// Minimal test for ImGui + GLFW + OpenGL
#include <iostream>

// ImGui includes
#include "include/imgui/imgui.h"
#include "include/imgui/imgui_impl_glfw.h"
#include "include/imgui/imgui_impl_opengl3.h"

// GLAD and GLFW
#include "glad/glad.h"
#include "include/glfw/glfw3.h"

int main() {
    // Initialize GLFW
    if (!glfwInit()) {
        std::cerr << "Failed to initialize GLFW" << std::endl;
        return 1;
    }

    // Configure GLFW
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    // Create window
    GLFWwindow* window = glfwCreateWindow(800, 600, "ImGui Test", NULL, NULL);
    if (!window) {
        std::cerr << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return 1;
    }

    glfwMakeContextCurrent(window);
    glfwSwapInterval(1); // Enable vsync

    // Initialize GLAD
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cerr << "Failed to initialize GLAD" << std::endl;
        return 1;
    }

    // Setup Dear ImGui
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGui::StyleColorsDark();

    // Setup Platform/Renderer backends
    ImGui_ImplGlfw_InitForOpenGL(window, true);
    ImGui_ImplOpenGL3_Init("#version 330");

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

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

        // Create a simple ImGui window
        ImGui::Begin("Hello, ImGui!");
        ImGui::Text("If you can see this, everything is working!");
        
        // Add a color editor just to test interactivity
        static ImVec4 color = ImVec4(0.4f, 0.7f, 0.0f, 1.0f);
        ImGui::ColorEdit3("Color", (float*)&color);
        
        ImGui::End();

        // Rendering
        ImGui::Render();
        int display_w, display_h;
        glfwGetFramebufferSize(window, &display_w, &display_h);
        glViewport(0, 0, display_w, display_h);
        glClearColor(color.x, color.y, color.z, color.w);
        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;
}