/*************************************************************************/
/*  input_event.h                                                        */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
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/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/*************************************************************************/
#ifndef INPUT_EVENT_H
#define INPUT_EVENT_H

#include "math_2d.h"
#include "os/copymem.h"
#include "typedefs.h"
#include "ustring.h"
/**
	@author Juan Linietsky <reduzio@gmail.com>
*/

/**
 * Input Event classes. These are used in the main loop.
 * The events are pretty obvious.
 */

enum {
	BUTTON_LEFT = 1,
	BUTTON_RIGHT = 2,
	BUTTON_MIDDLE = 3,
	BUTTON_WHEEL_UP = 4,
	BUTTON_WHEEL_DOWN = 5,
	BUTTON_WHEEL_LEFT = 6,
	BUTTON_WHEEL_RIGHT = 7,
	BUTTON_MASK_LEFT = (1 << (BUTTON_LEFT - 1)),
	BUTTON_MASK_RIGHT = (1 << (BUTTON_RIGHT - 1)),
	BUTTON_MASK_MIDDLE = (1 << (BUTTON_MIDDLE - 1)),

};

enum {

	JOY_BUTTON_0 = 0,
	JOY_BUTTON_1 = 1,
	JOY_BUTTON_2 = 2,
	JOY_BUTTON_3 = 3,
	JOY_BUTTON_4 = 4,
	JOY_BUTTON_5 = 5,
	JOY_BUTTON_6 = 6,
	JOY_BUTTON_7 = 7,
	JOY_BUTTON_8 = 8,
	JOY_BUTTON_9 = 9,
	JOY_BUTTON_10 = 10,
	JOY_BUTTON_11 = 11,
	JOY_BUTTON_12 = 12,
	JOY_BUTTON_13 = 13,
	JOY_BUTTON_14 = 14,
	JOY_BUTTON_15 = 15,
	JOY_BUTTON_MAX = 16,

	JOY_L = JOY_BUTTON_4,
	JOY_R = JOY_BUTTON_5,
	JOY_L2 = JOY_BUTTON_6,
	JOY_R2 = JOY_BUTTON_7,
	JOY_L3 = JOY_BUTTON_8,
	JOY_R3 = JOY_BUTTON_9,
	JOY_SELECT = JOY_BUTTON_10,
	JOY_START = JOY_BUTTON_11,
	JOY_DPAD_UP = JOY_BUTTON_12,
	JOY_DPAD_DOWN = JOY_BUTTON_13,
	JOY_DPAD_LEFT = JOY_BUTTON_14,
	JOY_DPAD_RIGHT = JOY_BUTTON_15,

	JOY_SONY_CIRCLE = JOY_BUTTON_1,
	JOY_SONY_X = JOY_BUTTON_0,
	JOY_SONY_SQUARE = JOY_BUTTON_2,
	JOY_SONY_TRIANGLE = JOY_BUTTON_3,

	JOY_XBOX_A = JOY_BUTTON_0,
	JOY_XBOX_B = JOY_BUTTON_1,
	JOY_XBOX_X = JOY_BUTTON_2,
	JOY_XBOX_Y = JOY_BUTTON_3,

	JOY_DS_A = JOY_BUTTON_1,
	JOY_DS_B = JOY_BUTTON_0,
	JOY_DS_X = JOY_BUTTON_3,
	JOY_DS_Y = JOY_BUTTON_2,

	JOY_WII_C = JOY_BUTTON_5,
	JOY_WII_Z = JOY_BUTTON_6,

	JOY_WII_MINUS = JOY_BUTTON_9,
	JOY_WII_PLUS = JOY_BUTTON_10,

	// end of history

	JOY_AXIS_0 = 0,
	JOY_AXIS_1 = 1,
	JOY_AXIS_2 = 2,
	JOY_AXIS_3 = 3,
	JOY_AXIS_4 = 4,
	JOY_AXIS_5 = 5,
	JOY_AXIS_6 = 6,
	JOY_AXIS_7 = 7,
	JOY_AXIS_MAX = 8,

	JOY_ANALOG_LX = JOY_AXIS_0,
	JOY_ANALOG_LY = JOY_AXIS_1,

	JOY_ANALOG_RX = JOY_AXIS_2,
	JOY_ANALOG_RY = JOY_AXIS_3,

	JOY_ANALOG_L2 = JOY_AXIS_6,
	JOY_ANALOG_R2 = JOY_AXIS_7,
};

/**
 * Input Modifier Status
 * for keyboard/mouse events.
 */
struct InputModifierState {

	bool shift;
	bool alt;
#ifdef APPLE_STYLE_KEYS
	union {
		bool command;
		bool meta; //< windows/mac key
	};

	bool control;
#else
	union {
		bool command; //< windows/mac key
		bool control;
	};
	bool meta; //< windows/mac key

#endif

	bool operator==(const InputModifierState &rvalue) const {

		return ((shift == rvalue.shift) && (alt == rvalue.alt) && (control == rvalue.control) && (meta == rvalue.meta));
	}
};

struct InputEventKey {

	InputModifierState mod;

	bool pressed; /// otherwise release

	uint32_t scancode; ///< check keyboard.h , KeyCode enum, without modifier masks
	uint32_t unicode; ///unicode

	uint32_t get_scancode_with_modifiers() const;

	bool echo; /// true if this is an echo key
};

struct InputEventMouse {

	InputModifierState mod;
	int button_mask;
	float x, y;
	float global_x, global_y;
	int pointer_index;
};

struct InputEventMouseButton : public InputEventMouse {

	int button_index;
	bool pressed; //otherwise released
	bool doubleclick; //last even less than doubleclick time
};

struct InputEventMouseMotion : public InputEventMouse {

	float relative_x, relative_y;
	float speed_x, speed_y;
};

struct InputEventJoypadMotion {

	int axis; ///< Joypad axis
	float axis_value; ///< -1 to 1
};

struct InputEventJoypadButton {

	int button_index;
	bool pressed;
	float pressure; //0 to 1
};

struct InputEventScreenTouch {

	int index;
	float x, y;
	bool pressed;
};
struct InputEventScreenDrag {

	int index;
	float x, y;
	float relative_x, relative_y;
	float speed_x, speed_y;
};

struct InputEventAction {

	int action;
	bool pressed;
};

struct InputEvent {

	enum Type {
		NONE,
		KEY,
		MOUSE_MOTION,
		MOUSE_BUTTON,
		JOYPAD_MOTION,
		JOYPAD_BUTTON,
		SCREEN_TOUCH,
		SCREEN_DRAG,
		ACTION,
		TYPE_MAX
	};

	uint32_t ID;
	int type;
	int device;

	union {
		InputEventMouseMotion mouse_motion;
		InputEventMouseButton mouse_button;
		InputEventJoypadMotion joy_motion;
		InputEventJoypadButton joy_button;
		InputEventKey key;
		InputEventScreenTouch screen_touch;
		InputEventScreenDrag screen_drag;
		InputEventAction action;
	};

	bool is_pressed() const;
	bool is_action(const String &p_action) const;
	bool is_action_pressed(const String &p_action) const;
	bool is_action_released(const String &p_action) const;
	bool is_echo() const;
	void set_as_action(const String &p_action, bool p_pressed);

	InputEvent xform_by(const Transform2D &p_xform) const;
	bool operator==(const InputEvent &p_event) const;
	operator String() const;
	InputEvent() { zeromem(this, sizeof(InputEvent)); }
};

#endif