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#pragma once

#include "rendering/view.h"
#include <string>

namespace Donut
{
    class Scene;

    // App-level actions a workspace can request (window/device changes it can't do
    // itself). The Application implements this — it owns the window and device.
    struct AppActions
    {
        virtual ~AppActions() = default;
        virtual auto set_resolution(int w, int h) -> void = 0;
        virtual auto set_fullscreen(bool on) -> void = 0;
        virtual auto set_vsync(bool on) -> void = 0;
        virtual auto set_ui_scale(float scale) -> void = 0;
        virtual auto get_window_size(int& w, int& h) const -> void = 0;
        virtual auto is_fullscreen() const -> bool = 0;
    };

    // What a workspace gets each frame to build its panels. `scene` is mutable —
    // workspaces edit the document through it; `actions` performs app-level changes.
    struct UIContext
    {
        Scene&      scene;
        std::string device_name;
        AppActions& actions;
    };

    // A Dorico-style workspace: one tab that owns its side panels and declares
    // which viewport View it shows. Switching tabs switches both. Concrete
    // workspaces (Setup / Scene / Simulation / Export) live in ui_layer.cpp.
    class Workspace
    {
    public:
        virtual ~Workspace() = default;
        virtual auto name() const -> const char* = 0;
        virtual auto view() const -> View = 0;
        virtual auto on_ui(const UIContext& ctx) -> void = 0;
    };
}