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#ifndef PKE_STATIC_UI_HPP
#define PKE_STATIC_UI_HPP

#include "components-vk.hpp"
#include "font.hpp"
#include "pk.h"
#include "vendor-glm-include.hpp"

#include <cstdint>

#define built_in_offset 2.0

struct MSDFGlyphSettings {
	float width;
	float height;
	float scale;
	float translate_em;
	float range_em;
};

TypeSafeInt_H(PKE_UI_BOX_TYPE, uint8_t, 0xFF);
TypeSafeInt_H(PKE_UI_BOX_FLAG, uint64_t, 0xFFFFFFFFFFFFFFFF);

// layouts
constexpr PKE_UI_BOX_TYPE PKE_UI_BOX_TYPE_STANDARD
        = PKE_UI_BOX_TYPE(000);
// TODO columns, rows, tabs, etc

// special (content)
constexpr PKE_UI_BOX_TYPE PKE_UI_BOX_TYPE_TEXT
        = PKE_UI_BOX_TYPE(050);
// TODO image, render target, etc

// inputs
constexpr PKE_UI_BOX_TYPE PKE_UI_BOX_TYPE_INPUT_TEXT
        = PKE_UI_BOX_TYPE(100);
// TODO multi-line text, scalar, float, slider, button, etc


constexpr PKE_UI_BOX_FLAG PKE_UI_BOX_FLAG_NONE
        = PKE_UI_BOX_FLAG(0);
// [00-04] position type
// exact screen coordinates
constexpr PKE_UI_BOX_FLAG PKE_UI_BOX_FLAG_POSITION_TYPE_FLEX
        = PKE_UI_BOX_FLAG((1 <<  0));
constexpr PKE_UI_BOX_FLAG PKE_UI_BOX_FLAG_POSITION_TYPE_STATIC
        = PKE_UI_BOX_FLAG((1 <<  1));
constexpr PKE_UI_BOX_FLAG PKE_UI_BOX_FLAG_POSITION_TYPE_DYNAMIC
        = PKE_UI_BOX_FLAG((1 <<  2));
constexpr PKE_UI_BOX_FLAG PKE_UI_BOX_FLAG_POSITION_TYPE_ALL
        = PKE_UI_BOX_FLAG((1 <<  0) | (1 <<  1) | (1 <<  2));
// [05-06] center
constexpr PKE_UI_BOX_FLAG PKE_UI_BOX_FLAG_CENTER_HORIZONTAL
        = PKE_UI_BOX_FLAG((1 <<  5));
constexpr PKE_UI_BOX_FLAG PKE_UI_BOX_FLAG_CENTER_VERTICAL
        = PKE_UI_BOX_FLAG((1 <<  6));
constexpr PKE_UI_BOX_FLAG PKE_UI_BOX_FLAG_CENTER_BOTH
        = PKE_UI_BOX_FLAG((1 <<  5) | (1 <<  6));
// [07-09] visibility
constexpr PKE_UI_BOX_FLAG PKE_UI_BOX_FLAG_VISIBILITY_INVISIBLE
        = PKE_UI_BOX_FLAG((1 <<  7));
// [10-??]

typedef uint16_t pke_ui_box_count_T;

struct pke_ui_box;

struct pke_ui_box : public Entity_Base {
	PKE_UI_BOX_FLAG flags;
	glm::vec2 pos_top_left;
	glm::vec2 min_size;
	glm::vec2 max_size;
	float flex_weight;
	PKE_UI_BOX_TYPE type;
	uint8_t flex_direction;
	uint8_t layer;
	union pke_ui_box_type_data *type_data;
	struct pke_ui_box_internals {
		// the exact px to translate (shader)
		glm::vec2 px_corner;
		// the exact px for scaling (shader)
		glm::vec2 px_size;
		// internal padding + running offset for adding children
		// glm::vec4 px_padding;
		float px_padding_l, px_padding_b, px_padding_r, px_padding_t;
		pke_ui_box *parent;
		pke_ui_box **children;
		pke_ui_box_count_T h_children;
		pke_ui_box_count_T r_children;
	} internal;
};

// separate these if they become silly
union pke_ui_box_type_data {
	struct pke_ui_box_type_data_text {
		FontRenderHandle font_render_handle;
	} text;
};

struct pke_ui_graphics_bindings {
	VkDeviceMemory deviceMemoryVert = VK_NULL_HANDLE;
	VkDeviceMemory deviceMemoryInst = VK_NULL_HANDLE;
	BufferBindingDetails bd_vertex;
	BufferBindingDetails bd_uv;
	BufferBindingDetails bd_index;
	BufferBindingDetails bd_instance;
	uint32_t index_count;
	uint32_t instance_counter;
	uint32_t instance_buffer_max_count;
};

void pke_ui_init();
void pke_ui_init_bindings();
void pke_ui_tick(double delta);
void pke_ui_teardown();

pke_ui_box **pke_ui_get_root_boxes(pke_ui_box_count_T *count);

pke_ui_box *pke_ui_box_new_root(const PKE_UI_BOX_TYPE type = PKE_UI_BOX_TYPE_STANDARD, pk_uuid uuid = pk_uuid_zed);
pke_ui_box *pke_ui_box_new_child(pke_ui_box *parent, const PKE_UI_BOX_TYPE type = PKE_UI_BOX_TYPE_STANDARD, pk_uuid uuid = pk_uuid_zed);

#ifdef PKE_TEST_EXPOSE
void pke_ui_calc_px(pk_arr_t<pke_ui_box_instance_buffer_item> &buffer, pke_ui_flex_params *flex_params, pke_ui_box *box);
void pke_ui_recalc_sizes_recursive(pk_arr_t<pke_ui_box_instance_buffer_item> &arr, pke_ui_box *box, uint8_t depth = 0);
#endif

pke_ui_graphics_bindings *pke_ui_get_graphics_bindings();

#endif /* PKE_STATIC_UI_HPP */