#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <main_window.h>
#include <styles.h>
#include <icons.h>
#include <version.h>
#include <spdlog/spdlog.h>
#include <bandplan.h>

#ifdef _WIN32
#include <Windows.h>
#endif

static void glfw_error_callback(int error, const char* description) {
    spdlog::error("Glfw Error {0}: {1}", error, description);
}

int main() {
#ifdef _WIN32
    //FreeConsole();
#endif

    spdlog::info("SDR++ v" VERSION_STR);

    // Setup window
    glfwSetErrorCallback(glfw_error_callback);
    if (!glfwInit()) {
        return 1;
    }

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+ only
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // Required on Mac

    // Create window with graphics context
    GLFWwindow* window = glfwCreateWindow(1280, 720, "SDR++ v" VERSION_STR " (Built at " __TIME__ ", " __DATE__ ")", NULL, NULL);
    if (window == NULL)
        return 1;
    glfwMakeContextCurrent(window);
    glfwSwapInterval(1); // Enable vsync

    if (glewInit() != GLEW_OK) {
        spdlog::error("Failed to initialize OpenGL loader!");
        return 1;
    }

    // Setup Dear ImGui context
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO(); (void)io;
    io.IniFilename = NULL;

    // Setup Platform/Renderer bindings
    ImGui_ImplGlfw_InitForOpenGL(window, true);
    ImGui_ImplOpenGL3_Init("#version 150");

    setImguiStyle(io);

    windowInit();

    spdlog::info("Loading icons");
    icons::load();

    spdlog::info("Loading band plans");
    bandplan::loadFromDir("bandplans");

    spdlog::info("Loading band plans color table");
    bandplan::loadColorTable("band_colors.json");

    spdlog::info("Ready.");

    // Main loop
    while (!glfwWindowShouldClose(window)) {
        glfwPollEvents();

        // Start the Dear ImGui frame
        ImGui_ImplOpenGL3_NewFrame();
        ImGui_ImplGlfw_NewFrame();
        ImGui::NewFrame();

        int wwidth, wheight;
        glfwGetWindowSize(window, &wwidth, &wheight);
        ImGui::SetNextWindowPos(ImVec2(0, 0));
        ImGui::SetNextWindowSize(ImVec2(wwidth, wheight));
        ImGui::Begin("Main", NULL, WINDOW_FLAGS);

        drawWindow();

        ImGui::End();

        // Rendering
        ImGui::Render();
        int display_w, display_h;
        glfwGetFramebufferSize(window, &display_w, &display_h);
        glViewport(0, 0, display_w, display_h);
        glClearColor(0.0666f, 0.0666f, 0.0666f, 1.0f);
        //glClearColor(0.90f, 0.90f, 0.90f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());

        glfwSwapBuffers(window);
    }

    // Cleanup
    ImGui_ImplOpenGL3_Shutdown();
    ImGui_ImplGlfw_Shutdown();
    ImGui::DestroyContext();

    glfwDestroyWindow(window);
    glfwTerminate();

    return 0;
}