extends Node2D

const CELL_SIZE := 16

var shape_key: String = ""
var shapes: Dictionary = {}
var colors: Dictionary = {}

func update_preview(new_shape_key: String, new_shapes: Dictionary, new_colors: Dictionary) -> void:
	shape_key = new_shape_key
	shapes = new_shapes
	colors = new_colors
	queue_redraw()

func _draw() -> void:
	# Debug frame so we can see that the node exists
	var debug_rect := Rect2(Vector2.ZERO, Vector2(80, 80))
	draw_rect(debug_rect, Color(0.2, 0.2, 0.2, 1.0), false, 2.0)

	if shape_key == "" or not shapes.has(shape_key):
		return

	var blocks: Array = shapes[shape_key]

	# Find bounding box of the shape
	var min_x := 999
	var max_x := -999
	var min_y := 999
	var max_y := -999

	for b in blocks:
		var v: Vector2i = b
		if v.x < min_x:
			min_x = v.x
		if v.x > max_x:
			max_x = v.x
		if v.y < min_y:
			min_y = v.y
		if v.y > max_y:
			max_y = v.y

	var width := (max_x - min_x + 1) * CELL_SIZE
	var height := (max_y - min_y + 1) * CELL_SIZE

	# Center the shape in our local 80x80 area
	var total_size := Vector2(width, height)
	var preview_center := Vector2(40, 40)  # middle of debug_rect
	var offset := preview_center - total_size * 0.5

	var color: Color = Color.WHITE
	if colors.has(shape_key):
		color = colors[shape_key] as Color

	for b in blocks:
		var v: Vector2i = b
		var x := (v.x - min_x) * CELL_SIZE
		var y := (v.y - min_y) * CELL_SIZE
		var rect := Rect2(offset + Vector2(x, y), Vector2(CELL_SIZE, CELL_SIZE))
		draw_rect(rect.grow(-1), color, true)
