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const c = @import("c.zig");
const std = @import("std");
const panic = std.debug.panic;
const glfw_impl = @import("glfw_impl.zig");

extern fn errorCallback(err: c_int, description: [*c]const u8) void {
      panic("Error: {}\n", description);
}

var window: *c.GLFWwindow = undefined;

pub fn main() void {
  _ = c.glfwSetErrorCallback(errorCallback);

  if (c.glfwInit() == c.GL_FALSE) {
      panic("GLFW init failure\n");
  }
  defer c.glfwTerminate();

  c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MAJOR, 3);
  c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MINOR, 2);
  c.glfwWindowHint(c.GLFW_OPENGL_FORWARD_COMPAT, c.GL_TRUE);
  c.glfwWindowHint(c.GLFW_OPENGL_PROFILE, c.GLFW_OPENGL_CORE_PROFILE);

  // c.glfwWindowHint(c.GLFW_OPENGL_DEBUG_CONTEXT, debug_gl.is_on);
  // c.glfwWindowHint(c.GLFW_DEPTH_BITS, 0);
  // c.glfwWindowHint(c.GLFW_STENCIL_BITS, 8);
  c.glfwWindowHint(c.GLFW_RESIZABLE, c.GL_TRUE);

  const window_width = 640;
  const window_height = 480;
  window = c.glfwCreateWindow(window_width, window_height, c"ImGUI Test", null, null) orelse {
      panic("unable to create window\n");
  };
  defer c.glfwDestroyWindow(window);

  c.glfwMakeContextCurrent(window);
  c.glfwSwapInterval(1);

  const context = c.igCreateContext(null);
  defer c.igDestroyContext(context);

  const io = c.igGetIO();
  io.*.ConfigFlags |= @enumToInt(c.ImGuiConfigFlags_NavEnableKeyboard);
  io.*.ConfigFlags |= @enumToInt(c.ImGuiConfigFlags_DockingEnable);
  io.*.ConfigFlags |= @enumToInt(c.ImGuiConfigFlags_ViewportsEnable);

  const style = c.igGetStyle();
  c.igStyleColorsDark(style);

  if (io.*.ConfigFlags & @enumToInt(c.ImGuiConfigFlags_ViewportsEnable) != 0) {
    style.*.WindowRounding = 0.0;
    style.*.Colors[@enumToInt(c.ImGuiCol_WindowBg)].w = 1.0;
  }

  glfw_impl.Init(window, true, glfw_impl.ClientApi.OpenGL);
  // ImGui_InitForOpenGL(window, true);
  // ImGui_ImplOpenGL3_Init(glsl_version);

  const start_time = c.glfwGetTime();
  var prev_time = start_time;

  while (c.glfwWindowShouldClose(window) == c.GL_FALSE) {
    // c.glClear(c.GL_COLOR_BUFFER_BIT | c.GL_DEPTH_BUFFER_BIT | c.GL_STENCIL_BUFFER_BIT);

    const now_time = c.glfwGetTime();
    const elapsed = now_time - prev_time;
    prev_time = now_time;

    // nextFrame(t, elapsed);

    // draw(t, @This());
    c.glfwSwapBuffers(window);

    c.glfwPollEvents();
  }
}