// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file  g_input.h
/// \brief handle mouse/keyboard/joystick inputs,
///        maps inputs to game controls (forward, spin, jump...)

#ifndef __G_INPUT__
#define __G_INPUT__

#include "d_event.h"
#include "keys.h"
#include "command.h"

// number of total 'button' inputs, include keyboard keys, plus virtual
// keys (mousebuttons and joybuttons becomes keys)
#define NUMKEYS 256

#define MOUSEBUTTONS 8
#define JOYBUTTONS   32 // 32 buttons
#define JOYHATS      4  // 4 hats
#define JOYAXISSET   4  // 4 Sets of 2 axises

//
// mouse and joystick buttons are handled as 'virtual' keys
//
typedef enum
{
	KEY_MOUSE1 = NUMKEYS,
	KEY_JOY1 = KEY_MOUSE1 + MOUSEBUTTONS,
	KEY_HAT1 = KEY_JOY1 + JOYBUTTONS,

	KEY_DBLMOUSE1 =KEY_HAT1 + JOYHATS*4, // double clicks
	KEY_DBLJOY1 = KEY_DBLMOUSE1 + MOUSEBUTTONS,
	KEY_DBLHAT1 = KEY_DBLJOY1 + JOYBUTTONS,

	KEY_2MOUSE1 = KEY_DBLHAT1 + JOYHATS*4,
	KEY_2JOY1 = KEY_2MOUSE1 + MOUSEBUTTONS,
	KEY_2HAT1 = KEY_2JOY1 + JOYBUTTONS,

	KEY_DBL2MOUSE1 = KEY_2HAT1 + JOYHATS*4,
	KEY_DBL2JOY1 = KEY_DBL2MOUSE1 + MOUSEBUTTONS,
	KEY_DBL2HAT1 = KEY_DBL2JOY1 + JOYBUTTONS,

	KEY_MOUSEWHEELUP = KEY_DBL2HAT1 + JOYHATS*4,
	KEY_MOUSEWHEELDOWN = KEY_MOUSEWHEELUP + 1,
	KEY_2MOUSEWHEELUP = KEY_MOUSEWHEELDOWN + 1,
	KEY_2MOUSEWHEELDOWN = KEY_2MOUSEWHEELUP + 1,

	NUMINPUTS = KEY_2MOUSEWHEELDOWN + 1,
} key_input_e;

typedef enum
{
	gc_null = 0, // a key/button mapped to gc_null has no effect
	gc_forward,
	gc_backward,
	gc_strafeleft,
	gc_straferight,
	gc_turnleft,
	gc_turnright,
	gc_weaponnext,
	gc_weaponprev,
	gc_wepslot1,
	gc_wepslot2,
	gc_wepslot3,
	gc_wepslot4,
	gc_wepslot5,
	gc_wepslot6,
	gc_wepslot7,
	gc_wepslot8,
	gc_wepslot9,
	gc_wepslot10,
	gc_fire,
	gc_firenormal,
	gc_tossflag,
	gc_spin,
	gc_camtoggle,
	gc_camreset,
	gc_lookup,
	gc_lookdown,
	gc_centerview,
	gc_mouseaiming, // mouse aiming is momentary (toggleable in the menu)
	gc_talkkey,
	gc_teamkey,
	gc_scores,
	gc_jump,
	gc_console,
	gc_pause,
	gc_systemmenu,
	gc_screenshot,
	gc_recordgif,
	gc_viewpoint,
	gc_custom1, // Lua scriptable
	gc_custom2, // Lua scriptable
	gc_custom3, // Lua scriptable
	num_gamecontrols
} gamecontrols_e;

typedef enum
{
	gcs_custom,
	gcs_fps,
	gcs_platform,
	num_gamecontrolschemes
} gamecontrolschemes_e;

// mouse values are used once
extern consvar_t cv_mousesens, cv_mouseysens;
extern consvar_t cv_mousesens2, cv_mouseysens2;
extern consvar_t cv_controlperkey;

extern INT32 mousex, mousey;
extern INT32 mlooky; //mousey with mlookSensitivity
extern INT32 mouse2x, mouse2y, mlook2y;

extern INT32 joyxmove[JOYAXISSET], joyymove[JOYAXISSET], joy2xmove[JOYAXISSET], joy2ymove[JOYAXISSET];

// current state of the keys: true if pushed
extern UINT8 gamekeydown[NUMINPUTS];

// two key codes (or virtual key) per game control
extern INT32 gamecontrol[num_gamecontrols][2];
extern INT32 gamecontrolbis[num_gamecontrols][2]; // secondary splitscreen player
extern INT32 gamecontroldefault[num_gamecontrolschemes][num_gamecontrols][2]; // default control storage, use 0 (gcs_custom) for memory retention
extern INT32 gamecontrolbisdefault[num_gamecontrolschemes][num_gamecontrols][2];
#define PLAYER1INPUTDOWN(gc) (gamekeydown[gamecontrol[gc][0]] || gamekeydown[gamecontrol[gc][1]])
#define PLAYER2INPUTDOWN(gc) (gamekeydown[gamecontrolbis[gc][0]] || gamekeydown[gamecontrolbis[gc][1]])
#define PLAYERINPUTDOWN(p, gc) ((p) == 2 ? PLAYER2INPUTDOWN(gc) : PLAYER1INPUTDOWN(gc))

#define num_gcl_tutorial_check 6
#define num_gcl_tutorial_used 8
#define num_gcl_tutorial_full 13
#define num_gcl_movement 4
#define num_gcl_camera 2
#define num_gcl_movement_camera 6
#define num_gcl_jump 1
#define num_gcl_spin 1
#define num_gcl_jump_spin 2

extern const INT32 gcl_tutorial_check[num_gcl_tutorial_check];
extern const INT32 gcl_tutorial_used[num_gcl_tutorial_used];
extern const INT32 gcl_tutorial_full[num_gcl_tutorial_full];
extern const INT32 gcl_movement[num_gcl_movement];
extern const INT32 gcl_camera[num_gcl_camera];
extern const INT32 gcl_movement_camera[num_gcl_movement_camera];
extern const INT32 gcl_jump[num_gcl_jump];
extern const INT32 gcl_spin[num_gcl_spin];
extern const INT32 gcl_jump_spin[num_gcl_jump_spin];

// peace to my little coder fingers!
// check a gamecontrol being active or not

// remaps the input event to a game control.
void G_MapEventsToControls(event_t *ev);

// returns the name of a key
const char *G_KeynumToString(INT32 keynum);
INT32 G_KeyStringtoNum(const char *keystr);

// detach any keys associated to the given game control
void G_ClearControlKeys(INT32 (*setupcontrols)[2], INT32 control);
void G_ClearAllControlKeys(void);
void Command_Setcontrol_f(void);
void Command_Setcontrol2_f(void);
void G_DefineDefaultControls(void);
INT32 G_GetControlScheme(INT32 (*fromcontrols)[2], const INT32 *gclist, INT32 gclen);
void G_CopyControls(INT32 (*setupcontrols)[2], INT32 (*fromcontrols)[2], const INT32 *gclist, INT32 gclen);
void G_SaveKeySetting(FILE *f, INT32 (*fromcontrols)[2], INT32 (*fromcontrolsbis)[2]);
INT32 G_CheckDoubleUsage(INT32 keynum, boolean modify);

#endif
