/*************************************************************************/
/*  joystick.h                                                           */
/*************************************************************************/
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/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */
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//author: Andreas Haas <hondres,  liugam3@gmail.com>
#ifndef JOYSTICK_H
#define JOYSTICK_H

#include "os_windows.h"
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#include <xinput.h> // on unix the file is called "xinput.h", on windows I'm sure it won't mind

#ifndef SAFE_RELEASE            // when Windows Media Device M? is not present
#define SAFE_RELEASE(x) \
if(x != NULL)           \
{                       \
    x->Release();       \
    x = NULL;           \
}
#endif

#ifndef XUSER_MAX_COUNT
#define XUSER_MAX_COUNT 4
#endif

class joystick_windows
{
public:
	joystick_windows();
	joystick_windows(InputDefault* _input, HWND* hwnd);
	~joystick_windows();

	void probe_joysticks();
	unsigned int process_joysticks(unsigned int p_last_id);
private:

	enum {
		JOYSTICKS_MAX = 16,
		JOY_AXIS_COUNT = 6,
		MIN_JOY_AXIS = 10,
		MAX_JOY_AXIS = 32768,
		MAX_JOY_BUTTONS = 128,
		KEY_EVENT_BUFFER_SIZE = 512,
		MAX_TRIGGER = 255
	};

	struct dinput_gamepad {

		int id;
		bool attached;
		bool confirmed;
		bool last_buttons[MAX_JOY_BUTTONS];
		DWORD last_pad;

		LPDIRECTINPUTDEVICE8 di_joy;
		List<DWORD> joy_axis;
		GUID guid;

		dinput_gamepad() {
			id = -1;
			last_pad = -1;
			attached = false;
			confirmed = false;

			for (int i = 0; i < MAX_JOY_BUTTONS; i++)
				last_buttons[i] = false;
		}
	};

	struct xinput_gamepad {

		int id;
		bool attached;
		DWORD last_packet;
		XINPUT_STATE state;

		xinput_gamepad() {
			attached = false;
			last_packet = 0;
		}
	};

	typedef DWORD (WINAPI *XInputGetState_t) (DWORD dwUserIndex, XINPUT_STATE* pState);

	HWND* hWnd;
	HANDLE xinput_dll;
	LPDIRECTINPUT8 dinput;
	InputDefault* input;

	int id_to_change;
	int joystick_count;
	bool attached_joysticks[JOYSTICKS_MAX];
	dinput_gamepad d_joysticks[JOYSTICKS_MAX];
	xinput_gamepad x_joysticks[XUSER_MAX_COUNT];

	static BOOL CALLBACK enumCallback(const DIDEVICEINSTANCE* p_instance, void* p_context);
	static BOOL CALLBACK objectsCallback(const DIDEVICEOBJECTINSTANCE* instance, void* context);

	void setup_joystick_object(const DIDEVICEOBJECTINSTANCE* ob, int p_joy_id);
	void close_joystick(int id = -1);
	void load_xinput();
	void unload_xinput();

	int check_free_joy_slot() const;
	unsigned int post_hat(unsigned int p_last_id, int p_device, DWORD p_dpad);

	bool have_device(const GUID &p_guid);
	bool is_xinput_device(const GUID* p_guid);
	bool setup_dinput_joystick(const DIDEVICEINSTANCE* instance);

	InputDefault::JoyAxis axis_correct(int p_val, bool p_xinput = false, bool p_trigger = false, bool p_negate = false) const;
	XInputGetState_t xinput_get_state;
};

#endif


