// ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in 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 (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the opengl3_example/ folder**
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver. 
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.

// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui

#include <imgui.h>
#include "imgui_impl_glfw.h"

// GLFW
#include <GLFW/glfw3.h>
#ifdef _WIN32
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <GLFW/glfw3native.h>
#endif

// Data
static GLFWwindow*  g_Window = NULL;
static double       g_Time = 0.0f;
static bool         g_MouseJustPressed[3] = { false, false, false };
static float        g_MouseWheel = 0.0f;
static GLuint       g_FontTexture = 0;

// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. 
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
{
    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
    ImGuiIO& io = ImGui::GetIO();
    int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
    int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
    if (fb_width == 0 || fb_height == 0)
        return;
    draw_data->ScaleClipRects(io.DisplayFramebufferScale);

    // We are using the OpenGL fixed pipeline to make the example code simpler to read!
    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); 
    glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glDisable(GL_CULL_FACE);
    glDisable(GL_DEPTH_TEST);
    glEnable(GL_SCISSOR_TEST);
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glEnableClientState(GL_COLOR_ARRAY);
    glEnable(GL_TEXTURE_2D);
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound

    // Setup viewport, orthographic projection matrix
    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();

    // Render command lists
    #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
    for (int n = 0; n < draw_data->CmdListsCount; n++)
    {
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
        const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
        const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
        glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, pos)));
        glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, uv)));
        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, col)));

        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
        {
            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
            if (pcmd->UserCallback)
            {
                pcmd->UserCallback(cmd_list, pcmd);
            }
            else
            {
                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
                glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
                glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
            }
            idx_buffer += pcmd->ElemCount;
        }
    }
    #undef OFFSETOF

    // Restore modified state
    glDisableClientState(GL_COLOR_ARRAY);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    glDisableClientState(GL_VERTEX_ARRAY);
    glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glPopAttrib();
    glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}

static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data)
{
    return glfwGetClipboardString((GLFWwindow*)user_data);
}

static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text)
{
    glfwSetClipboardString((GLFWwindow*)user_data, text);
}

void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
{
    if (action == GLFW_PRESS && button >= 0 && button < 3)
        g_MouseJustPressed[button] = true;
}

void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
{
    g_MouseWheel += (float)yoffset; // Use fractional mouse wheel.
}

void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
{
    ImGuiIO& io = ImGui::GetIO();
    if (action == GLFW_PRESS)
        io.KeysDown[key] = true;
    if (action == GLFW_RELEASE)
        io.KeysDown[key] = false;

    (void)mods; // Modifiers are not reliable across systems
    io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
    io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
    io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
    io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
}

void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c)
{
    ImGuiIO& io = ImGui::GetIO();
    if (c > 0 && c < 0x10000)
        io.AddInputCharacter((unsigned short)c);
}

bool ImGui_ImplGlfwGL2_CreateDeviceObjects()
{
    // Build texture atlas
    ImGuiIO& io = ImGui::GetIO();
    unsigned char* pixels;
    int width, height;
    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.

    // Upload texture to graphics system
    GLint last_texture;
    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
    glGenTextures(1, &g_FontTexture);
    glBindTexture(GL_TEXTURE_2D, g_FontTexture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);

    // Store our identifier
    io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;

    // Restore state
    glBindTexture(GL_TEXTURE_2D, last_texture);

    return true;
}

void    ImGui_ImplGlfwGL2_InvalidateDeviceObjects()
{
    if (g_FontTexture)
    {
        glDeleteTextures(1, &g_FontTexture);
        ImGui::GetIO().Fonts->TexID = 0;
        g_FontTexture = 0;
    }
}

bool    ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
{
    g_Window = window;

    ImGuiIO& io = ImGui::GetIO();
    io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
    io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
    io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
    io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
    io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
    io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
    io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
    io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
    io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
    io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
    io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
    io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
    io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
    io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
    io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
    io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
    io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
    io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
    io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;

    io.RenderDrawListsFn = ImGui_ImplGlfwGL2_RenderDrawLists;      // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
    io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText;
    io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText;
    io.ClipboardUserData = g_Window;
#ifdef _WIN32
    io.ImeWindowHandle = glfwGetWin32Window(g_Window);
#endif

    if (install_callbacks)
    {
        glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback);
        glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback);
        glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback);
        glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback);
    }

    return true;
}

void ImGui_ImplGlfwGL2_Shutdown()
{
    ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
    ImGui::Shutdown();
}

void ImGui_ImplGlfwGL2_NewFrame()
{
    if (!g_FontTexture)
        ImGui_ImplGlfwGL2_CreateDeviceObjects();

    ImGuiIO& io = ImGui::GetIO();

    // Setup display size (every frame to accommodate for window resizing)
    int w, h;
    int display_w, display_h;
    glfwGetWindowSize(g_Window, &w, &h);
    glfwGetFramebufferSize(g_Window, &display_w, &display_h);
    io.DisplaySize = ImVec2((float)w, (float)h);
    io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);

    // Setup time step
    double current_time =  glfwGetTime();
    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
    g_Time = current_time;

    // Setup inputs
    // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
    if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
    {
        if (io.WantMoveMouse)
        {
            glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y);   // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
        }
        else
        {
            double mouse_x, mouse_y;
            glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
            io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
        }
    }
    else
    {
        io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
    }

    for (int i = 0; i < 3; i++)
    {
        // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
        io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
        g_MouseJustPressed[i] = false;
    }

    io.MouseWheel = g_MouseWheel;
    g_MouseWheel = 0.0f;

    // Hide OS mouse cursor if ImGui is drawing it
    glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);

    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
    ImGui::NewFrame();
}