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#pragma once
#include "memory.h"
#include "window.h"
#include "event.h"
#include "log.h"
#include "camera.h"
#include "rendering/rhi.h"
#include "rendering/scene_renderer.h"
#include "rendering/black_hole_renderer.h"
#include <string>
#include <vector>
namespace Donut
{
// The application owns ONE RHI::Device (OpenGL or Vulkan, chosen at startup)
// and the two portable renderers written on top of it, plus all the shared
// state (cameras, scene objects, disk parameters, HDRI). Because the rendering
// lives in the RHI and the shared renderers, the app behaves identically no
// matter which backend is active.
class Application
{
public:
Application(const std::string& name = "Donut",
int width = 1280, int height = 720);
~Application();
auto run() -> void;
auto close() -> void;
auto get_window() -> Window& { return *m_window; }
static auto get() -> Application& { return *s_instance; }
private:
auto on_init() -> void;
auto on_shutdown() -> void;
auto on_event(Event& event) -> void;
auto build_ui() -> void; // shared ImGui panel
auto build_scene_ui() -> void; // scene-view (object list) section
auto process_input() -> void; // orbit / free-fly / zoom, was per-backend
auto set_free_fly(bool enabled) -> void;
auto reset_camera() -> void;
auto set_hdri(const std::string& path) -> void;
auto render_frame() -> void;
private:
Scope<Window> m_window;
// The unified renderer: one device + the shared renderers on top of it.
Scope<RHI::Device> m_device;
Scope<SceneRenderer> m_scene_renderer;
Scope<BlackHoleRenderer> m_black_hole_renderer;
Ref<RHI::Texture> m_cubemap; // shared HDRI environment
Camera m_camera{ 60.0f, 16.0f / 9.0f, 0.1f, 100.0f }; // black-hole view
Camera m_scene_camera{ 45.0f, 16.0f / 9.0f, 0.1f, 1000.0f }; // world-builder view
BlackHoleParams m_bh_params;
std::vector<SceneObject> m_scene_objects{ SceneObject{} };
int m_selected_object = 0;
bool m_scene_mode = false;
std::string m_hdri_path;
// input tracking (mirrors the old per-backend process_input)
bool m_left_was_down = false;
double m_fps_last_x = 0.0, m_fps_last_y = 0.0;
double m_last_frame_time = 0.0;
double m_start_time = 0.0;
bool m_user_moving = false;
bool m_running;
bool m_minimized;
static Application* s_instance;
};
}
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