/*************************************************************************/
/*  input_event.cpp                                                      */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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:                                             */
/*                                                                       */
/* 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     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#include "input_event.h"
#include "input_map.h"
#include "os/keyboard.h"
/**
 *
 */

bool InputEvent::operator==(const InputEvent &p_event) const {
	if (type != p_event.type){
		return false;
	}

	switch(type) {
		case NONE:
			return true;
		case KEY:
			return key.unicode == p_event.key.unicode
				&& key.scancode == p_event.key.scancode
				&& key.echo == p_event.key.echo
				&& key.pressed == p_event.key.pressed
				&& key.mod == p_event.key.mod;
		case MOUSE_MOTION:
			return mouse_motion.x == p_event.mouse_motion.x
				&& mouse_motion.y == p_event.mouse_motion.y
				&& mouse_motion.relative_x == p_event.mouse_motion.relative_x
				&& mouse_motion.relative_y == p_event.mouse_motion.relative_y
				&& mouse_motion.button_mask == p_event.mouse_motion.button_mask
				&& key.mod == p_event.key.mod;
		case MOUSE_BUTTON:
			return mouse_button.pressed == p_event.mouse_button.pressed
				&& mouse_button.x == p_event.mouse_button.x
				&& mouse_button.y == p_event.mouse_button.y
				&& mouse_button.button_index == p_event.mouse_button.button_index
				&& mouse_button.button_mask == p_event.mouse_button.button_mask
				&& key.mod == p_event.key.mod;
		case JOYSTICK_MOTION:
			return joy_motion.axis == p_event.joy_motion.axis
				&& joy_motion.axis_value == p_event.joy_motion.axis_value;
		case JOYSTICK_BUTTON:
			return joy_button.pressed == p_event.joy_button.pressed
				&& joy_button.button_index == p_event.joy_button.button_index
				&& joy_button.pressure == p_event.joy_button.pressure;
		case SCREEN_TOUCH:
			return screen_touch.pressed == p_event.screen_touch.pressed
				&& screen_touch.index == p_event.screen_touch.index
				&& screen_touch.x == p_event.screen_touch.x
				&& screen_touch.y == p_event.screen_touch.y;
		case SCREEN_DRAG:
			return screen_drag.index == p_event.screen_drag.index
				&& screen_drag.x == p_event.screen_drag.x
				&& screen_drag.y == p_event.screen_drag.y;
		case ACTION:
			return action.action == p_event.action.action
				&& action.pressed == p_event.action.pressed;
		default:
			ERR_PRINT("No logic to compare InputEvents of this type, this shouldn't happen.");
	}

	return false;
}
InputEvent::operator String() const {

	String str="Device "+itos(device)+" ID "+itos(ID)+" ";

	switch(type) {

		case NONE: {

			return "Event: None";
		} break;
		case KEY: {

			str+= "Event: Key ";
			str=str+"Unicode: "+String::chr(key.unicode)+" Scan: "+itos( key.scancode )+" Echo: "+String(key.echo?"True":"False")+" Pressed"+String(key.pressed?"True":"False")+" Mod: ";
			if (key.mod.shift)
				str+="S";
			if (key.mod.control)
				str+="C";
			if (key.mod.alt)
				str+="A";
			if (key.mod.meta)
				str+="M";

			return str;
		} break;
		case MOUSE_MOTION: {

			str+= "Event: Motion ";
			str=str+" Pos: " +itos(mouse_motion.x)+","+itos(mouse_motion.y)+" Rel: "+itos(mouse_motion.relative_x)+","+itos(mouse_motion.relative_y)+" Mask: ";
			for (int i=0;i<8;i++) {

				if ((1<<i)&mouse_motion.button_mask)
					str+=itos(i+1);
			}
			str+=" Mod: ";
			if (key.mod.shift)
				str+="S";
			if (key.mod.control)
				str+="C";
			if (key.mod.alt)
				str+="A";
			if (key.mod.meta)
				str+="M";

			return str;
		} break;
		case MOUSE_BUTTON: {
			str+= "Event: Button ";
			str=str+"Pressed: "+itos(mouse_button.pressed)+" Pos: " +itos(mouse_button.x)+","+itos(mouse_button.y)+" Button: "+itos(mouse_button.button_index)+" Mask: ";
			for (int i=0;i<8;i++) {

				if ((1<<i)&mouse_button.button_mask)
					str+=itos(i+1);
			}
			str+=" Mod: ";
			if (key.mod.shift)
				str+="S";
			if (key.mod.control)
				str+="C";
			if (key.mod.alt)
				str+="A";
			if (key.mod.meta)
				str+="M";

			str+=String(" DoubleClick: ")+(mouse_button.doubleclick?"Yes":"No");

			return str;

		} break;
		case JOYSTICK_MOTION: {
			str+= "Event: JoystickMotion ";
			str=str+"Axis: "+itos(joy_motion.axis)+" Value: " +rtos(joy_motion.axis_value);
			return str;

		} break;
		case JOYSTICK_BUTTON: {
			str+= "Event: JoystickButton ";
			str=str+"Pressed: "+itos(joy_button.pressed)+" Index: " +itos(joy_button.button_index)+" pressure "+rtos(joy_button.pressure);
			return str;

		} break;
		case SCREEN_TOUCH: {
			str+= "Event: ScreenTouch ";
			str=str+"Pressed: "+itos(screen_touch.pressed)+" Index: " +itos(screen_touch.index)+" pos "+rtos(screen_touch.x)+","+rtos(screen_touch.y);
			return str;

		} break;
		case SCREEN_DRAG: {
			str+= "Event: ScreenDrag ";
			str=str+" Index: " +itos(screen_drag.index)+" pos "+rtos(screen_drag.x)+","+rtos(screen_drag.y);
			return str;

		} break;
		case ACTION: {
			str+= "Event: Action: "+InputMap::get_singleton()->get_action_from_id(action.action)+" Pressed: "+itos(action.pressed);
			return str;

		} break;

	}

	return "";
}

void InputEvent::set_as_action(const String& p_action, bool p_pressed) {

	type=ACTION;
	action.action=InputMap::get_singleton()->get_action_id(p_action);
	action.pressed=p_pressed;
}

bool InputEvent::is_pressed() const {

	switch(type) {

		case KEY: return key.pressed;
		case MOUSE_BUTTON: return mouse_button.pressed;
		case JOYSTICK_BUTTON: return joy_button.pressed;
		case SCREEN_TOUCH: return screen_touch.pressed;
		case JOYSTICK_MOTION: return ABS(joy_motion.axis_value) > 0.5;
		case ACTION: return action.pressed;
		default: {}
	}

	return false;
}

bool InputEvent::is_echo() const {

	return (type==KEY && key.echo);
}

bool InputEvent::is_action(const String& p_action) const {

	return InputMap::get_singleton()->event_is_action(*this,p_action);
}

bool InputEvent::is_action_pressed(const String& p_action) const {

	return is_action(p_action) && is_pressed() && !is_echo();
}

bool InputEvent::is_action_released(const String& p_action) const {

	return is_action(p_action) && !is_pressed();
}

uint32_t InputEventKey::get_scancode_with_modifiers() const {

	uint32_t sc=scancode;
	if (mod.control)
		sc|=KEY_MASK_CTRL;
	if (mod.alt)
		sc|=KEY_MASK_ALT;
	if (mod.shift)
		sc|=KEY_MASK_SHIFT;
	if (mod.meta)
		sc|=KEY_MASK_META;

	return sc;

}

InputEvent InputEvent::xform_by(const Matrix32& p_xform) const {


	InputEvent ev=*this;

	switch(ev.type) {

		case InputEvent::MOUSE_BUTTON: {

			Vector2 g = p_xform.xform(Vector2(ev.mouse_button.global_x,ev.mouse_button.global_y));
			Vector2 l = p_xform.xform(Vector2(ev.mouse_button.x,ev.mouse_button.y));
			ev.mouse_button.x=l.x;
			ev.mouse_button.y=l.y;
			ev.mouse_button.global_x=g.x;
			ev.mouse_button.global_y=g.y;

		} break;
		case InputEvent::MOUSE_MOTION: {

			Vector2 g = p_xform.xform(Vector2(ev.mouse_motion.global_x,ev.mouse_motion.global_y));
			Vector2 l = p_xform.xform(Vector2(ev.mouse_motion.x,ev.mouse_motion.y));
			Vector2 r = p_xform.basis_xform(Vector2(ev.mouse_motion.relative_x,ev.mouse_motion.relative_y));
			Vector2 s = p_xform.basis_xform(Vector2(ev.mouse_motion.speed_x,ev.mouse_motion.speed_y));
			ev.mouse_motion.x=l.x;
			ev.mouse_motion.y=l.y;
			ev.mouse_motion.global_x=g.x;
			ev.mouse_motion.global_y=g.y;
			ev.mouse_motion.relative_x=r.x;
			ev.mouse_motion.relative_y=r.y;
			ev.mouse_motion.speed_x=s.x;
			ev.mouse_motion.speed_y=s.y;

		} break;
		case InputEvent::SCREEN_TOUCH: {


			Vector2 t = p_xform.xform(Vector2(ev.screen_touch.x,ev.screen_touch.y));
			ev.screen_touch.x=t.x;
			ev.screen_touch.y=t.y;

		} break;
		case InputEvent::SCREEN_DRAG: {


			Vector2 t = p_xform.xform(Vector2(ev.screen_drag.x,ev.screen_drag.y));
			Vector2 r = p_xform.basis_xform(Vector2(ev.screen_drag.relative_x,ev.screen_drag.relative_y));
			Vector2 s = p_xform.basis_xform(Vector2(ev.screen_drag.speed_x,ev.screen_drag.speed_y));
			ev.screen_drag.x=t.x;
			ev.screen_drag.y=t.y;
			ev.screen_drag.relative_x=r.x;
			ev.screen_drag.relative_y=r.y;
			ev.screen_drag.speed_x=s.x;
			ev.screen_drag.speed_y=s.y;
		} break;
	}

	return ev;
}
