#ifdef __linux__

#include "Base.h"
#include "Platform.h"
#include "FileSystem.h"
#include "Game.h"
#include "Form.h"
#include "ScriptController.h"

#include <X11/X.h>
#include <X11/Xlib.h>
#include <X11/keysym.h>
#include <sys/time.h>
#include <GL/glxew.h>
#include <poll.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <unistd.h>
#include <fcntl.h>
#include <errno.h>
#include <fstream>

#define TOUCH_COUNT_MAX     4
#define MAX_GAMEPADS 4

using namespace std;

int __argc = 0;
char** __argv = 0;

enum GamepadAxisInfoFlags
{
    GP_AXIS_SKIP = 0x1,
    GP_AXIS_IS_DPAD = 0x2,
    GP_AXIS_IS_NEG = 0x4,
    GP_AXIS_IS_XAXIS = 0x8,
    GP_AXIS_IS_TRIGGER = 0x10
};

enum GamepadAxisInfoNormalizeFunction
{
    NEG_TO_POS,
    ZERO_TO_POS
};

struct GamepadJoystickAxisInfo
{
    int axisIndex;
    unsigned int joystickIndex;
    unsigned long flags;
    int mappedPosArg;
    int mappedNegArg;
    float deadZone;
    GamepadAxisInfoNormalizeFunction mapFunc;
};

struct GamepadInfoEntry
{
    unsigned int vendorId;
    unsigned int productId;
    const char* productName;
    unsigned int numberOfJS;
    unsigned int numberOfAxes;
    unsigned int numberOfButtons;
    unsigned int numberOfTriggers;

    GamepadJoystickAxisInfo* axes;
    long* buttons;
};


struct ConnectedGamepadDevInfo
{
    dev_t deviceId;
    gameplay::GamepadHandle fd;
    const GamepadInfoEntry& gamepadInfo;
};

struct timespec __timespec;
static double __timeStart;
static double __timeAbsolute;
static bool __vsync = WINDOW_VSYNC;
static float __pitch;
static float __roll;
static bool __mouseCaptured = false;
static float __mouseCapturePointX = 0;
static float __mouseCapturePointY = 0;
static bool __multiSampling = false;
static bool __cursorVisible = true;
static Display* __display;
static Window   __window;
static int __windowSize[2];
static GLXContext __context;
static Window __attachToWindow;
static Atom __atomWmDeleteWindow;
static list<ConnectedGamepadDevInfo> __connectedGamepads;


// Gets the gameplay::Keyboard::Key enumeration constant that corresponds to the given X11 key symbol.
static gameplay::Keyboard::Key getKey(KeySym sym)
{
    switch (sym)
    {
        case XK_Sys_Req:
            return gameplay::Keyboard::KEY_SYSREQ;
        case XK_Break:
            return gameplay::Keyboard::KEY_BREAK;
        case XK_Menu :
            return gameplay::Keyboard::KEY_MENU;
        case XK_KP_Enter:
            return gameplay::Keyboard::KEY_KP_ENTER;
        case XK_Pause:
            return gameplay::Keyboard::KEY_PAUSE;
        case XK_Scroll_Lock:
            return gameplay::Keyboard::KEY_SCROLL_LOCK;
        case XK_Print:
            return gameplay::Keyboard::KEY_PRINT;
        case XK_Escape:
            return gameplay::Keyboard::KEY_ESCAPE;
        case XK_BackSpace:
            return gameplay::Keyboard::KEY_BACKSPACE;
        case XK_Tab:
            return gameplay::Keyboard::KEY_TAB;
        case XK_Return:
            return gameplay::Keyboard::KEY_RETURN;
        case XK_Caps_Lock:
            return gameplay::Keyboard::KEY_CAPS_LOCK;
        case XK_Shift_L:
        case XK_Shift_R:
            return gameplay::Keyboard::KEY_SHIFT;
        case XK_Control_L:
        case XK_Control_R:
            return gameplay::Keyboard::KEY_CTRL;
        case XK_Alt_L:
        case XK_Alt_R:
            return gameplay::Keyboard::KEY_ALT;
        case XK_Hyper_L:
        case XK_Hyper_R:
            return gameplay::Keyboard::KEY_HYPER;
        case XK_Insert:
            return gameplay::Keyboard::KEY_INSERT;
        case XK_Home:
            return gameplay::Keyboard::KEY_HOME;
        case XK_Page_Up:
            return gameplay::Keyboard::KEY_PG_UP;
        case XK_Delete:
            return gameplay::Keyboard::KEY_DELETE;
        case XK_End:
            return gameplay::Keyboard::KEY_END;
        case XK_Page_Down:
            return gameplay::Keyboard::KEY_PG_DOWN;
        case XK_Left:
            return gameplay::Keyboard::KEY_LEFT_ARROW;
        case XK_Right:
            return gameplay::Keyboard::KEY_RIGHT_ARROW;
        case XK_Up:
            return gameplay::Keyboard::KEY_UP_ARROW;
        case XK_Down:
            return gameplay::Keyboard::KEY_DOWN_ARROW;
        case XK_Num_Lock:
            return gameplay::Keyboard::KEY_NUM_LOCK;
        case XK_KP_Add:
            return gameplay::Keyboard::KEY_KP_PLUS;
        case XK_KP_Subtract:
            return gameplay::Keyboard::KEY_KP_MINUS;
        case XK_KP_Multiply:
            return gameplay::Keyboard::KEY_KP_MULTIPLY;
        case XK_KP_Divide:
            return gameplay::Keyboard::KEY_KP_DIVIDE;
        case XK_KP_Home:
            return gameplay::Keyboard::KEY_KP_HOME;
        case XK_KP_Up:
            return gameplay::Keyboard::KEY_KP_UP;
        case XK_KP_Page_Up:
            return gameplay::Keyboard::KEY_KP_PG_UP;
        case XK_KP_Left:
            return gameplay::Keyboard::KEY_KP_LEFT;
        case XK_KP_5:
            return gameplay::Keyboard::KEY_KP_FIVE;
        case XK_KP_Right:
            return gameplay::Keyboard::KEY_KP_RIGHT;
        case XK_KP_End:
            return gameplay::Keyboard::KEY_KP_END;
        case XK_KP_Down:
            return gameplay::Keyboard::KEY_KP_DOWN;
        case XK_KP_Page_Down:
            return gameplay::Keyboard::KEY_KP_PG_DOWN;
        case XK_KP_Insert:
            return gameplay::Keyboard::KEY_KP_INSERT;
        case XK_KP_Delete:
            return gameplay::Keyboard::KEY_KP_DELETE;
        case XK_F1:
            return gameplay::Keyboard::KEY_F1;
        case XK_F2:
            return gameplay::Keyboard::KEY_F2;
        case XK_F3:
            return gameplay::Keyboard::KEY_F3;
        case XK_F4:
            return gameplay::Keyboard::KEY_F4;
        case XK_F5:
            return gameplay::Keyboard::KEY_F5;
        case XK_F6:
            return gameplay::Keyboard::KEY_F6;
        case XK_F7:
            return gameplay::Keyboard::KEY_F7;
        case XK_F8:
            return gameplay::Keyboard::KEY_F8;
        case XK_F9:
            return gameplay::Keyboard::KEY_F9;
        case XK_F10:
            return gameplay::Keyboard::KEY_F10;
        case XK_F11:
            return gameplay::Keyboard::KEY_F11;
        case XK_F12:
            return gameplay::Keyboard::KEY_F12;
        case XK_KP_Space:
        case XK_space:
            return gameplay::Keyboard::KEY_SPACE;
        case XK_parenright:
            return gameplay::Keyboard::KEY_RIGHT_PARENTHESIS;
        case XK_0:
            return gameplay::Keyboard::KEY_ZERO;
        case XK_exclam:
            return gameplay::Keyboard::KEY_EXCLAM;
        case XK_1:
            return gameplay::Keyboard::KEY_ONE;
        case XK_at:
            return gameplay::Keyboard::KEY_AT;
        case XK_2:
            return gameplay::Keyboard::KEY_TWO;
        case XK_numbersign:
            return gameplay::Keyboard::KEY_NUMBER;
        case XK_3:
            return gameplay::Keyboard::KEY_THREE;
        case XK_dollar:
            return gameplay::Keyboard::KEY_DOLLAR;
        case XK_4:
            return gameplay::Keyboard::KEY_FOUR;
        case XK_percent:
        case XK_asciicircum :
            return gameplay::Keyboard::KEY_CIRCUMFLEX;
            return gameplay::Keyboard::KEY_PERCENT;
        case XK_5:
            return gameplay::Keyboard::KEY_FIVE;
        case XK_6:
            return gameplay::Keyboard::KEY_SIX;
        case XK_ampersand:
            return gameplay::Keyboard::KEY_AMPERSAND;
        case XK_7:
            return gameplay::Keyboard::KEY_SEVEN;
        case XK_asterisk:
            return gameplay::Keyboard::KEY_ASTERISK;
        case XK_8:
            return gameplay::Keyboard::KEY_EIGHT;
        case XK_parenleft:
            return gameplay::Keyboard::KEY_LEFT_PARENTHESIS;
        case XK_9:
            return gameplay::Keyboard::KEY_NINE;
        case XK_equal:
            return gameplay::Keyboard::KEY_EQUAL;
        case XK_plus:
            return gameplay::Keyboard::KEY_PLUS;
        case XK_less:
            return gameplay::Keyboard::KEY_LESS_THAN;
        case XK_comma:
            return gameplay::Keyboard::KEY_COMMA;
        case XK_underscore:
            return gameplay::Keyboard::KEY_UNDERSCORE;
        case XK_minus:
            return gameplay::Keyboard::KEY_MINUS;
        case XK_greater:
            return gameplay::Keyboard::KEY_GREATER_THAN;
        case XK_period:
            return gameplay::Keyboard::KEY_PERIOD;
        case XK_colon:
            return gameplay::Keyboard::KEY_COLON;
        case XK_semicolon:
            return gameplay::Keyboard::KEY_SEMICOLON;
        case XK_question:
            return gameplay::Keyboard::KEY_QUESTION;
        case XK_slash:
            return gameplay::Keyboard::KEY_SLASH;
        case XK_grave:
            return gameplay::Keyboard::KEY_GRAVE;
        case XK_asciitilde:
            return gameplay::Keyboard::KEY_TILDE;
        case XK_braceleft:
            return gameplay::Keyboard::KEY_LEFT_BRACE;
        case XK_bracketleft:
            return gameplay::Keyboard::KEY_LEFT_BRACKET;
        case XK_bar:
            return gameplay::Keyboard::KEY_BAR;
        case XK_backslash:
            return gameplay::Keyboard::KEY_BACK_SLASH;
        case XK_braceright:
            return gameplay::Keyboard::KEY_RIGHT_BRACE;
        case XK_bracketright:
            return gameplay::Keyboard::KEY_RIGHT_BRACKET;
        case XK_quotedbl:
            return gameplay::Keyboard::KEY_QUOTE;
        case XK_apostrophe:
            return gameplay::Keyboard::KEY_APOSTROPHE;
        case XK_EuroSign:
            return gameplay::Keyboard::KEY_EURO;
        case XK_sterling:
            return gameplay::Keyboard::KEY_POUND;
        case XK_yen:
            return gameplay::Keyboard::KEY_YEN;
        case XK_periodcentered:
            return gameplay::Keyboard::KEY_MIDDLE_DOT;
        case XK_A:
            return gameplay::Keyboard::KEY_CAPITAL_A;
        case XK_a:
            return gameplay::Keyboard::KEY_A;
        case XK_B:
            return gameplay::Keyboard::KEY_CAPITAL_B;
        case XK_b:
            return gameplay::Keyboard::KEY_B;
        case XK_C:
            return gameplay::Keyboard::KEY_CAPITAL_C;
        case XK_c:
            return gameplay::Keyboard::KEY_C;
        case XK_D:
            return gameplay::Keyboard::KEY_CAPITAL_D;
        case XK_d:
            return gameplay::Keyboard::KEY_D;
        case XK_E:
            return gameplay::Keyboard::KEY_CAPITAL_E;
        case XK_e:
            return gameplay::Keyboard::KEY_E;
        case XK_F:
            return gameplay::Keyboard::KEY_CAPITAL_F;
        case XK_f:
            return gameplay::Keyboard::KEY_F;
        case XK_G:
            return gameplay::Keyboard::KEY_CAPITAL_G;
        case XK_g:
            return gameplay::Keyboard::KEY_G;
        case XK_H:
            return gameplay::Keyboard::KEY_CAPITAL_H;
        case XK_h:
            return gameplay::Keyboard::KEY_H;
        case XK_I:
            return gameplay::Keyboard::KEY_CAPITAL_I;
        case XK_i:
            return gameplay::Keyboard::KEY_I;
        case XK_J:
            return gameplay::Keyboard::KEY_CAPITAL_J;
        case XK_j:
            return gameplay::Keyboard::KEY_J;
        case XK_K:
            return gameplay::Keyboard::KEY_CAPITAL_K;
        case XK_k:
            return gameplay::Keyboard::KEY_K;
        case XK_L:
            return gameplay::Keyboard::KEY_CAPITAL_L;
        case XK_l:
            return gameplay::Keyboard::KEY_L;
        case XK_M:
            return gameplay::Keyboard::KEY_CAPITAL_M;
        case XK_m:
            return gameplay::Keyboard::KEY_M;
        case XK_N:
            return gameplay::Keyboard::KEY_CAPITAL_N;
        case XK_n:
            return gameplay::Keyboard::KEY_N;
        case XK_O:
            return gameplay::Keyboard::KEY_CAPITAL_O;
        case XK_o:
            return gameplay::Keyboard::KEY_O;
        case XK_P:
            return gameplay::Keyboard::KEY_CAPITAL_P;
        case XK_p:
            return gameplay::Keyboard::KEY_P;
        case XK_Q:
            return gameplay::Keyboard::KEY_CAPITAL_Q;
        case XK_q:
            return gameplay::Keyboard::KEY_Q;
        case XK_R:
            return gameplay::Keyboard::KEY_CAPITAL_R;
        case XK_r:
            return gameplay::Keyboard::KEY_R;
        case XK_S:
            return gameplay::Keyboard::KEY_CAPITAL_S;
        case XK_s:
            return gameplay::Keyboard::KEY_S;
        case XK_T:
            return gameplay::Keyboard::KEY_CAPITAL_T;
        case XK_t:
            return gameplay::Keyboard::KEY_T;
        case XK_U:
            return gameplay::Keyboard::KEY_CAPITAL_U;
        case XK_u:
            return gameplay::Keyboard::KEY_U;
        case XK_V:
            return gameplay::Keyboard::KEY_CAPITAL_V;
        case XK_v:
            return gameplay::Keyboard::KEY_V;
        case XK_W:
            return gameplay::Keyboard::KEY_CAPITAL_W;
        case XK_w:
            return gameplay::Keyboard::KEY_W;
        case XK_X:
            return gameplay::Keyboard::KEY_CAPITAL_X;
        case XK_x:
            return gameplay::Keyboard::KEY_X;
        case XK_Y:
            return gameplay::Keyboard::KEY_CAPITAL_Y;
        case XK_y:
            return gameplay::Keyboard::KEY_Y;
        case XK_Z:
            return gameplay::Keyboard::KEY_CAPITAL_Z;
        case XK_z:
            return gameplay::Keyboard::KEY_Z;
        default:
            return gameplay::Keyboard::KEY_NONE;
    }
}

/**
 * Returns the unicode value for the given keycode or zero if the key is not a valid printable character.
 */
static int getUnicode(gameplay::Keyboard::Key key)
{
    switch (key)
    {
        case gameplay::Keyboard::KEY_BACKSPACE:
            return 0x0008;
        case gameplay::Keyboard::KEY_TAB:
            return 0x0009;
        case gameplay::Keyboard::KEY_RETURN:
        case gameplay::Keyboard::KEY_KP_ENTER:
            return 0x000A;
        case gameplay::Keyboard::KEY_ESCAPE:
            return 0x001B;
        case gameplay::Keyboard::KEY_SPACE:
        case gameplay::Keyboard::KEY_EXCLAM:
        case gameplay::Keyboard::KEY_QUOTE:
        case gameplay::Keyboard::KEY_NUMBER:
        case gameplay::Keyboard::KEY_DOLLAR:
        case gameplay::Keyboard::KEY_PERCENT:
        case gameplay::Keyboard::KEY_CIRCUMFLEX:
        case gameplay::Keyboard::KEY_AMPERSAND:
        case gameplay::Keyboard::KEY_APOSTROPHE:
        case gameplay::Keyboard::KEY_LEFT_PARENTHESIS:
        case gameplay::Keyboard::KEY_RIGHT_PARENTHESIS:
        case gameplay::Keyboard::KEY_ASTERISK:
        case gameplay::Keyboard::KEY_PLUS:
        case gameplay::Keyboard::KEY_COMMA:
        case gameplay::Keyboard::KEY_MINUS:
        case gameplay::Keyboard::KEY_PERIOD:
        case gameplay::Keyboard::KEY_SLASH:
        case gameplay::Keyboard::KEY_ZERO:
        case gameplay::Keyboard::KEY_ONE:
        case gameplay::Keyboard::KEY_TWO:
        case gameplay::Keyboard::KEY_THREE:
        case gameplay::Keyboard::KEY_FOUR:
        case gameplay::Keyboard::KEY_FIVE:
        case gameplay::Keyboard::KEY_SIX:
        case gameplay::Keyboard::KEY_SEVEN:
        case gameplay::Keyboard::KEY_EIGHT:
        case gameplay::Keyboard::KEY_NINE:
        case gameplay::Keyboard::KEY_COLON:
        case gameplay::Keyboard::KEY_SEMICOLON:
        case gameplay::Keyboard::KEY_LESS_THAN:
        case gameplay::Keyboard::KEY_EQUAL:
        case gameplay::Keyboard::KEY_GREATER_THAN:
        case gameplay::Keyboard::KEY_QUESTION:
        case gameplay::Keyboard::KEY_AT:
        case gameplay::Keyboard::KEY_CAPITAL_A:
        case gameplay::Keyboard::KEY_CAPITAL_B:
        case gameplay::Keyboard::KEY_CAPITAL_C:
        case gameplay::Keyboard::KEY_CAPITAL_D:
        case gameplay::Keyboard::KEY_CAPITAL_E:
        case gameplay::Keyboard::KEY_CAPITAL_F:
        case gameplay::Keyboard::KEY_CAPITAL_G:
        case gameplay::Keyboard::KEY_CAPITAL_H:
        case gameplay::Keyboard::KEY_CAPITAL_I:
        case gameplay::Keyboard::KEY_CAPITAL_J:
        case gameplay::Keyboard::KEY_CAPITAL_K:
        case gameplay::Keyboard::KEY_CAPITAL_L:
        case gameplay::Keyboard::KEY_CAPITAL_M:
        case gameplay::Keyboard::KEY_CAPITAL_N:
        case gameplay::Keyboard::KEY_CAPITAL_O:
        case gameplay::Keyboard::KEY_CAPITAL_P:
        case gameplay::Keyboard::KEY_CAPITAL_Q:
        case gameplay::Keyboard::KEY_CAPITAL_R:
        case gameplay::Keyboard::KEY_CAPITAL_S:
        case gameplay::Keyboard::KEY_CAPITAL_T:
        case gameplay::Keyboard::KEY_CAPITAL_U:
        case gameplay::Keyboard::KEY_CAPITAL_V:
        case gameplay::Keyboard::KEY_CAPITAL_W:
        case gameplay::Keyboard::KEY_CAPITAL_X:
        case gameplay::Keyboard::KEY_CAPITAL_Y:
        case gameplay::Keyboard::KEY_CAPITAL_Z:
        case gameplay::Keyboard::KEY_LEFT_BRACKET:
        case gameplay::Keyboard::KEY_BACK_SLASH:
        case gameplay::Keyboard::KEY_RIGHT_BRACKET:
        case gameplay::Keyboard::KEY_UNDERSCORE:
        case gameplay::Keyboard::KEY_GRAVE:
        case gameplay::Keyboard::KEY_A:
        case gameplay::Keyboard::KEY_B:
        case gameplay::Keyboard::KEY_C:
        case gameplay::Keyboard::KEY_D:
        case gameplay::Keyboard::KEY_E:
        case gameplay::Keyboard::KEY_F:
        case gameplay::Keyboard::KEY_G:
        case gameplay::Keyboard::KEY_H:
        case gameplay::Keyboard::KEY_I:
        case gameplay::Keyboard::KEY_J:
        case gameplay::Keyboard::KEY_K:
        case gameplay::Keyboard::KEY_L:
        case gameplay::Keyboard::KEY_M:
        case gameplay::Keyboard::KEY_N:
        case gameplay::Keyboard::KEY_O:
        case gameplay::Keyboard::KEY_P:
        case gameplay::Keyboard::KEY_Q:
        case gameplay::Keyboard::KEY_R:
        case gameplay::Keyboard::KEY_S:
        case gameplay::Keyboard::KEY_T:
        case gameplay::Keyboard::KEY_U:
        case gameplay::Keyboard::KEY_V:
        case gameplay::Keyboard::KEY_W:
        case gameplay::Keyboard::KEY_X:
        case gameplay::Keyboard::KEY_Y:
        case gameplay::Keyboard::KEY_Z:
        case gameplay::Keyboard::KEY_LEFT_BRACE:
        case gameplay::Keyboard::KEY_BAR:
        case gameplay::Keyboard::KEY_RIGHT_BRACE:
        case gameplay::Keyboard::KEY_TILDE:
            return key;
        default:
            return 0;
    }
}
#include <linux/joystick.h> //included here so i avoid the naming conflict between KEY_* defined in input.h and the ones defined in gameplay/Keyboard.h 
namespace gameplay
{
    extern void print(const char* format, ...)
    {
        GP_ASSERT(format);
        va_list argptr;
        va_start(argptr, format);
        vfprintf(stderr, format, argptr);
        va_end(argptr);
    }

    Platform::Platform(Game* game) : _game(game)
    {
    }

    Platform::~Platform()
    {
    }

    Platform* Platform::create(Game* game, void* attachToWindow)
    {

        GP_ASSERT(game);

        __attachToWindow = (Window)attachToWindow;
        FileSystem::setResourcePath("./");
        Platform* platform = new Platform(game);

        // Get the display and initialize
        __display = XOpenDisplay(NULL);
        if (__display == NULL)
        {
            perror("XOpenDisplay");
            return NULL;
        }

        // Get the window configuration values
        const char *title = NULL;
        int __x = 0, __y = 0, __width = 1280, __height = 800, __samples = 0;
        bool fullscreen = false;
        if (game->getConfig())
        {
            Properties* config = game->getConfig()->getNamespace("window", true);
            if (config)
            {
                // Read window title.
                title = config->getString("title");

                // Read window rect.
                int x = config->getInt("x");
                int y = config->getInt("y");
                int width = config->getInt("width");
                int height = config->getInt("height");
                int samples = config->getInt("samples");
                fullscreen = config->getBool("fullscreen");

                if (fullscreen && width == 0 && height == 0)
                {
                    // Use the screen resolution if fullscreen is true but width and height were not set in the config
                    int screen_num = DefaultScreen(__display);
                    width = DisplayWidth(__display, screen_num);
                    height = DisplayHeight(__display, screen_num);
                }
                if (x != 0) __x = x;
                if (y != 0) __y = y;
                if (width != 0) __width = width;
                if (height != 0) __height = height;
                if (samples != 0) __samples = samples;
            }
        }

        // GLX version
        GLint majorGLX, minorGLX = 0;
        glXQueryVersion(__display, &majorGLX, &minorGLX);
        if (majorGLX == 1 && minorGLX < 2)
        {
            perror("GLX 1.2 or greater is required.");
            XCloseDisplay(__display);
            return NULL;
        }
        else
        {
            printf( "GLX version: %d.%d\n", majorGLX , minorGLX);
        }

        // Get the GLX Functions
        glXCreateContextAttribsARB = (GLXContext(*)(Display* dpy, GLXFBConfig config, GLXContext share_context, Bool direct,  const int *attrib_list))glXGetProcAddressARB((GLubyte*)"glXCreateContextAttribsARB");
        glXChooseFBConfig = (GLXFBConfig*(*)(Display *dpy, int screen, const int *attrib_list, int *nelements))glXGetProcAddressARB((GLubyte*)"glXChooseFBConfig");
        glXGetVisualFromFBConfig = (XVisualInfo*(*)(Display *dpy, GLXFBConfig config))glXGetProcAddressARB((GLubyte*)"glXGetVisualFromFBConfig");
        glXGetFBConfigAttrib = (int(*)(Display *dpy, GLXFBConfig config, int attribute, int *value))glXGetProcAddressARB((GLubyte*)"glXGetFBConfigAttrib");
        glXSwapIntervalEXT = (void(*)(Display* dpy, GLXDrawable drawable, int interval))glXGetProcAddressARB((GLubyte*)"glXSwapIntervalEXT");
        glXSwapIntervalMESA = (int(*)(unsigned int interval))glXGetProcAddressARB((GLubyte*)"glXSwapIntervalMESA");

        // Get the configs
        int configAttribs[] = 
        {
            GLX_RENDER_TYPE,    GLX_RGBA_BIT,
            GLX_DRAWABLE_TYPE,  GLX_WINDOW_BIT,
            GLX_X_RENDERABLE,   True,
            GLX_DEPTH_SIZE,     24,
            GLX_STENCIL_SIZE,   8,
            GLX_RED_SIZE,       8,
            GLX_GREEN_SIZE,     8,
            GLX_BLUE_SIZE,      8,
            GLX_DOUBLEBUFFER,   True,
            GLX_SAMPLE_BUFFERS, __samples > 0 ? 1 : 0,
            GLX_SAMPLES,        __samples,
            0
        };
        __multiSampling = __samples > 0;

        GLXFBConfig* configs;
        int configCount = 0;
        configs = glXChooseFBConfig(__display, DefaultScreen(__display), configAttribs, &configCount);
        if ( configCount == 0 || configs == 0 )
        {
            perror( "glXChooseFBConfig" );
            return NULL;
        }

        // Create the windows
        XVisualInfo* visualInfo;
        visualInfo = glXGetVisualFromFBConfig(__display, configs[0]);

        XSetWindowAttributes winAttribs;
        long eventMask;
        eventMask = ExposureMask | VisibilityChangeMask | StructureNotifyMask |
            KeyPressMask | KeyReleaseMask | PointerMotionMask |
            ButtonPressMask | ButtonReleaseMask |
            EnterWindowMask | LeaveWindowMask;
        winAttribs.event_mask = eventMask;
        winAttribs.border_pixel = 0;
        winAttribs.bit_gravity = StaticGravity;
        winAttribs.colormap = XCreateColormap(__display, RootWindow(__display, visualInfo->screen), visualInfo->visual, AllocNone);

        GLint winMask;
        winMask = CWBorderPixel | CWBitGravity | CWEventMask| CWColormap;

        __window = XCreateWindow(__display, DefaultRootWindow(__display), __x, __y, __width, __height, 0,
                visualInfo->depth, InputOutput, visualInfo->visual, winMask,
                &winAttribs);

        // Tell the window manager that it should send the delete window notification through ClientMessage
        __atomWmDeleteWindow = XInternAtom(__display, "WM_DELETE_WINDOW", False);
        XSetWMProtocols(__display, __window, &__atomWmDeleteWindow, 1);

        XMapWindow(__display, __window);

        // Send fullscreen atom message to the window; most window managers respect WM_STATE messages
        // Note: fullscreen mode will use native desktop resolution and won't care about width/height specified
        if (fullscreen)
        {
            XEvent xev;
            Atom atomWm_state = XInternAtom(__display, "_NET_WM_STATE", False);
            Atom atomFullscreen = XInternAtom(__display, "_NET_WM_STATE_FULLSCREEN", False);

            memset(&xev, 0, sizeof(xev));
            xev.type = ClientMessage;
            xev.xclient.window = __window;
            xev.xclient.message_type = atomWm_state;
            xev.xclient.format = 32;
            xev.xclient.data.l[0] = 1;
            xev.xclient.data.l[1] = atomFullscreen;
            xev.xclient.data.l[2] = 0;

            XSendEvent(__display, DefaultRootWindow(__display), false, SubstructureNotifyMask | SubstructureRedirectMask, &xev);
        }

        XStoreName(__display, __window, title ? title : "");

        __context = glXCreateContext(__display, visualInfo, NULL, True);
        if (!__context)
        {
            perror("glXCreateContext");
            return NULL;
        }
        glXMakeCurrent(__display, __window, __context);

        // Use OpenGL 2.x with GLEW
        glewExperimental = GL_TRUE;
        GLenum glewStatus = glewInit();
        if (glewStatus != GLEW_OK)
        {
            perror("glewInit");
            return NULL;
        }

        // GL Version
        int versionGL[2] = {-1, -1};
        glGetIntegerv(GL_MAJOR_VERSION, versionGL);
        glGetIntegerv(GL_MINOR_VERSION, versionGL + 1);
        printf("GL version: %d.%d\n", versionGL[0], versionGL[1]);

        // TODO: Get this workings
        if (glXSwapIntervalEXT)
            glXSwapIntervalEXT(__display, __window, __vsync ? 1 : 0);
        else if(glXSwapIntervalMESA)
            glXSwapIntervalMESA(__vsync ? 1 : 0);

        return platform;
    }

    void cleanupX11()
    {
        if (__display)
        {
            glXMakeCurrent(__display, None, NULL);

            if (__context)
                glXDestroyContext(__display, __context);
            if (__window)
                XDestroyWindow(__display, __window);

            XCloseDisplay(__display);
        }
    }

    double timespec2millis(struct timespec *a)
    {
        GP_ASSERT(a);
        return (1000.0 * a->tv_sec) + (0.000001 * a->tv_nsec);
    }

    void updateWindowSize()
    {
        GP_ASSERT(__display);
        GP_ASSERT(__window);
        XWindowAttributes windowAttrs;
        XGetWindowAttributes(__display, __window, &windowAttrs);
        __windowSize[0] = windowAttrs.width;
        __windowSize[1] = windowAttrs.height;
    }


    //Will need to be dynamic, also should be handled in Gamepad class
    static const GamepadInfoEntry gamepadLookupTable[] = 
    {
        {0x0,0x0,"GENERIC XBOX360",2,6,20,2, 
                                             (GamepadJoystickAxisInfo[]) {
                                                                     {0,0,GP_AXIS_IS_XAXIS,0,0,2240,NEG_TO_POS},
                                                                     {1,0,GP_AXIS_IS_NEG,0,0,2240,NEG_TO_POS},
                                                                     {2,1,GP_AXIS_IS_XAXIS,0,0,2240,NEG_TO_POS},
                                                                     {3,1,GP_AXIS_IS_NEG,0,0,2240,NEG_TO_POS},
                                                                     {4,2,GP_AXIS_IS_TRIGGER,0,0,2240,ZERO_TO_POS},
                                                                     {5,2,GP_AXIS_IS_TRIGGER,1,0,2240,ZERO_TO_POS},
                                                                     {-1,0,0,0,0,0,NEG_TO_POS}
                                                                 },
                                             (long[]) {
                                                                          -1,    
                                                                          -1,  
                                                                          -1,  
                                                                          -1, 
                                                                          -1, 
                                                                          Gamepad::BUTTON_UP,
                                                                          Gamepad::BUTTON_DOWN,
                                                                          Gamepad::BUTTON_LEFT,
                                                                          Gamepad::BUTTON_RIGHT,
                                                                          Gamepad::BUTTON_MENU2,
                                                                          Gamepad::BUTTON_MENU1,
                                                                          Gamepad::BUTTON_L3,
                                                                          Gamepad::BUTTON_R3,
                                                                          Gamepad::BUTTON_L1,
                                                                          Gamepad::BUTTON_R1,
                                                                          Gamepad::BUTTON_MENU3,
                                                                          Gamepad::BUTTON_A,
                                                                          Gamepad::BUTTON_B,
                                                                          Gamepad::BUTTON_X,
                                                                          Gamepad::BUTTON_Y
                                                                         }
        },
        {0x79,0x6,"DragonRise Inc. Generic USB Joystick",2,7,12,0, 
                                             (GamepadJoystickAxisInfo[]) {
                                                                     {0,1, GP_AXIS_IS_XAXIS,0,0,2240,NEG_TO_POS},
                                                                     {1,1,GP_AXIS_IS_NEG,0,0,2240,NEG_TO_POS},
                                                                     {2,0,GP_AXIS_SKIP,0,0,2240,NEG_TO_POS},
                                                                     {3,0,GP_AXIS_IS_XAXIS,0,0,2240,NEG_TO_POS},
                                                                     {4,0,GP_AXIS_IS_NEG,0,0,2240,NEG_TO_POS},
                                                                     {5,2,GP_AXIS_IS_DPAD, Gamepad::BUTTON_RIGHT, Gamepad::BUTTON_LEFT,2240,NEG_TO_POS},
                                                                     {6,2,GP_AXIS_IS_DPAD, Gamepad::BUTTON_DOWN, Gamepad::BUTTON_UP,2240,NEG_TO_POS},
                                                                     {-1,0,0,0,0,0,NEG_TO_POS}
                                                                 },
                                             (long[]) {
                                                                          Gamepad::BUTTON_Y,    
                                                                          Gamepad::BUTTON_B,  
                                                                          Gamepad::BUTTON_A,  
                                                                          Gamepad::BUTTON_X, 
                                                                          Gamepad::BUTTON_L1, 
                                                                          Gamepad::BUTTON_R1, 
                                                                          Gamepad::BUTTON_L2,    
                                                                          Gamepad::BUTTON_R2,   
                                                                          Gamepad::BUTTON_MENU1,   
                                                                          Gamepad::BUTTON_MENU2,   
                                                                          Gamepad::BUTTON_L3,
                                                                          Gamepad::BUTTON_R3,
                                                                         }
        },
        {0x54c,0x268,"Sony Corp. Batoh Device / PlayStation 3 Controller",2,27,19,2, 
                                             (GamepadJoystickAxisInfo[]) {
                                                                     {0,0,GP_AXIS_IS_XAXIS,0,0,2240,NEG_TO_POS},
                                                                     {1,0,GP_AXIS_IS_NEG,0,0,2240,NEG_TO_POS},
                                                                     {2,1,GP_AXIS_IS_XAXIS,0,0,2240,NEG_TO_POS},
                                                                     {3,1,GP_AXIS_IS_NEG,0,0,2240,NEG_TO_POS},
                                                                     {12,1,GP_AXIS_IS_TRIGGER,0,0,2240,ZERO_TO_POS},
                                                                     {13,2,GP_AXIS_IS_TRIGGER,1,0,2240,ZERO_TO_POS},
                                                                     {-1,0,0,0,0,0,NEG_TO_POS}
                                                                 },
                                             (long[]) {
                                                                          Gamepad::BUTTON_MENU1,    
                                                                          Gamepad::BUTTON_L3,  
                                                                          Gamepad::BUTTON_R3,  
                                                                          Gamepad::BUTTON_MENU2, 
                                                                          Gamepad::BUTTON_UP, 
                                                                          Gamepad::BUTTON_RIGHT, 
                                                                          Gamepad::BUTTON_DOWN,    
                                                                          Gamepad::BUTTON_LEFT,   
                                                                          Gamepad::BUTTON_L2,  //Use Trigger Instead of BUTTON_L2? or both should be called
                                                                          Gamepad::BUTTON_R2,  //Use Trigger Instead of BUTTON_R2? or both should be called                                                                        
                                                                          Gamepad::BUTTON_L1,
                                                                          Gamepad::BUTTON_R1,
                                                                          Gamepad::BUTTON_Y,    
                                                                          Gamepad::BUTTON_B,  
                                                                          Gamepad::BUTTON_A,  
                                                                          Gamepad::BUTTON_X, 
                                                                          Gamepad::BUTTON_MENU3, 
                                                                          -1,
                                                                          -1
                                                                         }
        }
    };

    bool isGamepadDevRegistered(dev_t devId)
    {
        for(list<ConnectedGamepadDevInfo>::iterator it = __connectedGamepads.begin(); it != __connectedGamepads.end();++it)
        {
            if(devId == (*it).deviceId) return true;
        }
        return false;
    }

    void closeGamepad(const ConnectedGamepadDevInfo& gamepadDevInfo)
    {
        ::close(gamepadDevInfo.fd);
    }

    void unregisterGamepad(GamepadHandle handle)
    {
        for(list<ConnectedGamepadDevInfo>::iterator it = __connectedGamepads.begin(); it != __connectedGamepads.end();++it)
        {
            if(handle == (*it).fd)
            {
                closeGamepad(*it);
                __connectedGamepads.erase(it);
                return;
            }
        }
    }

    void closeAllGamepads()
    {
        for(list<ConnectedGamepadDevInfo>::iterator it = __connectedGamepads.begin(); it != __connectedGamepads.end();++it)
        {
            closeGamepad(*it);
            __connectedGamepads.erase(it);
        }
    }

    const GamepadInfoEntry& getGamepadMappedInfo(unsigned int vendorId, unsigned int productId, unsigned int numberOfAxes, unsigned int numberOfButtons)
    {
        for(int i=0;i<sizeof(gamepadLookupTable)/sizeof(GamepadInfoEntry);i++)
        {
            const GamepadInfoEntry& curEntry = gamepadLookupTable[i];
            if(curEntry.vendorId == vendorId && curEntry.productId == productId)
            {
                return curEntry;
            }
        }

        for(int i=0;i<sizeof(gamepadLookupTable)/sizeof(GamepadInfoEntry);i++)
        {
            const GamepadInfoEntry& curEntry = gamepadLookupTable[i];
            if(curEntry.vendorId == 0 && curEntry.productId == 0 && curEntry.numberOfAxes == numberOfAxes && curEntry.numberOfButtons == numberOfButtons)
            {
                return curEntry;
            }
        }

        return gamepadLookupTable[0];
    }

    const GamepadInfoEntry& getGamepadMappedInfo(const GamepadHandle handle)
    {
        GP_ASSERT(pad);

        for(list<ConnectedGamepadDevInfo>::iterator it = __connectedGamepads.begin(); it != __connectedGamepads.end();++it)
        {
            if(handle == (*it).fd)
            {
                return it->gamepadInfo;
            }
        }
        GP_WARN("Gamepad not connected but yet trying to get its data. Falling back to generic one.");
        return gamepadLookupTable[0];
    }

    const GamepadJoystickAxisInfo* tryGetGamepadMappedAxisInfo(const GamepadInfoEntry& gpinfo, unsigned int axisNumber)
    {
        if(axisNumber >= 0 && axisNumber < gpinfo.numberOfAxes)
        {
            int i = 0;
            while(true)
            {
                const GamepadJoystickAxisInfo* curAxisInfo = &gpinfo.axes[i++];
                if(curAxisInfo->axisIndex == axisNumber)
                    return curAxisInfo;
                else if(curAxisInfo->axisIndex < 0)
                    return NULL;
            }
        }
        return NULL;
    }

    bool tryGetGamepadMappedButton(const GamepadInfoEntry& gpinfo, unsigned long btnNumber, long& outMap)
    {
        if(btnNumber >= 0 && btnNumber < gpinfo.numberOfButtons )
        {
            if(gpinfo.buttons[btnNumber] >= 0)
            {
                outMap = gpinfo.buttons[btnNumber];
                return true;
            }
            else
            {
                return false;
            }
        }
        GP_WARN("Unmapped gamepad button: %u.",btnNumber);
        return false;
    }

    unsigned int readIntegerGamepadIdPropery(const char* sysFSIdPath, const char* propertyName)
    {
        unsigned int ret = 0;
        try {
            ifstream propStream;
            propStream.open((string(sysFSIdPath) + propertyName).c_str(),ifstream::in);
            propStream >> std::hex >> ret;
            propStream.close();
        } catch (exception e) {
            GP_WARN("Could not read propery from SysFS for Gamepad: %s", propertyName);
        }
        return ret;
    }

    bool isBlackListed(unsigned int vendorId, unsigned int productId)
    {
        switch(vendorId)
        {
            case 0x0e0f: //virtual machine devices
                if(productId == 0x0003) // Virtual Mouse
                    return true;
        }
        return false;
    }

    void handleConnectedGamepad(dev_t devId, const char* devPath, const char* sysFSIdPath)
    {
        GP_ASSERT(devPath);

        unsigned int vendorId =readIntegerGamepadIdPropery(sysFSIdPath,"vendor");
        unsigned int productId =readIntegerGamepadIdPropery(sysFSIdPath,"product");

        if(isBlackListed(vendorId,productId)) return;

        GamepadHandle handle = ::open(devPath,O_RDONLY | O_NONBLOCK);
        if(handle < 0)
        {
            GP_WARN("Could not open Gamepad device.");
            return;
        }

        if(!(fcntl(handle, F_GETFL) != -1 || errno != EBADF))
            return;

        char axesNum, btnsNum, name[256];
        ioctl(handle, JSIOCGNAME(256), name);
        ioctl (handle, JSIOCGAXES, &axesNum);
        ioctl (handle, JSIOCGBUTTONS, &btnsNum);

        const GamepadInfoEntry& gpInfo = getGamepadMappedInfo(vendorId,productId,(unsigned int)axesNum,(unsigned int)btnsNum);
        unsigned int numJS = gpInfo.numberOfJS;
        unsigned int numTR = gpInfo.numberOfTriggers;


        Platform::gamepadEventConnectedInternal(handle,btnsNum,numJS,numTR,vendorId,productId,"",name);

        ConnectedGamepadDevInfo info = {devId,handle,gpInfo}; 
        __connectedGamepads.push_back(info);
    }

    static float normalizeJoystickAxis(int axisValue, int deadZone, bool zeroToOne)
    {
        int absAxisValue = 0;
        if(zeroToOne)
            absAxisValue = (axisValue + 32767) / 2.0;
        else
             absAxisValue = abs(axisValue);

        if (absAxisValue < deadZone)
        {
            return 0.0f;
        }
        else
        {
            int maxVal = 0;
            int value = 0;
            if(!zeroToOne)
            {
                value = axisValue;
                if (value < 0)
                {
                    value = -1;
                    maxVal = 32768;
                }
                else if (value > 0)
                {
                    value = 1;
                    maxVal = 32767;
                }
                else
                {
                    return 0.0f;
                }
            }
            else
            {
                value = 1;
                maxVal = 32767;
            }

            float ret = value * (absAxisValue - deadZone) / (float)(maxVal - deadZone);
            return ret;
        }
    }

    void enumGamepads()
    {
        const int maxDevs = 16;
        const char* devPathFormat = "/dev/input/js%u";
        const char* sysfsPathFormat = "/sys/class/input/js%u/device/id/";
        char curDevPath[20];

        for(int i=0;i<maxDevs;i++)
        {
            sprintf(curDevPath,devPathFormat,i);
            struct stat gpstat;
            if(::stat(curDevPath,&gpstat) == 0)
            {
                dev_t devid = gpstat.st_rdev;
                if(!isGamepadDevRegistered(devid))
                {
                    char cursysFSPath[35];
                    sprintf(cursysFSPath,sysfsPathFormat,i);
                    handleConnectedGamepad(devid,curDevPath,cursysFSPath);
                }
            }
        }
    }

    void gamepadHandlingLoop()
    {
        enumGamepads();
    }

    int Platform::enterMessagePump()
    {
        GP_ASSERT(_game);

        updateWindowSize();

        static const float ACCELEROMETER_X_FACTOR = 90.0f / __windowSize[0];
        static const float ACCELEROMETER_Y_FACTOR = 90.0f / __windowSize[1];
        static int lx = 0;
        static int ly = 0;
        static bool shiftDown = false;
        static bool capsOn = false;
        static XEvent evt;

        // Get the initial time.
        clock_gettime(CLOCK_REALTIME, &__timespec);
        __timeStart = timespec2millis(&__timespec);
        __timeAbsolute = 0L;

        // Run the game.
        _game->run();

        // Setup select for message handling (to allow non-blocking)
        int x11_fd = ConnectionNumber(__display);

        pollfd xpolls[1];
        xpolls[0].fd = x11_fd;
        xpolls[0].events = POLLIN|POLLPRI;

        // Message loop.
        while (true)
        {
            poll( xpolls, 1, 16 );
            // handle all pending events in one block
            while (XPending(__display))
            {
                XNextEvent(__display, &evt);

                switch (evt.type)
                {
                    case ClientMessage:
                        {
                            // Handle destroy window message correctly
                            if (evt.xclient.data.l[0] == __atomWmDeleteWindow)
                            {
                                _game->exit();
                            }
                        }
                        break;
                    case DestroyNotify :
                        {
                            cleanupX11();
                            exit(0);
                        }
                        break;

                    case Expose:
                        {
                            updateWindowSize();
                        }
                        break;

                    case KeyPress:
                        {
                            KeySym sym = XLookupKeysym(&evt.xkey, (evt.xkey.state & shiftDown) ? 1 : 0);


                            //TempSym needed because XConvertCase operates on two keysyms: One lower and the other upper, we are only interested in the upper case
                            KeySym tempSym;
                            if (capsOn && !shiftDown)
                                XConvertCase(sym,  &tempSym, &sym);

                            Keyboard::Key key = getKey(sym);
                            gameplay::Platform::keyEventInternal(gameplay::Keyboard::KEY_PRESS, key);

                            if (key == Keyboard::KEY_CAPS_LOCK)
                                capsOn = !capsOn;
                            if (key == Keyboard::KEY_SHIFT)
                                shiftDown = true;

                            if (int character = getUnicode(key))
                                gameplay::Platform::keyEventInternal(gameplay::Keyboard::KEY_CHAR, character);

                        }
                        break;

                    case KeyRelease:
                        {
                            //detect and drop repeating keystrokes (no other way to do this using the event interface)
                            XEvent next;
                            if ( XPending(__display) )
                            {
                                XPeekEvent(__display,&next);
                                if ( next.type == KeyPress
                                        && next.xkey.time == evt.xkey.time
                                        && next.xkey.keycode == evt.xkey.keycode )
                                {
                                    XNextEvent(__display,&next);
                                    continue;
                                }
                            }

                            KeySym sym = XLookupKeysym(&evt.xkey, 0);
                            Keyboard::Key key = getKey(sym);
                            gameplay::Platform::keyEventInternal(gameplay::Keyboard::KEY_RELEASE, key);

                            if (key == Keyboard::KEY_SHIFT)
                                shiftDown = false;
                        }
                        break;

                    case ButtonPress:
                        {
                            gameplay::Mouse::MouseEvent mouseEvt;
                            switch (evt.xbutton.button)
                            {
                                case 1:
                                    mouseEvt = gameplay::Mouse::MOUSE_PRESS_LEFT_BUTTON;
                                    break;
                                case 2:
                                    mouseEvt = gameplay::Mouse::MOUSE_PRESS_MIDDLE_BUTTON;
                                    break;
                                case 3:
                                    mouseEvt = gameplay::Mouse::MOUSE_PRESS_RIGHT_BUTTON;
                                    break;
                                case 4:
                                case 5:
                                    gameplay::Platform::mouseEventInternal(gameplay::Mouse::MOUSE_WHEEL,
                                            evt.xbutton.x, evt.xbutton.y,
                                            evt.xbutton.button == Button4 ? 1 : -1);
                                    break;
                                default:
                                    break;
                            }
                            if (!gameplay::Platform::mouseEventInternal(mouseEvt, evt.xbutton.x, evt.xbutton.y, 0))
                            {
                                gameplay::Platform::touchEventInternal(gameplay::Touch::TOUCH_PRESS, evt.xbutton.x, evt.xbutton.y, 0);
                            }
                        }
                        break;

                    case ButtonRelease:
                        {
                            gameplay::Mouse::MouseEvent mouseEvt;
                            switch (evt.xbutton.button)
                            {
                                case 1:
                                    mouseEvt = gameplay::Mouse::MOUSE_RELEASE_LEFT_BUTTON;
                                    break;
                                case 2:
                                    mouseEvt = gameplay::Mouse::MOUSE_RELEASE_MIDDLE_BUTTON;
                                    break;
                                case 3:
                                    mouseEvt = gameplay::Mouse::MOUSE_RELEASE_RIGHT_BUTTON;
                                    break;
                                default:
                                    break;
                            }
                            if (!gameplay::Platform::mouseEventInternal(mouseEvt, evt.xbutton.x, evt.xbutton.y, 0))
                            {
                                gameplay::Platform::touchEventInternal(gameplay::Touch::TOUCH_RELEASE, evt.xbutton.x, evt.xbutton.y, 0);
                            }
                        }
                        break;

                    case MotionNotify:
                        {
                            int x = evt.xmotion.x;
                            int y = evt.xmotion.y;

                            if (__mouseCaptured)
                            {
                                if (x == __mouseCapturePointX && y == __mouseCapturePointY)
                                {
                                    // Discard the first MotionNotify following capture
                                    // since it contains bogus x,y data.
                                    break;
                                }

                                // Convert to deltas
                                x -= __mouseCapturePointX;
                                y -= __mouseCapturePointY;

                                // Warp mouse back to center of screen.
                                XWarpPointer(__display, None, __window, 0, 0, 0, 0, __mouseCapturePointX, __mouseCapturePointY);
                            }

                            if (!gameplay::Platform::mouseEventInternal(gameplay::Mouse::MOUSE_MOVE, x, y, 0))
                            {
                                if (evt.xmotion.state & Button1Mask)
                                {
                                    gameplay::Platform::touchEventInternal(gameplay::Touch::TOUCH_MOVE, x, y, 0);
                                }
                                else if (evt.xmotion.state & Button3Mask)
                                {
                                    // Update the pitch and roll by adding the scaled deltas.
                                    __roll += (float)(x - lx) * ACCELEROMETER_X_FACTOR;
                                    __pitch += -(float)(y - ly) * ACCELEROMETER_Y_FACTOR;

                                    // Clamp the values to the valid range.
                                    __roll = max(min(__roll, 90.0f), -90.0f);
                                    __pitch = max(min(__pitch, 90.0f), -90.0f);

                                    // Update the last X/Y values.
                                    lx = x;
                                    ly = y;
                                }
                            }
                        }
                        break;

                    default:
                        break;
                }
            }

            gamepadHandlingLoop();

            if (_game)
            {
                // Game state will be uninitialized if game was closed through Game::exit()
                if (_game->getState() == Game::UNINITIALIZED)
                    break;

                _game->frame();
            }

            glXSwapBuffers(__display, __window);
        }

        cleanupX11();

        return 0;
    }

    void Platform::signalShutdown()
    {
    }

    bool Platform::canExit()
    {
        return true;
    }

    unsigned int Platform::getDisplayWidth()
    {
        return __windowSize[0];
    }

    unsigned int Platform::getDisplayHeight()
    {
        return __windowSize[1];
    }

    double Platform::getAbsoluteTime()
    {

        clock_gettime(CLOCK_REALTIME, &__timespec);
        double now = timespec2millis(&__timespec);
        __timeAbsolute = now - __timeStart;

        return __timeAbsolute;
    }

    void Platform::setAbsoluteTime(double time)
    {
        __timeAbsolute = time;
    }

    bool Platform::isVsync()
    {
        return __vsync;
    }

    void Platform::setVsync(bool enable)
    {
        if (glXSwapIntervalEXT)
            glXSwapIntervalEXT(__display, __window, __vsync ? 1 : 0);
        else if(glXSwapIntervalMESA)
            glXSwapIntervalMESA(__vsync ? 1 : 0);

        __vsync = enable;
    }

    void Platform::swapBuffers()
    {
        glXSwapBuffers(__display, __window);
    }

    void Platform::sleep(long ms)
    {
        usleep(ms * 1000);
    }

    void Platform::setMultiSampling(bool enabled)
    {
        if (enabled == __multiSampling)
        {
            return;
        }
        
            //todo
            
            __multiSampling = enabled;
    }
    
        bool Platform::isMultiSampling()
        {
            return __multiSampling;
        }

    void Platform::setMultiTouch(bool enabled)
    {
        // not supported
    }

    bool Platform::isMultiTouch()
    {
        false;
    }

    void Platform::getAccelerometerValues(float* pitch, float* roll)
    {
        GP_ASSERT(pitch);
        GP_ASSERT(roll);

        *pitch = __pitch;
        *roll = __roll;
    }

    void Platform::getArguments(int* argc, char*** argv)
    {
        if (argc)
            *argc = __argc;
        if (argv)
            *argv = __argv;
    }

    bool Platform::hasMouse()
    {
        return true;
    }

    void Platform::setMouseCaptured(bool captured)
    {
        if (captured != __mouseCaptured)
        {
            if (captured)
            {
                // Hide the cursor and warp it to the center of the screen
                __mouseCapturePointX = getDisplayWidth() / 2;
                __mouseCapturePointY = getDisplayHeight() / 2;

                setCursorVisible(false);
                XWarpPointer(__display, None, __window, 0, 0, 0, 0, __mouseCapturePointX, __mouseCapturePointY);
            }
            else
            {
                // Restore cursor
                XWarpPointer(__display, None, __window, 0, 0, 0, 0, __mouseCapturePointX, __mouseCapturePointY);
                setCursorVisible(true);
            }

            __mouseCaptured = captured;
        }
    }

    bool Platform::isMouseCaptured()
    {
        return __mouseCaptured;
    }

    void Platform::setCursorVisible(bool visible)
    {
        if (visible != __cursorVisible)
        {
            if (visible)
            {
                Cursor invisibleCursor;
                Pixmap bitmapNoData;
                XColor black;
                static char noData[] = {0, 0, 0, 0, 0, 0, 0, 0};
                black.red = black.green = black.blue = 0;
                bitmapNoData = XCreateBitmapFromData(__display, __window, noData, 8, 8);
                invisibleCursor = XCreatePixmapCursor(__display, bitmapNoData, bitmapNoData, &black, &black, 0, 0);

                XDefineCursor(__display, __window, invisibleCursor);
                XFreeCursor(__display, invisibleCursor);
                XFreePixmap(__display, bitmapNoData);
            }
            else
            {
                XUndefineCursor(__display, __window);
            }
            XFlush(__display);
            __cursorVisible = visible;
        }
    }

    bool Platform::isCursorVisible()
    {
        return __cursorVisible;
    }

    void Platform::displayKeyboard(bool display)
    {
        // not supported
    }

    void Platform::shutdownInternal()
    {
        closeAllGamepads();
        Game::getInstance()->shutdown();
    }

    bool Platform::isGestureSupported(Gesture::GestureEvent evt)
    {
        return false;
    }

    void Platform::registerGesture(Gesture::GestureEvent evt)
    {
    }

    void Platform::unregisterGesture(Gesture::GestureEvent evt)
    {
    }

    bool Platform::isGestureRegistered(Gesture::GestureEvent evt)
    {
        return false;
    }

    void Platform::pollGamepadState(Gamepad* gamepad)
    {
        GP_ASSERT(gamepad);

        struct js_event jevent;
        const GamepadInfoEntry& gpInfo = getGamepadMappedInfo(gamepad->_handle);

        while (read(gamepad->_handle, &jevent, sizeof(struct js_event)) > 0)
        {
            switch (jevent.type)
            {
                case JS_EVENT_BUTTON:
                case JS_EVENT_BUTTON | JS_EVENT_INIT:
                    {
                        long curMappingIndex = -1;
                        if(tryGetGamepadMappedButton(gpInfo, jevent.number, curMappingIndex))
                        {
                            if (jevent.value)
                                gamepad->_buttons |= (1 << curMappingIndex);
                            else
                                gamepad->_buttons &= ~(1 << curMappingIndex);
                        }
                        break;
                    }
                case JS_EVENT_AXIS:
                case JS_EVENT_AXIS | JS_EVENT_INIT:
                    {
                        if(jevent.number < gpInfo.numberOfAxes)
                        {
                            const GamepadJoystickAxisInfo* jsInfo = tryGetGamepadMappedAxisInfo(gpInfo,jevent.number);
                            if(jsInfo)
                            {
                                float val = normalizeJoystickAxis(jevent.value,jsInfo->deadZone,jsInfo->mapFunc == ZERO_TO_POS);
                                if(!(jsInfo->flags & GP_AXIS_SKIP))
                                {
                                    if((jsInfo->flags & GP_AXIS_IS_NEG))
                                        val = -1.0f * val;

                                    bool not_js_axis = false;
                                    if((jsInfo->flags & GP_AXIS_IS_DPAD))
                                    {
                                        if(jevent.value != 0)
                                            gamepad->_buttons |= (1 << (jevent.value > 0 ? jsInfo->mappedPosArg : jsInfo->mappedNegArg));
                                        else
                                        {
                                            gamepad->_buttons &= ~(1 << jsInfo->mappedPosArg);
                                            gamepad->_buttons &= ~(1 << jsInfo->mappedNegArg);
                                        }
                                        not_js_axis = true;
                                    }
                                    if((jsInfo->flags & GP_AXIS_IS_TRIGGER))
                                    {
                                        gamepad->_triggers[jsInfo->mappedPosArg] = val;
                                        not_js_axis = true;
                                    }

                                    if(!not_js_axis)
                                    {
                                        if(jsInfo->flags & GP_AXIS_IS_XAXIS)
                                            gamepad->_joysticks[jsInfo->joystickIndex].x = val;
                                        else
                                            gamepad->_joysticks[jsInfo->joystickIndex].y = val;
                                    }
                                }
                            }
                        }
                    }
                    break;

                default: 
                    GP_WARN("unhandled gamepad event: %x\n", jevent.type);
            }
        }
        if(errno == ENODEV)
        {
            unregisterGamepad(gamepad->_handle);
            gamepadEventDisconnectedInternal(gamepad->_handle);
        }

    }

    bool Platform::launchURL(const char* url)
    {
        if (url == NULL || *url == '\0')
            return false;

        int len = strlen(url);

        char* cmd = new char[11 + len];
        sprintf(cmd, "xdg-open %s", url);
        int r = system(cmd);
        SAFE_DELETE_ARRAY(cmd);

        return (r == 0);
    }

}

#endif
