// ImGui - standalone example application for GLFW + OpenGL 2, using fixed pipeline
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)

// *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
// See imgui_impl_glfw.cpp for details.

#include <imgui.h>
#include "imgui_impl_glfw.h"
#include <stdio.h>
#include <GLFW/glfw3.h>

static void error_callback(int error, const char* description)
{
    fprintf(stderr, "Error %d: %s\n", error, description);
}

int main(int, char**)
{
    // Setup window
    glfwSetErrorCallback(error_callback);
    if (!glfwInit())
        return 1;
    GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
    glfwMakeContextCurrent(window);
    glfwSwapInterval(1); // Enable vsync

    // Setup ImGui binding
    ImGui_ImplGlfwGL2_Init(window, true);

    // Load Fonts
    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
    // - Read 'extra_fonts/README.txt' for more instructions and details.
    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
    //ImGuiIO& io = ImGui::GetIO();
    //io.Fonts->AddFontDefault();
    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
    //IM_ASSERT(font != NULL);

    bool show_test_window = true;
    bool show_another_window = false;
    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

    // Main loop
    while (!glfwWindowShouldClose(window))
    {
        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
        glfwPollEvents();
        ImGui_ImplGlfwGL2_NewFrame();

        // 1. Show a simple window.
        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
        {
            static float f = 0.0f;
            ImGui::Text("Hello, world!");
            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
            ImGui::ColorEdit3("clear color", (float*)&clear_color);
            if (ImGui::Button("Test Window")) show_test_window ^= 1;
            if (ImGui::Button("Another Window")) show_another_window ^= 1;
            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
        }

        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
        if (show_another_window)
        {
            ImGui::Begin("Another Window", &show_another_window);
            ImGui::Text("Hello from another window!");
            ImGui::End();
        }

        // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
        if (show_test_window)
        {
            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
            ImGui::ShowTestWindow(&show_test_window);
        }

        // Rendering
        int display_w, display_h;
        glfwGetFramebufferSize(window, &display_w, &display_h);
        glViewport(0, 0, display_w, display_h);
        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
        glClear(GL_COLOR_BUFFER_BIT);
        //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
        ImGui::Render();
        glfwSwapBuffers(window);
    }

    // Cleanup
    ImGui_ImplGlfwGL2_Shutdown();
    glfwTerminate();

    return 0;
}
