////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2024 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
//    you must not claim that you wrote the original software.
//    If you use this software in a product, an acknowledgment
//    in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
//    and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////

#pragma once

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <CSFML/Window/Export.h>

#include <CSFML/System/Time.h>
#include <CSFML/System/Vector2.h>
#include <CSFML/Window/Event.h>
#include <CSFML/Window/Types.h>
#include <CSFML/Window/VideoMode.h>
#include <CSFML/Window/WindowBase.h>
#include <CSFML/Window/WindowHandle.h>


////////////////////////////////////////////////////////////
/// \brief Enumeration of the context attribute flags
///
////////////////////////////////////////////////////////////
typedef enum
{
    sfContextDefault = 0, ///< Non-debug, compatibility context (this and the core attribute are mutually exclusive)
    sfContextCore    = 1 << 0, ///< Core attribute
    sfContextDebug   = 1 << 2  ///< Debug attribute
} sfContextAttribute;


////////////////////////////////////////////////////////////
/// \brief Structure defining the window's creation settings
///
////////////////////////////////////////////////////////////
typedef struct
{
    unsigned int depthBits;         ///< Bits of the depth buffer
    unsigned int stencilBits;       ///< Bits of the stencil buffer
    unsigned int antiAliasingLevel; ///< Level of anti-aliasing
    unsigned int majorVersion;      ///< Major number of the context version to create
    unsigned int minorVersion;      ///< Minor number of the context version to create
    uint32_t     attributeFlags;    ///< The attribute flags to create the context with
    bool         sRgbCapable;       ///< Whether the context framebuffer is sRGB capable
} sfContextSettings;


////////////////////////////////////////////////////////////
/// \brief Construct a new window
///
/// This function creates the window with the size and pixel
/// depth defined in \a mode. An optional style can be passed to
/// customize the look and behaviour of the window (borders,
/// title bar, resizable, closable, ...). If \a style contains
/// sfFullscreen, then \a mode must be a valid video mode.
///
/// The fourth parameter is a pointer to a structure specifying
/// advanced OpenGL context settings such as anti-aliasing,
/// depth-buffer bits, etc.
///
/// \param mode     Video mode to use (defines the width, height and depth of the rendering area of the window)
/// \param title    Title of the window
/// \param style    Window style
/// \param state    Window state
/// \param settings Additional settings for the underlying OpenGL context
///
/// \return A new sfWindow object
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API sfWindow* sfWindow_create(sfVideoMode              mode,
                                           const char*              title,
                                           uint32_t                 style,
                                           sfWindowState            state,
                                           const sfContextSettings* settings);

////////////////////////////////////////////////////////////
/// \brief Construct a new window (with a UTF-32 title)
///
/// This function creates the window with the size and pixel
/// depth defined in \a mode. An optional style can be passed to
/// customize the look and behaviour of the window (borders,
/// title bar, resizable, closable, ...). If \a style contains
/// sfFullscreen, then \a mode must be a valid video mode.
///
/// The fourth parameter is a pointer to a structure specifying
/// advanced OpenGL context settings such as anti-aliasing,
/// depth-buffer bits, etc.
///
/// \param mode     Video mode to use (defines the width, height and depth of the rendering area of the window)
/// \param title    Title of the window (UTF-32)
/// \param style    Window style
/// \param state    Window state
/// \param settings Additional settings for the underlying OpenGL context
///
/// \return A new sfWindow object
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API sfWindow* sfWindow_createUnicode(
    sfVideoMode              mode,
    const sfChar32*          title,
    uint32_t                 style,
    sfWindowState            state,
    const sfContextSettings* settings);

////////////////////////////////////////////////////////////
/// \brief Construct a window from an existing control
///
/// Use this constructor if you want to create an OpenGL
/// rendering area into an already existing control.
///
/// The second parameter is a pointer to a structure specifying
/// advanced OpenGL context settings such as anti-aliasing,
/// depth-buffer bits, etc.
///
/// \param handle   Platform-specific handle of the control
/// \param settings Additional settings for the underlying OpenGL context
///
/// \return A new sfWindow object
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API sfWindow* sfWindow_createFromHandle(sfWindowHandle handle, const sfContextSettings* settings);

////////////////////////////////////////////////////////////
/// \brief Destroy a window
///
/// \param window Window to destroy
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_destroy(const sfWindow* window);

////////////////////////////////////////////////////////////
/// \brief Close a window and destroy all the attached resources
///
/// After calling this function, the sfWindow object remains
/// valid, you must call sfWindow_destroy to actually delete it.
/// All other functions such as sfWindow_pollEvent or sfWindow_display
/// will still work (i.e. you don't have to test sfWindow_isOpen
/// every time), and will have no effect on closed windows.
///
/// \param window Window object
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_close(sfWindow* window);

////////////////////////////////////////////////////////////
/// \brief Tell whether or not a window is opened
///
/// This function returns whether or not the window exists.
/// Note that a hidden window (sfWindow_setVisible(false)) will return
/// true.
///
/// \param window Window object
///
/// \return true if the window is opened, false if it has been closed
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API bool sfWindow_isOpen(const sfWindow* window);

////////////////////////////////////////////////////////////
/// \brief Get the settings of the OpenGL context of a window
///
/// Note that these settings may be different from what was
/// passed to the sfWindow_create function,
/// if one or more settings were not supported. In this case,
/// SFML chose the closest match.
///
/// \param window Window object
///
/// \return Structure containing the OpenGL context settings
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API sfContextSettings sfWindow_getSettings(const sfWindow* window);

////////////////////////////////////////////////////////////
/// \brief Pop the event on top of event queue, if any, and return it
///
/// This function is not blocking: if there's no pending event then
/// it will return false and leave \a event unmodified.
/// Note that more than one event may be present in the event queue,
/// thus you should always call this function in a loop
/// to make sure that you process every pending event.
///
/// \param window Window object
/// \param event  Event to fill, if any
///
/// \return true if an event was returned, or false if the event queue was empty
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API bool sfWindow_pollEvent(sfWindow* window, sfEvent* event);

////////////////////////////////////////////////////////////
/// \brief Wait for an event and return it
///
/// This function is blocking: if there's no pending event then
/// it will wait until an event is received or until the provided
/// timeout elapses. Only if an error or a timeout occurs the
/// function returns `false`.
/// This function is typically used when you have a thread that is
/// dedicated to events handling: you want to make this thread sleep
/// as long as no new event is received.
/// \code
/// while (sfWindow_waitEvent(window, timeout, &event))
/// {
///    // process event...
/// }
/// \endcode
///
/// \param window  Window object
/// \param timeout Maximum time to wait (`sfTime_Zero` for infinite)
/// \param event   Event to fill, if any
///
/// \return true if an event was returned, false if event queue was empty or function timed out
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API bool sfWindow_waitEvent(sfWindow* window, sfTime timeout, sfEvent* event);

////////////////////////////////////////////////////////////
/// \brief Get the position of a window
///
/// \param window Window object
///
/// \return Position in pixels
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API sfVector2i sfWindow_getPosition(const sfWindow* window);

////////////////////////////////////////////////////////////
/// \brief Change the position of a window on screen
///
/// This function only works for top-level windows
/// (i.e. it will be ignored for windows created from
/// the handle of a child window/control).
///
/// \param window   Window object
/// \param position New position of the window, in pixels
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_setPosition(sfWindow* window, sfVector2i position);

////////////////////////////////////////////////////////////
/// \brief Get the size of the rendering region of a window
///
/// The size doesn't include the titlebar and borders
/// of the window.
///
/// \param window Window object
///
/// \return Size in pixels
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API sfVector2u sfWindow_getSize(const sfWindow* window);

////////////////////////////////////////////////////////////
/// \brief Change the size of the rendering region of a window
///
/// \param window Window object
/// \param size   New size, in pixels
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_setSize(sfWindow* window, sfVector2u size);

////////////////////////////////////////////////////////////
/// \brief Change the title of a window
///
/// \param window Window object
/// \param title  New title
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_setTitle(sfWindow* window, const char* title);

////////////////////////////////////////////////////////////
/// \brief Change the title of a window (with a UTF-32 string)
///
/// \param window Window object
/// \param title  New title
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_setUnicodeTitle(sfWindow* window, const sfChar32* title);

////////////////////////////////////////////////////////////
/// \brief Change a window's icon
///
/// \a pixels must be an array of \a width x \a height pixels
/// in 32-bits RGBA format.
///
/// \param window Window object
/// \param size   Icon's size, in pixels
/// \param pixels Pointer to the array of pixels in memory
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_setIcon(sfWindow* window, sfVector2u size, const uint8_t* pixels);

////////////////////////////////////////////////////////////
/// \brief Show or hide a window
///
/// \param window  Window object
/// \param visible true to show the window, false to hide it
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_setVisible(sfWindow* window, bool visible);

////////////////////////////////////////////////////////////
/// \brief Enable or disable vertical synchronization
///
/// Activating vertical synchronization will limit the number
/// of frames displayed to the refresh rate of the monitor.
/// This can avoid some visual artifacts, and limit the framerate
/// to a good value (but not constant across different computers).
///
/// \param window  Window object
/// \param enabled true to enable v-sync, false to deactivate
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_setVerticalSyncEnabled(sfWindow* window, bool enabled);

////////////////////////////////////////////////////////////
/// \brief Show or hide the mouse cursor
///
/// \param window  Window object
/// \param visible true to show, false to hide
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_setMouseCursorVisible(sfWindow* window, bool visible);

////////////////////////////////////////////////////////////
/// \brief Grab or release the mouse cursor
///
/// If set, grabs the mouse cursor inside this window's client
/// area so it may no longer be moved outside its bounds.
/// Note that grabbing is only active while the window has
/// focus and calling this function for fullscreen windows
/// won't have any effect (fullscreen windows always grab the
/// cursor).
///
/// \param window  Window object
/// \param grabbed true to enable, false to disable
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_setMouseCursorGrabbed(sfWindow* window, bool grabbed);

////////////////////////////////////////////////////////////
/// \brief Set the displayed cursor to a native system cursor
///
/// Upon window creation, the arrow cursor is used by default.
///
/// \warning The cursor must not be destroyed while in use by
///          the window.
///
/// \warning Features related to Cursor are not supported on
///          iOS and Android.
///
/// \param window Window object
/// \param cursor Native system cursor type to display
///
/// \see sfCursor_createFromSystem
/// \see sfCursor_createFromPixels
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_setMouseCursor(sfWindow* window, const sfCursor* cursor);

////////////////////////////////////////////////////////////
/// \brief Enable or disable automatic key-repeat
///
/// If key repeat is enabled, you will receive repeated
/// KeyPress events while keeping a key pressed. If it is disabled,
/// you will only get a single event when the key is pressed.
///
/// Key repeat is enabled by default.
///
/// \param window  Window object
/// \param enabled true to enable, false to disable
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_setKeyRepeatEnabled(sfWindow* window, bool enabled);

////////////////////////////////////////////////////////////
/// \brief Limit the framerate to a maximum fixed frequency
///
/// If a limit is set, the window will use a small delay after
/// each call to sfWindow_display to ensure that the current frame
/// lasted long enough to match the framerate limit.
///
/// \param window Window object
/// \param limit  Framerate limit, in frames per seconds (use 0 to disable limit)
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_setFramerateLimit(sfWindow* window, unsigned int limit);

////////////////////////////////////////////////////////////
/// \brief Change the joystick threshold
///
/// The joystick threshold is the value below which
/// no JoystickMoved event will be generated.
///
/// \param window    Window object
/// \param threshold New threshold, in the range [0, 100]
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_setJoystickThreshold(sfWindow* window, float threshold);

////////////////////////////////////////////////////////////
/// \brief Activate or deactivate a window as the current target
///        for OpenGL rendering
///
/// A window is active only on the current thread, if you want to
/// make it active on another thread you have to deactivate it
/// on the previous thread first if it was active.
/// Only one window can be active on a thread at a time, thus
/// the window previously active (if any) automatically gets deactivated.
/// This is not to be confused with sfWindow_requestFocus().
///
/// \param window Window object
/// \param active true to activate, false to deactivate
///
/// \return true if operation was successful, false otherwise
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API bool sfWindow_setActive(sfWindow* window, bool active);

////////////////////////////////////////////////////////////
/// \brief Request the current window to be made the active
/// foreground window
///
/// At any given time, only one window may have the input focus
/// to receive input events such as keystrokes or mouse events.
/// If a window requests focus, it only hints to the operating
/// system, that it would like to be focused. The operating system
/// is free to deny the request.
/// This is not to be confused with sfWindow_setActive().
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_requestFocus(sfWindow* window);

////////////////////////////////////////////////////////////
/// \brief Check whether the window has the input focus
///
/// At any given time, only one window may have the input focus
/// to receive input events such as keystrokes or most mouse
/// events.
///
/// \return True if window has focus, false otherwise
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API bool sfWindow_hasFocus(const sfWindow* window);

////////////////////////////////////////////////////////////
/// \brief Display on screen what has been rendered to the
///        window so far
///
/// This function is typically called after all OpenGL rendering
/// has been done for the current frame, in order to show
/// it on screen.
///
/// \param window Window object
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API void sfWindow_display(sfWindow* window);

////////////////////////////////////////////////////////////
/// \brief Get the OS-specific handle of the window
///
/// The type of the returned handle is sfWindowHandle,
/// which is a typedef to the handle type defined by the OS.
/// You shouldn't need to use this function, unless you have
/// very specific stuff to implement that SFML doesn't support,
/// or implement a temporary workaround until a bug is fixed.
///
/// \param window Window object
///
/// \return System handle of the window
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API sfWindowHandle sfWindow_getNativeHandle(const sfWindow* window);

////////////////////////////////////////////////////////////
/// \brief Create a Vulkan rendering surface
///
/// \param window    Window object
/// \param instance  Vulkan instance
/// \param surface   Created surface
/// \param allocator Allocator to use
///
/// \return True if surface creation was successful, false otherwise
///
////////////////////////////////////////////////////////////
CSFML_WINDOW_API bool sfWindow_createVulkanSurface(sfWindow*                    window,
                                                   const VkInstance*            instance,
                                                   VkSurfaceKHR*                surface,
                                                   const VkAllocationCallbacks* allocator);
