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#pragma once

#include <SDL3/SDL.h>
#include <imgui.h>

#include <memory>
#include <vector>


class Game {
public:
    enum GameType {
        no_game,
        minesweeper,
        snake,
        tetris
    };

    enum GameStatus {
        game_starting,
        game_resuming,
        game_over,
        game_paused,
        game_exit
    };

    enum ZLayer {
        z_background = 0,
        z_layer1,
        z_layer2,
        z_layer3,
        z_text
    };

    using FrameString32 = uint32_t;


    static std::unique_ptr<Game> Select(GameType type);


    Game() = default;
    virtual ~Game() = default;
    virtual bool Update(std::vector<SDL_Event>& events) = 0;


protected:
    void DrawDefaultGameOverMenu();
    void DrawDefaultGamePausedMenu();

    float ProcessDt();
    uint32_t PushFrameString32(std::u32string&& str);

    GameStatus m_game_status {game_starting};
    float m_dt_remaining_seconds {0.0f};
    uint64_t m_tlast_milliseconds {SDL_GetTicks()};
    std::vector<std::u32string> m_frame_strings;


protected:
    static constexpr const char* s_dejavu_sans_filepath = "./fonts/dejavu_ttf/DejaVuSans.ttf";
    static constexpr const char* s_dejavu_sans_mono_filepath = "./fonts/dejavu_ttf/DejaVuSansMono.ttf";

    static constexpr ImGuiWindowFlags s_imgui_window_flags_menu = ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_AlwaysAutoResize;
    static constexpr ImGuiWindowFlags s_imgui_window_flags_default = ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoScrollbar;
};