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#ifndef __JE_RENDER_WINDOW
#define __JE_RENDER_WINDOW
#include "../core/configuration.h"
#if defined(jin_graphics)

#include "SDL2/SDL.h"

#include "../utils/utils.h"
#include "../math/vector2.hpp"
#include "../common/subsystem.hpp"

namespace JinEngine
{
	namespace Graphics
	{
		/// 
		/// 
		/// 
		class Window 
			: public Subsystem<Window>
		{
		public: 
			/// 
			/// 
			/// 
			struct Setting : SettingBase
			{
			public:
				const char* title; ///< window title 
				const char* icon;  ///< window icon
				bool fullscreen;   ///< full screen
				int width, height; ///< window size
				bool vsync;		///< vsync
				int fps;		   ///< frame per second
				bool resizable;	///< resizable
			};

			/// 
			/// 
			/// 
			Window() {};

			///
			///
			///
			virtual ~Window() {};

			///
			///
			///
			void setTitle(const char* title);

			///
			///
			///
			inline int getW(){ return mSize.w(); }

			///
			///
			///
			inline int getH(){ return mSize.h(); }

			///
			///
			///
			inline int getFPS(){ return mFps; }

			///
			///
			///
			void present();

			///
			///
			///
			inline void hide() { SDL_HideWindow(mWnd); };

			///
			///
			///
			void show() { SDL_ShowWindow(mWnd); };

		private:

			///
			///
			///
			bool startSystem(const SettingBase* setting) override;

			///
			///
			///
			void quitSystem() override;

			SDL_Window* mWnd;
			JinEngine::Math::Vector2<unsigned int> mSize;
			int mFps;

		};

	} // namespace Graphics
} // namespace JinEngine

#endif // jin_graphics

#endif // __JE_RENDER_WINDOW