/***************************************************************************
 * keyboard.cpp  -  keyboard handling class
 *
 * Copyright (C) 2006 - 2009 Florian Richter
 ***************************************************************************/
/*
   This program is free software; you can redistribute it and/or modify
   it under the terms of the GNU General Public License as published by
   the Free Software Foundation; either version 3 of the License, or
   (at your option) any later version.
   
   You should have received a copy of the GNU General Public License
   along with this program.  If not, see <http://www.gnu.org/licenses/>.
*/

#include "../core/game_core.h"
#include "../input/keyboard.h"
#include "../input/mouse.h"
#include "../input/joystick.h"
#include "../player/player.h"
#include "../gui/menu.h"
#include "../overworld/overworld.h"
#include "../core/framerate.h"
#include "../audio/audio.h"
#include "../level/level.h"
#include "../user/preferences.h"
#include "../level/level_editor.h"
#include "../overworld/world_editor.h"

namespace SMC
{

/* *** *** *** *** *** *** *** *** cKeyboard *** *** *** *** *** *** *** *** *** */

cKeyboard :: cKeyboard( void )
{
	Reset_Keys();
}

cKeyboard :: ~cKeyboard( void )
{

}

void cKeyboard :: Reset_Keys( void )
{
	// set all keys to 0
	memset( keys, 0, sizeof( keys ) );
}

bool cKeyboard :: CEGUI_Handle_Key_Up( SDLKey key ) const
{
	// inject the scancode directly
	if( pGuiSystem->injectKeyUp( SDLKey_to_CEGUIKey( key ) ) )
	{
		// input was processed by the gui system
		return 1;
	}

	return 0;
}

bool cKeyboard :: Key_Up( SDLKey key )
{
	// set key to 0
	keys[key] = 0;

	// input was processed by the gui system
	if( CEGUI_Handle_Key_Up( key ) )
	{
		return 1;
	}

	// handle key in the current mode
	if( Game_Mode == MODE_LEVEL )
	{
		// got processed
		if( pActive_Level->Key_Up( key ) )
		{
			return 1;
		}
	}
	else if( Game_Mode == MODE_MENU )
	{
		// got processed
		if( pMenuCore->Key_Up( key ) )
		{
			return 1;
		}
	}

	return 0;
}

bool cKeyboard :: CEGUI_Handle_Key_Down( SDLKey key ) const
{
	// inject the scancode
	if( pGuiSystem->injectKeyDown( SDLKey_to_CEGUIKey( key ) ) == 1 )
	{
		// input got processed by the gui system
		return 1;
	}

	// use for translated unicode value
	if( input_event.key.keysym.unicode != 0 )
	{
		if( pGuiSystem->injectChar( input_event.key.keysym.unicode ) )
		{
			// input got processed by the gui system
			return 1;
		}
	}

	return 0;
}

bool cKeyboard :: Key_Down( SDLKey key )
{
	// input was processed by the gui system
	if( CEGUI_Handle_Key_Down( key ) )
	{
		return 1;
	}

	// set key to 1
	keys[key] = 1;

	// ## first the internal keys

	// game exit
	if( key == SDLK_F4 && input_event.key.keysym.mod & KMOD_ALT )
	{
		game_exit = 1;
		return 1;
	}
	// fullscreen toggle
	else if( key == SDLK_RETURN && input_event.key.keysym.mod & KMOD_ALT )
	{
		pVideo->Toggle_Fullscreen();
		return 1;
	}
	// GUI copy
	else if( key == SDLK_c && input_event.key.keysym.mod & KMOD_CTRL )
	{
		if( GUI_Copy_To_Clipboard() )
		{
			return 1;
		}
	}
	// GUI cut
	else if( key == SDLK_x && input_event.key.keysym.mod & KMOD_CTRL )
	{
		if( GUI_Copy_To_Clipboard( 1 ) )
		{
			return 1;
		}
	}
	// GUI paste
	else if( key == SDLK_v && input_event.key.keysym.mod & KMOD_CTRL )
	{
		if( GUI_Paste_From_Clipboard() )
		{
			return 1;
		}
	}

	// handle key in the current mode
	if( Game_Mode == MODE_LEVEL )
	{
		// processed by the level
		if( pActive_Level->Key_Down( key ) )
		{
			return 1;
		}
	}
	else if( Game_Mode == MODE_OVERWORLD )
	{
		// processed by the overworld
		if( pActive_Overworld->Key_Down( key ) )
		{
			return 1;
		}
	}
	else if( Game_Mode == MODE_MENU )
	{
		// processed by the menu
		if( pMenuCore->Key_Down( key ) )
		{
			return 1;
		}
	}
	else if( Game_Mode == MODE_LEVEL_SETTINGS )
	{
		// processed by the level settings
		if( pLevel_Editor->pSettings->Key_Down( key ) )
		{
			return 1;
		}
	}

	// set fixed speed factor mode
	if( key == SDLK_F6 )
	{
		float fixed_speedfactor = string_to_float( Box_Text_Input( float_to_string( pFramerate->m_force_speed_factor, 2 ), "Set Fixed Speedfactor", 1 ) );

		// disable
		if( Is_Float_Equal( fixed_speedfactor, 0.0f ) )
		{
			pFramerate->Set_Fixed_Speedfacor( 0.0f );
			pHud_Debug->Set_Text( "Fixed speed factor disabled" );
		}
		// below minimum
		else if( fixed_speedfactor <= 0.04f )
		{
			pHud_Debug->Set_Text( "Fixed speed factor must be greater than 0.04" );
		}
		// enable
		else
		{
			pFramerate->Set_Fixed_Speedfacor( fixed_speedfactor );
			pHud_Debug->Set_Text( "Fixed speed factor enabled" );
		}
	}
	// take a screenshot
	else if( key == SDLK_PRINT )
	{
		pVideo->Save_Screenshot();
	}
	// pause the game
	else if( key == SDLK_PAUSE )
	{
		Draw_Static_Text( "Pause", &yellow, &lightgreyalpha64 );
	}
	// load a level
	else if( key == SDLK_l && input_event.key.keysym.mod & KMOD_CTRL && !( Game_Mode == MODE_OVERWORLD && pOverworld_Manager->debugmode ) && Game_Mode != MODE_LEVEL_SETTINGS )
	{
		pLevel_Editor->Function_Load();
	}
	// load an overworld
	else if( key == SDLK_w && input_event.key.keysym.mod & KMOD_CTRL && !( Game_Mode == MODE_OVERWORLD && pOverworld_Manager->debugmode ) && Game_Mode != MODE_LEVEL_SETTINGS )
	{
		pWorld_Editor->Function_Load();
	}
	// sound toggle
	else if( key == SDLK_F10 )
	{
		pAudio->Toggle_Sounds();

		if( !pAudio->m_sound_enabled )
		{
			pHud_Debug->Set_Text( "Sound Disabled" );
		}
		else
		{
			pHud_Debug->Set_Text( "Sound Enabled" );
		}
	}
	// music toggle
	else if( key == SDLK_F11 )
	{
		pAudio->Toggle_Music();

		if( !pAudio->m_music_enabled )
		{
			pHud_Debug->Set_Text( "Music Disabled" );
		}
		else
		{
			pHud_Debug->Set_Text( "Music Enabled" );
		}
	}
	// debug mode
	else if( key == SDLK_d && input_event.key.keysym.mod & KMOD_CTRL )
	{
		if( game_debug )
		{
			pHud_Debug->Set_Text( "Debug mode disabled" );
		}
		else
		{
			pFramerate->m_fps_worst = 1000;
			pFramerate->m_fps_best = 0;
			pHud_Debug->Set_Text( "Debug mode enabled" );
		}

		game_debug = !game_debug;
	}
	// performance mode
	else if( key == SDLK_p && input_event.key.keysym.mod & KMOD_CTRL )
	{
		if( game_debug_performance )
		{
			pHud_Debug->Set_Text( "Performance debug mode disabled" );
		}
		else
		{
			pFramerate->m_fps_worst = 1000;
			pFramerate->m_fps_best = 0;
			pHud_Debug->Set_Text( "Performance debug mode  enabled" );
		}

		game_debug_performance = !game_debug_performance;
	}

	return 0;
}

SDLKey *cKeyboard :: Get_Shortcut( const input_identifier shortcut_id ) const
{
	if( shortcut_id == INP_UP )
	{
		return &pPreferences->m_key_up;
	}
	else if( shortcut_id == INP_DOWN )
	{
		return &pPreferences->m_key_down;
	}
	else if( shortcut_id == INP_LEFT )
	{
		return &pPreferences->m_key_left;
	}
	else if( shortcut_id == INP_RIGHT )
	{
		return &pPreferences->m_key_right;
	}
	else if( shortcut_id == INP_JUMP )
	{
		return &pPreferences->m_key_jump;
	}
	else if( shortcut_id == INP_SHOOT )
	{
		return &pPreferences->m_key_shoot; 
	}
	else if( shortcut_id == INP_ACTION )
	{
		return &pPreferences->m_key_action; 
	}

	return NULL;
}

void cKeyboard :: Assign_Shortcut( const input_identifier shortcut_id, SDLKey new_key )
{
	SDLKey *key = Get_Shortcut( shortcut_id );
	*key = new_key;
}

unsigned int cKeyboard :: SDLKey_to_CEGUIKey( const SDLKey key ) const
{
    switch( key )
    {
    case SDLK_BACKSPACE:    return CEGUI::Key::Backspace;
    case SDLK_TAB:          return CEGUI::Key::Tab;
    case SDLK_RETURN:       return CEGUI::Key::Return;
    case SDLK_PAUSE:        return CEGUI::Key::Pause;
    case SDLK_ESCAPE:       return CEGUI::Key::Escape;
    case SDLK_SPACE:        return CEGUI::Key::Space;
    case SDLK_COMMA:        return CEGUI::Key::Comma;
    case SDLK_MINUS:        return CEGUI::Key::Minus;
    case SDLK_PERIOD:       return CEGUI::Key::Period;
    case SDLK_SLASH:        return CEGUI::Key::Slash;
    case SDLK_0:            return CEGUI::Key::Zero;
    case SDLK_1:            return CEGUI::Key::One;
    case SDLK_2:            return CEGUI::Key::Two;
    case SDLK_3:            return CEGUI::Key::Three;
    case SDLK_4:            return CEGUI::Key::Four;
    case SDLK_5:            return CEGUI::Key::Five;
    case SDLK_6:            return CEGUI::Key::Six;
    case SDLK_7:            return CEGUI::Key::Seven;
    case SDLK_8:            return CEGUI::Key::Eight;
    case SDLK_9:            return CEGUI::Key::Nine;
    case SDLK_COLON:        return CEGUI::Key::Colon;
    case SDLK_SEMICOLON:    return CEGUI::Key::Semicolon;
    case SDLK_EQUALS:       return CEGUI::Key::Equals;
    case SDLK_LEFTBRACKET:  return CEGUI::Key::LeftBracket;
    case SDLK_BACKSLASH:    return CEGUI::Key::Backslash;
    case SDLK_RIGHTBRACKET: return CEGUI::Key::RightBracket;
    case SDLK_a:            return CEGUI::Key::A;
    case SDLK_b:            return CEGUI::Key::B;
    case SDLK_c:            return CEGUI::Key::C;
    case SDLK_d:            return CEGUI::Key::D;
    case SDLK_e:            return CEGUI::Key::E;
    case SDLK_f:            return CEGUI::Key::F;
    case SDLK_g:            return CEGUI::Key::G;
    case SDLK_h:            return CEGUI::Key::H;
    case SDLK_i:            return CEGUI::Key::I;
    case SDLK_j:            return CEGUI::Key::J;
    case SDLK_k:            return CEGUI::Key::K;
    case SDLK_l:            return CEGUI::Key::L;
    case SDLK_m:            return CEGUI::Key::M;
    case SDLK_n:            return CEGUI::Key::N;
    case SDLK_o:            return CEGUI::Key::O;
    case SDLK_p:            return CEGUI::Key::P;
    case SDLK_q:            return CEGUI::Key::Q;
    case SDLK_r:            return CEGUI::Key::R;
    case SDLK_s:            return CEGUI::Key::S;
    case SDLK_t:            return CEGUI::Key::T;
    case SDLK_u:            return CEGUI::Key::U;
    case SDLK_v:            return CEGUI::Key::V;
    case SDLK_w:            return CEGUI::Key::W;
    case SDLK_x:            return CEGUI::Key::X;
    case SDLK_y:            return CEGUI::Key::Y;
    case SDLK_z:            return CEGUI::Key::Z;
    case SDLK_DELETE:       return CEGUI::Key::Delete;
    case SDLK_KP0:          return CEGUI::Key::Numpad0;
    case SDLK_KP1:          return CEGUI::Key::Numpad1;
    case SDLK_KP2:          return CEGUI::Key::Numpad2;
    case SDLK_KP3:          return CEGUI::Key::Numpad3;
    case SDLK_KP4:          return CEGUI::Key::Numpad4;
    case SDLK_KP5:          return CEGUI::Key::Numpad5;
    case SDLK_KP6:          return CEGUI::Key::Numpad6;
    case SDLK_KP7:          return CEGUI::Key::Numpad7;
    case SDLK_KP8:          return CEGUI::Key::Numpad8;
    case SDLK_KP9:          return CEGUI::Key::Numpad9;
    case SDLK_KP_PERIOD:    return CEGUI::Key::Decimal;
    case SDLK_KP_DIVIDE:    return CEGUI::Key::Divide;
    case SDLK_KP_MULTIPLY:  return CEGUI::Key::Multiply;
    case SDLK_KP_MINUS:     return CEGUI::Key::Subtract;
    case SDLK_KP_PLUS:      return CEGUI::Key::Add;
    case SDLK_KP_ENTER:     return CEGUI::Key::NumpadEnter;
    case SDLK_KP_EQUALS:    return CEGUI::Key::NumpadEquals;
    case SDLK_UP:           return CEGUI::Key::ArrowUp;
    case SDLK_DOWN:         return CEGUI::Key::ArrowDown;
    case SDLK_RIGHT:        return CEGUI::Key::ArrowRight;
    case SDLK_LEFT:         return CEGUI::Key::ArrowLeft;
    case SDLK_INSERT:       return CEGUI::Key::Insert;
    case SDLK_HOME:         return CEGUI::Key::Home;
    case SDLK_END:          return CEGUI::Key::End;
    case SDLK_PAGEUP:       return CEGUI::Key::PageUp;
    case SDLK_PAGEDOWN:     return CEGUI::Key::PageDown;
    case SDLK_F1:           return CEGUI::Key::F1;
    case SDLK_F2:           return CEGUI::Key::F2;
    case SDLK_F3:           return CEGUI::Key::F3;
    case SDLK_F4:           return CEGUI::Key::F4;
    case SDLK_F5:           return CEGUI::Key::F5;
    case SDLK_F6:           return CEGUI::Key::F6;
    case SDLK_F7:           return CEGUI::Key::F7;
    case SDLK_F8:           return CEGUI::Key::F8;
    case SDLK_F9:           return CEGUI::Key::F9;
    case SDLK_F10:          return CEGUI::Key::F10;
    case SDLK_F11:          return CEGUI::Key::F11;
    case SDLK_F12:          return CEGUI::Key::F12;
    case SDLK_F13:          return CEGUI::Key::F13;
    case SDLK_F14:          return CEGUI::Key::F14;
    case SDLK_F15:          return CEGUI::Key::F15;
    case SDLK_NUMLOCK:      return CEGUI::Key::NumLock;
    case SDLK_SCROLLOCK:    return CEGUI::Key::ScrollLock;
    case SDLK_RSHIFT:       return CEGUI::Key::RightShift;
    case SDLK_LSHIFT:       return CEGUI::Key::LeftShift;
    case SDLK_RCTRL:        return CEGUI::Key::RightControl;
    case SDLK_LCTRL:        return CEGUI::Key::LeftControl;
    case SDLK_RALT:         return CEGUI::Key::RightAlt;
    case SDLK_LALT:         return CEGUI::Key::LeftAlt;
    case SDLK_LSUPER:       return CEGUI::Key::LeftWindows;
    case SDLK_RSUPER:       return CEGUI::Key::RightWindows;
    case SDLK_SYSREQ:       return CEGUI::Key::SysRq;
    case SDLK_MENU:         return CEGUI::Key::AppMenu;
    case SDLK_POWER:        return CEGUI::Key::Power;
    default:                return 0;
    }
}

/* *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** */

cKeyboard *pKeyboard = NULL;

/* *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** */

} // namespace SMC
