// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)

// Implemented features:
//  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.

// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the sdl_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 <SDL.h>
#include <SDL_syswm.h>
#include <SDL_opengl.h>
#include "imgui.h"
#include "imgui_impl_sdl_gl2.h"

// Data
static Uint64       g_Time = 0;
static bool         g_MousePressed[3] = { false, false, false };
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)
// 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)
void ImGui_ImplSdlGL2_RenderDrawLists(ImDrawData* draw_data)
{
    // 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
    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 + IM_OFFSETOF(ImDrawVert, pos)));
        glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_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;
        }
    }

    // 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_ImplSdlGL2_GetClipboardText(void*)
{
    return SDL_GetClipboardText();
}

static void ImGui_ImplSdlGL2_SetClipboardText(void*, const char* text)
{
    SDL_SetClipboardText(text);
}

// 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.
bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
{
    ImGuiIO& io = ImGui::GetIO();
    switch (event->type)
    {
    case SDL_MOUSEWHEEL:
        {
            if (event->wheel.x > 0) io.MouseWheelH += 1;
            if (event->wheel.x < 0) io.MouseWheelH -= 1;
            if (event->wheel.y > 0) io.MouseWheel += 1;
            if (event->wheel.y < 0) io.MouseWheel -= 1;
            return true;
        }
    case SDL_MOUSEBUTTONDOWN:
        {
            if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
            if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
            if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
            return true;
        }
    case SDL_TEXTINPUT:
        {
            io.AddInputCharactersUTF8(event->text.text);
            return true;
        }
    case SDL_KEYDOWN:
    case SDL_KEYUP:
        {
            int key = event->key.keysym.scancode;
            IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
            io.KeysDown[key] = (event->type == SDL_KEYDOWN);
            io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
            io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
            io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
            io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
            return true;
        }
    }
    return false;
}

bool ImGui_ImplSdlGL2_CreateDeviceObjects()
{
    // Build texture atlas
    ImGuiIO& io = ImGui::GetIO();
    unsigned char* pixels;
    int width, height;
    io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);

    // 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);
    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, 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_ImplSdlGL2_InvalidateDeviceObjects()
{
    if (g_FontTexture)
    {
        glDeleteTextures(1, &g_FontTexture);
        ImGui::GetIO().Fonts->TexID = 0;
        g_FontTexture = 0;
    }
}

bool    ImGui_ImplSdlGL2_Init(SDL_Window* window)
{
    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
    ImGuiIO& io = ImGui::GetIO();
    io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
    io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
    io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
    io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
    io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
    io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
    io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
    io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
    io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
    io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
    io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
    io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
    io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
    io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
    io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
    io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
    io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
    io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
    io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
    io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;

    io.RenderDrawListsFn = ImGui_ImplSdlGL2_RenderDrawLists;   // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
    io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText;
    io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText;
    io.ClipboardUserData = NULL;

#ifdef _WIN32
    SDL_SysWMinfo wmInfo;
    SDL_VERSION(&wmInfo.version);
    SDL_GetWindowWMInfo(window, &wmInfo);
    io.ImeWindowHandle = wmInfo.info.win.window;
#else
    (void)window;
#endif

    return true;
}

void ImGui_ImplSdlGL2_Shutdown()
{
    ImGui_ImplSdlGL2_InvalidateDeviceObjects();
    ImGui::Shutdown();
}

void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
{
    if (!g_FontTexture)
        ImGui_ImplSdlGL2_CreateDeviceObjects();

    ImGuiIO& io = ImGui::GetIO();

    // Setup display size (every frame to accommodate for window resizing)
    int w, h;
    int display_w, display_h;
    SDL_GetWindowSize(window, &w, &h);
    SDL_GL_GetDrawableSize(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 (we don't use SDL_GetTicks() because it is using millisecond resolution)
    static Uint64 frequency = SDL_GetPerformanceFrequency();
    Uint64 current_time = SDL_GetPerformanceCounter();
    io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
    g_Time = current_time;

    // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
    int mx, my;
    Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
    io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
    io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;  // 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[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
    io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
    g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;

    // We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016)
#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)   
    if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0)
        io.MousePos = ImVec2((float)mx, (float)my);
    bool any_mouse_button_down = false;
    for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
        any_mouse_button_down |= io.MouseDown[n];
    if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0)
        SDL_CaptureMouse(SDL_TRUE);
    if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0)
        SDL_CaptureMouse(SDL_FALSE);
#else
    if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0)
        io.MousePos = ImVec2((float)mx, (float)my);
#endif

    // Hide OS mouse cursor if ImGui is drawing it
    SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);

    // 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();
}