// ImGui - standalone example application for Allegro 5
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.

#include <stdint.h>
#include <allegro5/allegro.h>
#include <allegro5/allegro_primitives.h>
#include "imgui.h"
#include "imgui_impl_a5.h"

int main(int, char**)
{
    // Setup Allegro
    al_init();
    al_install_keyboard();
    al_install_mouse();
    al_init_primitives_addon();
    al_set_new_display_flags(ALLEGRO_RESIZABLE);
    ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
    al_set_window_title(display, "ImGui Allegro 5 example");
    ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
    al_register_event_source(queue, al_get_display_event_source(display));
    al_register_event_source(queue, al_get_keyboard_event_source());
    al_register_event_source(queue, al_get_mouse_event_source());

    // Setup ImGui binding
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO(); (void)io;
    ImGui_ImplA5_Init(display);
    //io.NavFlags |= ImGuiNavFlags_EnableKeyboard;  // Enable Keyboard Controls

    // Setup style
    ImGui::StyleColorsDark();
    //ImGui::StyleColorsClassic();

    // 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 'misc/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 \\ !
    //io.Fonts->AddFontDefault();
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/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_demo_window = true;
    bool show_another_window = false;
    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

    // Main loop
    bool running = true;
    while (running)
    {
        // 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.
        ALLEGRO_EVENT ev;
        while (al_get_next_event(queue, &ev))
        {
            ImGui_ImplA5_ProcessEvent(&ev);
            if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) 
                running = false;
            if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
            {
                ImGui_ImplA5_InvalidateDeviceObjects();
                al_acknowledge_resize(display);
                Imgui_ImplA5_CreateDeviceObjects();
            }
        }
        ImGui_ImplA5_NewFrame();

        // 1. Show a simple window.
        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
        {
            static float f = 0.0f;
            static int counter = 0;
            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color

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

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

            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 your windows.
        if (show_another_window)
        {
            ImGui::Begin("Another Window", &show_another_window);
            ImGui::Text("Hello from another window!");
            if (ImGui::Button("Close Me"))
                show_another_window = false;
            ImGui::End();
        }

        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
        if (show_demo_window)
        {
            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
            ImGui::ShowDemoWindow(&show_demo_window);
        }

        // Rendering
        al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
        ImGui::Render();
        al_flip_display();
    }

    // Cleanup
    ImGui_ImplA5_Shutdown();
    ImGui::DestroyContext();
    al_destroy_event_queue(queue);
    al_destroy_display(display);

    return 0;
}