// Dear ImGui: standalone example application for SDL2 + SDL_Renderer
// (SDL is a cross-platform general purpose library for handling windows, inputs,
// OpenGL/Vulkan/Metal graphics context creation, etc.)

// Learn about Dear ImGui:
// - FAQ                  https://dearimgui.com/faq
// - Getting Started      https://dearimgui.com/getting-started
// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp

// Important to understand: SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and
// SDL+OpenGL on Linux/OSX.

#include <cstdio>
#include <cstdint>
#include <iostream>
#include <string>
#include <vector>

#include <SDL.h>

#include "imgui.h"
#include "imgui_impl_sdl2.h"
#include "imgui_impl_sdlrenderer2.h"


#if !SDL_VERSION_ATLEAST(2,0,17)
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
#endif

// Main code
int main(int argc, char** argv)
{
    // Setup SDL
    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
    {
        printf("Error: %s\n", SDL_GetError());
        return -1;
    }

    // From 2.0.18: Enable native IME.
#ifdef SDL_HINT_IME_SHOW_UI
    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
#endif

    // Create window with SDL_Renderer graphics context
    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example",
                                          SDL_WINDOWPOS_CENTERED,
                                          SDL_WINDOWPOS_CENTERED,
                                          1280, 720, window_flags);
    if (window == nullptr)
    {
        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
        return -1;
    }

    SDL_Renderer* renderer = SDL_CreateRenderer(window, -1,
                                                SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
    if (renderer == nullptr)
    {
        SDL_Log("Error creating SDL_Renderer!");
        return 0;
    }

    //SDL_RendererInfo info;
    //SDL_GetRendererInfo(renderer, &info);
    //SDL_Log("Current SDL_Renderer: %s", info.name);

    // Setup Dear ImGui context
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO(); (void)io;
    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
//    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls

    // Setup Dear ImGui style
    ImGui::StyleColorsDark();
//    ImGui::StyleColorsLight();

    ImGuiStyle& style = ImGui::GetStyle();
    style.ScaleAllSizes(4.0);

    // Setup Platform/Renderer backends
    ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
    ImGui_ImplSDLRenderer2_Init(renderer);

    // 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 a nullptr. 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.
    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype
    //   for higher quality font rendering.
    // - Read 'docs/FONTS.md' 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 \\ !
    io.Fonts->AddFontDefault();
//    ImFont* font = io.Fonts->AddFontFromFileTTF("../misc/fonts/ProggyClean.ttf", 28.0f);
    ImFont* font = io.Fonts->AddFontFromFileTTF("../misc/fonts/Roboto-Medium.ttf", 28.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
    //IM_ASSERT(font != nullptr);

    // Our state
    bool show_demo_window = false;
    bool show_another_window = false;
    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

    // Main loop
    bool done = false;
    while (! done)
    {
        // Poll and handle events (inputs, window resize, etc.)
        // 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, or clear/overwrite your copy of the mouse
        //   data.
        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input
        //   data to your main application, or clear/overwrite your copy of the
        //   keyboard data.
        // Generally you may always pass all inputs to dear imgui, and hide them
        // from your application based on those two flags.
        SDL_Event event;
        while (SDL_PollEvent(&event))
        {
            ImGui_ImplSDL2_ProcessEvent(&event);
            if (event.type == SDL_QUIT)
            {
                done = true;
            }

            if (event.type == SDL_WINDOWEVENT &&
                event.window.event == SDL_WINDOWEVENT_CLOSE &&
                event.window.windowID == SDL_GetWindowID(window))
            {
                done = true;
            }
        }

        // Start the Dear ImGui frame
        ImGui_ImplSDLRenderer2_NewFrame();
        ImGui_ImplSDL2_NewFrame();
        ImGui::NewFrame();

#ifdef IMGUI_HAS_VIEWPORT
        ImGuiViewport* viewport = ImGui::GetMainViewport();
        ImGui::SetNextWindowPos(viewport->GetWorkPos());
        ImGui::SetNextWindowSize(viewport->GetWorkSize());
        ImGui::SetNextWindowViewport(viewport->ID);
#else
        ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
        ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize);
#endif
        ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
        ImGui::Begin("ere i am jh", nullptr,
//                     ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize |
                     ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_MenuBar);

        ImGui::PushFont(font);
        {
            static float f = 0.0f;
            static uint32_t counter = 0;
            static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;
            static char text[1024 * 16] =
                    "/*\n"
                    " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
                    " the hexadecimal encoding of one offending instruction,\n"
                    " more formally, the invalid operand with locked CMPXCHG8B\n"
                    " instruction bug, is a design flaw in the majority of\n"
                    " Intel Pentium, Pentium MMX, and Pentium OverDrive\n"
                    " processors (all in the P5 microarchitecture).\n"
                    "*/\n\n"
                    "label:\n"
                    "\tlock cmpxchg8b eax\n";

            // Menubar
            if (ImGui::BeginMenuBar())
            {
                if (ImGui::BeginMenu("File"))
                {
                    if (ImGui::MenuItem("Close", "Ctrl+W"))
                    {
                        done = true;
                    }
                    ImGui::EndMenu();
                }
                ImGui::EndMenuBar();
            }

            // Display some text (you can use a format strings too)
            ImGui::Text("This is some useful text.");

            // Edit bools storing our window open/close state
            ImGui::Checkbox("Demo Window", &show_demo_window);
            ImGui::Checkbox("Another Window", &show_another_window);

            // Edit 1 float using a slider from 0.0f to 1.0f
            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);

            // Edit 3 floats representing a color
            ImGui::ColorEdit3("clear color", (float*)&clear_color);

            // Buttons return true when clicked (most widgets return true when
            // edited/activated)
            if (ImGui::Button("Button"))
            {
                counter++;
            }
            ImGui::SameLine();
            ImGui::Text("counter = %d", counter);

            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
                        1000.0f / io.Framerate, io.Framerate);

            std::vector<std::string> list{"foo", "bar", "qux"};

            for (auto& iter : list)
            {
                if (ImGui::CollapsingHeader(iter.c_str()))
                {
                    ImGui::Text("This is a label. Yes it is.");
                }
            }

            if (ImGui::CollapsingHeader("Configuration"))
            {
                ImGui::InputTextMultiline("##source", text,
                                          IM_ARRAYSIZE(text),
                                          ImVec2(-FLT_MIN,
                                                 ImGui::GetTextLineHeight() *
                                                 8),
                                          flags);
            }
            if (ImGui::CollapsingHeader("Bojo"))
            {
                ImGui::Text("F.ART");
            }
        }

        // 3. Show another simple window.
        if (show_another_window)
        {
            // Pass a pointer to our bool variable (the window will have a
            // closing button that will clear the bool when clicked)
            ImGui::Begin("Another Window", &show_another_window);
            ImGui::Text("Hello from another window!");
            if (ImGui::Button("Close Me"))
            {
                show_another_window = false;
            }
            ImGui::End();
        }

        ImGui::PopFont();

        ImGui::End();
        ImGui::PopStyleVar(1);

        // Rendering
        ImGui::Render();
        SDL_RenderSetScale(renderer,
                           io.DisplayFramebufferScale.x,
                           io.DisplayFramebufferScale.y);
        SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
//                               (uint8_t)(clear_color.x * 255),
//                               (uint8_t)(clear_color.y * 255),
//                               (uint8_t)(clear_color.z * 255),
//                               (uint8_t)(clear_color.w * 255));
        SDL_RenderClear(renderer);
        ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
        SDL_RenderPresent(renderer);
    }

    // Cleanup
    ImGui_ImplSDLRenderer2_Shutdown();
    ImGui_ImplSDL2_Shutdown();
    ImGui::DestroyContext();

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

    return 0;
}
