#include <WindowsConstants.au3>
#include <GUIConstants.au3>
#include <GDIPlus.au3>
#include <WinAPI.au3>
#include <Misc.au3>

; - Author: name22 (www.autoit.de)

Opt("GUIOnEventMode", 1)

;###-v-SETTINGS-v-###

$iGUIWidth = 600
$iGUIHeight = 400
$iARGB_BG = 0xFFFFFFFF
$nFPS = 60

$nGravity = 0
$nAirFriction = 1
$nGroundFriction = 1
$nBounciness = 1

$iCircles = 10
$nSlowMotion = 10

;###-^-SETTINGS-^-###

$nSleepTime = 1000 / $nFPS

$nTimeMod = 1
$nFPS_Display = 0

$vNTdll = DllOpen("ntdll.dll")
$vUser32Dll = DllOpen("User32.dll")

$tPrecSleep = DllStructCreate("int64 time;")
$pPrecSleep = DllStructGetPtr($tPrecSleep)

$hMain = GUICreate("Example by name22", $iGUIWidth, $iGUIHeight)
GUISetState()

$hDC_Main = _WinAPI_GetDC($hMain)
$hDC_Buffer = _WinAPI_CreateCompatibleDC($hDC_Main)
$hBitmap_Buffer = _WinAPI_CreateCompatibleBitmap($hDC_Main, $iGUIWidth, $iGUIHeight)
_WinAPI_SelectObject($hDC_Buffer, $hBitmap_Buffer)

_GDIPlus_Startup()

$hGraphics = _GDIPlus_GraphicsCreateFromHDC($hDC_Buffer)
_GDIPlus_GraphicsSetSmoothingMode($hGraphics, 2)

$hBrush_Black = _GDIPlus_BrushCreateSolid(0xFF000000)

$hStringFormat = _GDIPlus_StringFormatCreate()
$hFamily_FPS = _GDIPlus_FontFamilyCreate("Arial")
$hFont_FPS = _GDIPlus_FontCreate($hFamily_FPS, 6)
$hFont_Number = _GDIPlus_FontCreate($hFamily_FPS, 10)

$aMeasure = _GDIPlus_GraphicsMeasureString($hGraphics, "FPS: 000", $hFont_FPS, _GDIPlus_RectFCreate(), $hStringFormat)
$tLayout_FPS = $aMeasure[0]
$aMeasure = ""
DllStructSetData($tLayout_FPS, "X", $iGUIWidth - DllStructGetData($tLayout_FPS, "Width") - 3)
DllStructSetData($tLayout_FPS, "Y", $iGUIHeight - DllStructGetData($tLayout_FPS, "Height"))
DllStructSetData($tLayout_FPS, "Width", DllStructGetData($tLayout_FPS, "Width") + 3)

$tLayout_Number = _GDIPlus_RectFCreate()

Global $aCircles[$iCircles + 1][6] = [[$iCircles]]

For $i = 1 To $aCircles[0][0]
	$aCircles[$i][4] = Random(10, 20, 1) ;Circle Radius/Mass
	$aCircles[$i][0] = Random($aCircles[$i][4], $iGUIWidth - $aCircles[$i][4], 1) ;X-Position of Circle Center
	$aCircles[$i][1] = Random($aCircles[$i][4], $iGUIHeight - $aCircles[$i][4], 1) ;Y-Position of Circle Center
	$aCircles[$i][2] = Random(-1, 1) ;X-Velocity
	$aCircles[$i][3] = Random(-1, 1) ;Y-Velocity
	$nRandomSpeed = Random(200, 400, 1) * - 1 ^ Random(1, 2, 1)
	$aCircles[$i][2] = $aCircles[$i][2] * $nRandomSpeed
	$aCircles[$i][3] = $aCircles[$i][3] * $nRandomSpeed
	$aCircles[$i][5] = _GDIPlus_BrushCreateSolid("0xFF" & Hex(Random(0x000000, 0xFFFFFF, 1), 6)) ;Brush
Next

GUISetOnEvent($GUI_EVENT_CLOSE, "_Close", $hMain)
OnAutoItExitRegister("_Shutdown")

$nT_Sleep = TimerInit() + $nSleepTime
$nT_UpdateFPS = TimerInit()
While True
	DllStructSetData($tPrecSleep, "time", -10000 * ($nSleepTime - TimerDiff($nT_Sleep)))
	DllCall($vNTdll, "dword", "ZwDelayExecution", "int", 0, "ptr", $pPrecSleep)
	$nFrameTime = TimerDiff($nT_Sleep)
	$nT_Sleep = TimerInit()

	$nFPS_Cur = 1000 / $nFrameTime
	If TimerDiff($nT_UpdateFPS) >= 500 Then
		$nFPS_Display = $nFPS_Cur
		$nT_UpdateFPS = TimerInit()
	EndIf

	Switch _IsPressed("20", $vUser32Dll)
		Case True
			$nTimeMod = $nSlowMotion
		Case False
			If $nTimeMod <> 1 Then $nTimeMod = 1
	EndSwitch

	$nFPS_Cur *= $nTimeMod

	_GDIPlus_GraphicsClear($hGraphics, $iARGB_BG)

	For $i1 = 1 To $aCircles[0][0]

		$aCircles[$i1][3] += $nGravity
		$aCircles[$i1][2] *= $nAirFriction
		$aCircles[$i1][3] *= $nAirFriction

		Switch True
			Case $aCircles[$i1][0] + $aCircles[$i1][2] / $nFPS_Cur <= $aCircles[$i1][4]
				$aCircles[$i1][2] *= -$nBounciness
				$aCircles[$i1][3] *= $nGroundFriction
				$aCircles[$i1][0] = $aCircles[$i1][4]
			Case $aCircles[$i1][0] + $aCircles[$i1][2] / $nFPS_Cur >= $iGUIWidth - $aCircles[$i1][4]
				$aCircles[$i1][2] *= -$nBounciness
				$aCircles[$i1][3] *= $nGroundFriction
				$aCircles[$i1][0] = $iGUIWidth - $aCircles[$i1][4]
		EndSwitch
		Switch True
			Case $aCircles[$i1][1] + $aCircles[$i1][3] / $nFPS_Cur <= $aCircles[$i1][4]
				$aCircles[$i1][3] *= -$nBounciness
				$aCircles[$i1][2] *= $nGroundFriction
				$aCircles[$i1][1] = $aCircles[$i1][4]
			Case $aCircles[$i1][1] + $aCircles[$i1][3] / $nFPS_Cur >= $iGUIHeight - $aCircles[$i1][4]
				$aCircles[$i1][3] *= -$nBounciness
				$aCircles[$i1][2] *= $nGroundFriction
				$aCircles[$i1][1] = $iGUIHeight - $aCircles[$i1][4]
		EndSwitch

		For $i2 = $i1 + 1 To $aCircles[0][0]
			$nX_V = ($aCircles[$i1][2] - $aCircles[$i2][2]) / $nFPS_Cur
			$nY_V = ($aCircles[$i1][3] - $aCircles[$i2][3]) / $nFPS_Cur
			$nL_V = Sqrt($nX_V ^ 2 + $nY_V ^ 2)

			$nX_N = $nX_V / $nL_V
			$nY_N = $nY_V / $nL_V

			$nX_C = $aCircles[$i2][0] - $aCircles[$i1][0]
			$nY_C = $aCircles[$i2][1] - $aCircles[$i1][1]
			$nL_C = Sqrt($nX_C ^ 2 + $nY_C ^ 2)

			Switch $nL_V > 0
				Case True
					Switch $nL_C - ($aCircles[$i1][4] + $aCircles[$i2][4]) <= $nL_V
						Case True
							$nD = $nX_N * $nX_C + $nY_N * $nY_C
							Switch $nD >= 0
								Case True
									$nF = $nL_C ^ 2 - $nD ^ 2
									Switch $nF <= ($aCircles[$i1][4] + $aCircles[$i2][4]) ^ 2
										Case True
											$nDistance = $nD - Sqrt(($aCircles[$i1][4] + $aCircles[$i2][4]) ^ 2 - $nF)
											Switch $nDistance <= $nL_V
												Case True
													$nQ = $nDistance / $nL_V

													$aCircles[$i1][0] += $aCircles[$i1][2] / $nFPS_Cur * $nQ
													$aCircles[$i1][1] += $aCircles[$i1][3] / $nFPS_Cur * $nQ
													$aCircles[$i2][0] += $aCircles[$i2][2] / $nFPS_Cur * $nQ
													$aCircles[$i2][1] += $aCircles[$i2][3] / $nFPS_Cur * $nQ

													$nX_C = $aCircles[$i2][0] - $aCircles[$i1][0]
													$nY_C = $aCircles[$i2][1] - $aCircles[$i1][1]
													$nL_C = Sqrt($nX_C ^ 2 + $nY_C ^ 2)

													$nX_UN = $nX_C / $nL_C
													$nY_UN = $nY_C / $nL_C

													$nVel1_N = ($nX_UN * $aCircles[$i1][2] + $nY_UN * $aCircles[$i1][3]) * $nBounciness
													$nVel2_N = ($nX_UN * $aCircles[$i2][2] + $nY_UN * $aCircles[$i2][3]) * $nBounciness
													$nVel1_T = (-$nY_UN * $aCircles[$i1][2] + $nX_UN * $aCircles[$i1][3]) * $nGroundFriction
													$nVel2_T = (-$nY_UN * $aCircles[$i2][2] + $nX_UN * $aCircles[$i2][3]) * $nGroundFriction

													$nVel1_N_New = ($nVel1_N * ($aCircles[$i1][4] - $aCircles[$i2][4]) + 2 * $aCircles[$i2][4] * $nVel2_N) / ($aCircles[$i1][4] + $aCircles[$i2][4])
													$nVel2_N_New = ($nVel2_N * ($aCircles[$i2][4] - $aCircles[$i1][4]) + 2 * $aCircles[$i1][4] * $nVel1_N) / ($aCircles[$i1][4] + $aCircles[$i2][4])

													$aCircles[$i1][2] = $nVel1_N_New * $nX_UN + $nVel1_T * - $nY_UN
													$aCircles[$i1][3] = $nVel1_N_New * $nY_UN + $nVel1_T * $nX_UN
													$aCircles[$i2][2] = $nVel2_N_New * $nX_UN + $nVel2_T * - $nY_UN
													$aCircles[$i2][3] = $nVel2_N_New * $nY_UN + $nVel2_T * $nX_UN
											EndSwitch
									EndSwitch
							EndSwitch
					EndSwitch
			EndSwitch
		Next

		$aCircles[$i1][0] += $aCircles[$i1][2] / $nFPS_Cur
		$aCircles[$i1][1] += $aCircles[$i1][3] / $nFPS_Cur

		_GDIPlus_GraphicsFillEllipse($hGraphics, $aCircles[$i1][0] - $aCircles[$i1][4], $aCircles[$i1][1] - $aCircles[$i1][4], $aCircles[$i1][4] * 2, $aCircles[$i1][4] * 2, $aCircles[$i1][5])
	Next

	_GDIPlus_GraphicsDrawStringEx($hGraphics, "FPS: " & Round($nFPS_Display, 1), $hFont_FPS, $tLayout_FPS, $hStringFormat, $hBrush_Black)
	_WinAPI_BitBlt($hDC_Main, 0, 0, $iGUIWidth, $iGUIHeight, $hDC_Buffer, 0, 0, $SRCCOPY)
WEnd

Func _Close()
	Exit
EndFunc   ;==>_Close

Func _Shutdown()
	_WinAPI_ReleaseDC($hMain, $hDC_Main)
	_WinAPI_DeleteDC($hDC_Buffer)
	_WinAPI_DeleteObject($hBitmap_Buffer)

	_GDIPlus_GraphicsDispose($hGraphics)
	_GDIPlus_BrushDispose($hBrush_Black)
	For $i = 1 To $aCircles[0][0]
		_GDIPlus_BrushDispose($aCircles[$i][5])
	Next
	_GDIPlus_StringFormatDispose($hStringFormat)
	_GDIPlus_FontFamilyDispose($hFamily_FPS)
	_GDIPlus_FontDispose($hFont_FPS)
	_GDIPlus_Shutdown()

	DllClose($vNTdll)
	DllClose($vUser32Dll)
EndFunc   ;==>_Shutdown

;- Copyright: name22, Donnerstag 12. Mai 2011


; #FUNCTION#;===============================================================================
;
; Name...........: _HighPrecisionSleep()
; Description ...: Sleeps down to 0.1 microseconds
; Syntax.........: _HighPrecisionSleep( $iMicroSeconds, $hDll=False)
; Parameters ....:  $iMicroSeconds      - Amount of microseconds to sleep
;                  $hDll  - Can be supplied so the UDF doesn't have to re-open the dll all the time.
; Return values .: None
; Author ........: Andreas Karlsson (monoceres)
; Modified.......:
; Remarks .......: Even though this has high precision you need to take into consideration that it will take some time for autoit to call the function.
; Related .......:
; Link ..........;
; Example .......; No
;
;;==========================================================================================
Func _HighPrecisionSleep($iMicroSeconds, $hDll = False)
	Local $hStruct, $bLoaded
	If Not $hDll Then
		$hDll = DllOpen("ntdll.dll")
		$bLoaded = True
	EndIf
	$hStruct = DllStructCreate("int64 time;")
	DllStructSetData($hStruct, "time", -1 * ($iMicroSeconds * 10))
	DllCall($hDll, "dword", "ZwDelayExecution", "int", 0, "ptr", DllStructGetPtr($hStruct))
	If $bLoaded Then DllClose($hDll)
EndFunc   ;==>_HighPrecisionSleep