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#pragma once

#include <memory>
#include <functional>

#include "window.h"
#include "event.h"
#include "camera.h"
#include "log.h"

#include "rendering/vertex_array.h"
#include "rendering/vertex_buffer.h"
#include "rendering/index_buffer.h"
#include "rendering/shader.h"
#include "rendering/texture.h"

namespace Donut
{
    class Application
    {
    public:
        Application(const std::string& name = "Donut", 
                    int width = 1280, int height = 720);
        ~Application();

        void run();
        void close();

        Window& get_window()       { return *m_window;   }
        static Application& get() { return *s_instance; }
    private:
        void on_init();
        void on_shutdown();
        void on_update();
        void on_render();
        void on_event(Event& event);
        void update_texture();
    private:
        std::unique_ptr<Window> m_window;
        bool m_running;
        bool m_minimized;

        std::shared_ptr<VertexArray>  m_vertex_array;
        std::shared_ptr<VertexBuffer> m_vertex_buffer;
        std::shared_ptr<IndexBuffer>  m_index_buffer;
        std::shared_ptr<Shader>       m_shader;
        std::shared_ptr<Texture2D>    m_texture;
        
        std::shared_ptr<Shader>    m_compute_shader;
        std::shared_ptr<Texture2D> m_processed_texture;
        float m_compute_brightness;
        float m_compute_contrast;
        float m_compute_saturation;
        bool  m_use_compute_shader;
        
        std::unique_ptr<Camera> m_camera;
        
        bool  m_keys[1024]    = { false };
        bool  m_first_mouse    = true;
        float m_last_x         = 0.0f;
        float m_last_y         = 0.0f;
        float m_delta_time     = 0.0f;
        float m_last_frame     = 0.0f;
        bool  m_mouse_dragging = false;
        float m_texture_time   = 0.0f;

        static Application* s_instance;
    };
}