTime gameTime)
		{
			// Allows the game to exit
			if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
				this.Exit();

			// TODO: Add your update logic here

			base.Update(gameTime);
		}

		/// <summary>
		/// This is called when the game should draw itself.
		/// </summary>
		/// <param name="gameTime">Provides a snapshot of timing values.</param>
		protected override void Draw(GameTime gameTime)
		{
			GraphicsDevice.Clear(Color.CornflowerBlue);

			// TODO: Add your drawing code here

			base.Draw(gameTime);
		}
	}
}
