#pragma once

#include <glm/glm.hpp>

namespace lt {

class Event;


class Window
{
public:
	struct Properties
	{
		std::string title;

		glm::uvec2 size;

		bool vsync, visible;
	};

	static Scope<Window> create(const std::function<void(Event &)> &callback);

	Window() = default;

	virtual ~Window();

	Window(Window &&) = delete;

	Window(const Window &) = delete;

	auto operator=(Window &&) -> Window & = delete;

	auto operator=(const Window &) -> Window & = delete;

	virtual void poll_events() = 0;

	virtual void on_event(const Event &event) = 0;

	virtual void set_properties(const Properties &properties, bool affectVisibility = false) = 0;

	virtual void set_title(const std::string &title) = 0;

	virtual void set_size(const glm::uvec2 &size) = 0;

	void close()
	{
		b_Closed = true;
	}

	virtual void set_v_sync(bool vsync, bool toggle = false) = 0;

	virtual void set_visibility(bool visible, bool toggle = false) = 0;

	[[nodiscard]] auto get_properties() const -> const Properties &
	{
		return m_properties;
	}

	[[nodiscard]] auto get_title() const -> const std::string &
	{
		return m_properties.title;
	}

	[[nodiscard]] auto get_size() const -> const glm::uvec2 &
	{
		return m_properties.size;
	}

	[[nodiscard]] auto is_closed() const -> bool
	{
		return b_Closed;
	}

	[[nodiscard]] auto is_v_sync() const -> bool
	{
		return m_properties.vsync;
	}

	[[nodiscard]] auto is_visible() const -> bool
	{
		return m_properties.visible;
	}

	virtual auto get_handle() -> void * = 0;

protected:
	auto get_properties_handle() -> Properties &
	{
		return m_properties;
	}

private:
	Properties m_properties {};

	bool b_Closed {};
};

} // namespace lt
