#include <SDL.h>
#include <SDL_image.h>
#include <iostream>
#include <vector>
#include <random>
#include <algorithm>

// Размеры окна
const int WINDOW_WIDTH = 800;
const int WINDOW_HEIGHT = 600;

// Размеры барабанов
const int DRUM_WIDTH = 100;
const int DRUM_HEIGHT = 100;

// Общее количество барабанов
const int NUM_DRUMS = 5;

// Количество текстур на каждом барабане
const int NUM_TEXTURES = 3;

// Скорость вращения барабанов
std::vector<int> drumSpeeds = { 5, 4, 3, 2, 1 };


// Структура для хранения информации о барабане
struct Drum
{
	int x; // Позиция по X
	int y; // Позиция по Y
	std::vector<int> textureOrder; // Порядок текстур на барабане
	int rotation; // Угол поворота барабана
	int speed; // Скорость вращения барабана
	std::vector<SDL_Texture*> textures; // Вектор текстур для барабана
};

// Инициализация SDL и создание окна
bool init(SDL_Window*& window, SDL_Renderer*& renderer)
{
	if (SDL_Init(SDL_INIT_VIDEO) < 0)
	{
		std::cerr << "Failed to initialize SDL: " << SDL_GetError() << std::endl;
		return false;
	}

	if (!IMG_Init(IMG_INIT_PNG) & IMG_INIT_PNG)
	{
		std::cerr << "Failed to initialize SDL_image: " << IMG_GetError() << std::endl;
		return false;
	}

	window = SDL_CreateWindow("Slot Machine", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN);
	if (!window)
	{
		std::cerr << "Failed to create window: " << SDL_GetError() << std::endl;
		return false;
	}

	renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
	if (!renderer)
	{
		std::cerr << "Failed to create renderer: " << SDL_GetError() << std::endl;
		return false;
	}

	return true;
}

// Загрузка текстуры из файла
SDL_Texture* loadTexture(const std::string& filePath, SDL_Renderer* renderer)
{
	SDL_Surface* surface = IMG_Load(filePath.c_str());
	if (!surface)
	{
		std::cerr << "Failed to load image: " << filePath << ", " << IMG_GetError() << std::endl;
		return nullptr;
	}

	SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
	if (!texture)
	{
		std::cerr << "Failed to create texture: " << SDL_GetError() << std::endl;
		return nullptr;
	}

	SDL_FreeSurface(surface);

	return texture;
}

// Освобождение ресурсов
void cleanup(SDL_Window* window, SDL_Renderer* renderer, std::vector<Drum>& drums)
{
	for (Drum& drum : drums)
	{
		for (size_t i = 0; i < drum.textures.size(); i++)
		{
			SDL_DestroyTexture(drum.textures[i]);
		}
	}

	SDL_DestroyRenderer(renderer);
	SDL_DestroyWindow(window);
	IMG_Quit();
	SDL_Quit();
}

// Инициализация барабанов
void initDrums(SDL_Renderer* renderer, std::vector<Drum>& drums)
{
	std::vector<std::vector<std::string>> texturePaths = {
		        { "res/01spin.png", "res/11spin.png", "res/21spin.png" },
		        { "res/02spin.png", "res/12spin.png", "res/22spin.png" },
		       { "res/03spin.png", "res/13spin.png", "res/23spin.png" },
		        { "res/04spin.png", "res/14spin.png", "res/24spin.png" },
		        { "res/05spin.png", "res/15spin.png", "res/25spin.png" } };

	int totalDrumsWidth = NUM_DRUMS * DRUM_WIDTH;
	int totalSpacingWidth = (NUM_DRUMS - 1) * 20;
	int totalWidth = totalDrumsWidth + totalSpacingWidth;
	int startX = (WINDOW_WIDTH - totalWidth) / 2;

	for (int i = 0; i < NUM_DRUMS; i++)
	{
		Drum drum;
		drum.x = startX + i * (DRUM_WIDTH + 20);
		drum.y = WINDOW_HEIGHT / 20;
		drum.rotation = 0;
		drum.speed = drumSpeeds[i] * 10;

		// Инициализация порядка текстур на барабане
		drum.textureOrder.resize(NUM_TEXTURES);
		std::iota(drum.textureOrder.begin(), drum.textureOrder.end(), 0);
		std::random_device rd;
		std::mt19937 gen(rd());
		std::shuffle(drum.textureOrder.begin(), drum.textureOrder.end(), gen);
		 
		// Загрузка текстур для барабана
		for (int j = 0; j < NUM_TEXTURES; j++) {
			SDL_Texture* tmp = IMG_LoadTexture(renderer, texturePaths[i][drum.textureOrder[j]].c_str());
			drum.textures.push_back(tmp);
		}

		drums.push_back(drum);
	}
}

// Отрисовка барабанов
void renderDrums(SDL_Renderer* renderer, std::vector<Drum>& drums)
{
	for (size_t i = 0; i < drums.size(); i++)
	{
		SDL_Rect drumRect = { drums[i].x, drums[i].y, DRUM_WIDTH, DRUM_HEIGHT };
		drumRect.y += DRUM_HEIGHT;
		for (int j = 0; j < NUM_TEXTURES; j++) {
			SDL_RenderCopy(renderer, drums[i].textures[j], nullptr, &drumRect);
			drumRect.y += DRUM_HEIGHT;
		}
	}
}

// Обновление барабанов
void updateDrums(std::vector<Drum>& drums)
{
	for (Drum& drum : drums)
	{
		drum.rotation += drum.speed;

		if (drum.rotation >= 360)
		{
			drum.rotation = 0;

			// Изменение порядка текстур на барабане
			std::rotate(drum.textureOrder.rbegin(), drum.textureOrder.rbegin() + 1, drum.textureOrder.rend());
		}
	}
}

int main(int argc, char* args[])
{
	SDL_Window* window = nullptr;
	SDL_Renderer* renderer = nullptr;
	std::vector<Drum> drums;

	if (!init(window, renderer))
	{
		return 1;
	}

	initDrums(renderer, drums);


	SDL_Event event;
	bool isRunning = true;
	bool isRotating = false;
	Uint32 startTime = 0;

	while (isRunning)
	{
		while (SDL_PollEvent(&event))
		{
			if (event.type == SDL_QUIT)
			{
				isRunning = false;
			}
			else if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_SPACE)
			{
				isRotating = true;
				startTime = SDL_GetTicks();
			}
		}

		if (isRotating)
		{
			Uint32 currentTime = SDL_GetTicks();
			Uint32 elapsedTime = currentTime - startTime;

			if (elapsedTime >= 4000)
			{
				isRotating = false;
			}
			else
			{
				updateDrums(drums);
			}
		}

		SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
		SDL_RenderClear(renderer);

		renderDrums(renderer, drums);

		SDL_RenderPresent(renderer);
	}

	cleanup(window, renderer, drums);

	return 0;
} Барабаны не крутятся при нажатии на пробел исправь