//-------------------------------------------------------------------------
/*
Copyright (C) 2015 EDuke32 developers and contributors
Copyright (C) 2015 Voidpoint, LLC

This file is part of EDuke32.

EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
*/
//-------------------------------------------------------------------------

#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <jni.h>
#include <android/log.h>

#include "SDL_scancode.h"
#include "SDL_main.h"

#include "TouchControlsContainer.h"
#include "JNITouchControlsUtils.h"

#ifdef GP_LIC
#include "s-setup/s-setup.h"
#endif

extern "C" {
#define DEFAULT_FADE_FRAMES 10

extern void SDL_Android_Init(JNIEnv *env, jclass cls);
extern char const *G_GetStringFromSavegame(const char *filename, int type);
extern int32_t G_GetScreenshotFromSavegame(const char *filename, char *pal, char *data);

#include "in_android.h"
#include "../function.h"

#include "../GL/gl.h"

// Copied from build.h, which didnt include here
enum rendmode_t
{
    REND_CLASSIC,
    REND_POLYMOST = 3,
    REND_POLYMER
};

enum dukeinv_t
{
    GET_STEROIDS,  // 0
    GET_SHIELD,
    GET_SCUBA,
    GET_HOLODUKE,
    GET_JETPACK,
    GET_DUMMY1,  // 5
    GET_ACCESS,
    GET_HEATS,
    GET_DUMMY2,
    GET_FIRSTAID,
    GET_BOOTS,  // 10
    GET_MAX
};


#ifndef LOGI
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "DUKE", __VA_ARGS__))
#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "DUKE", __VA_ARGS__))
#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR, "DUKE", __VA_ARGS__))
#endif

#define REND_SOFT 0
#define REND_GL 1

droidsysinfo_t droidinfo;

static int curRenderer;

static bool hideTouchControls = true;
static int weaponWheelVisible = false;


static int controlsCreated = 0;
touchcontrols::TouchControlsContainer controlsContainer;

touchcontrols::TouchControls *tcBlankTap;
touchcontrols::TouchControls *tcYesNo;
touchcontrols::TouchControls *tcMenuMain;
touchcontrols::TouchControls *tcGameMain;
touchcontrols::TouchControls *tcGameWeapons;
// touchcontrols::TouchControls *tcInventory;
touchcontrols::TouchControls *tcAutomap;


touchcontrols::TouchJoy *touchJoyLeft;
touchcontrols::WheelSelect *weaponWheel;

extern JNIEnv *env_;
JavaVM *jvm_;

touchcontrols::Button *inv_buttons[GET_MAX];

std::string obbPath, gamePath;

void openGLStart()
{
    if (curRenderer == REND_GL)
    {
        glPushMatrix();

        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glOrthof(0, droidinfo.screen_width, droidinfo.screen_height, 0, 0, 1);

        // glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
        // glClear(GL_COLOR_BUFFER_BIT);
        // LOGI("openGLStart");
        glDisable(GL_ALPHA_TEST);
        glDisable(GL_DEPTH_TEST);
        glDisable(GL_FOG);
        glEnable(GL_TEXTURE_2D);
        glEnable(GL_BLEND);

        glColor4f(1, 1, 1, 1);

        glDisableClientState(GL_COLOR_ARRAY);
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);

        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        glDisable(GL_CULL_FACE);

        glMatrixMode(GL_MODELVIEW);

        // nanoPushState();
    }
/*
    else  // software mode
    {
        glDisable(GL_ALPHA_TEST);
        glDisableClientState(GL_COLOR_ARRAY);
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glEnable(GL_TEXTURE_2D);
        glDisable(GL_CULL_FACE);
        glMatrixMode(GL_MODELVIEW);
    }
*/
}

void openGLEnd()
{
    if (curRenderer == REND_GL)
    {
        // glPopMatrix();
        // nanoPopState();
        glPopMatrix();
    }
/*
    else  // Software mode
    {
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
        glMatrixMode(GL_MODELVIEW);
    }
*/
}

void gameSettingsButton(int state)
{
    if (state == 1)
    {
        showTouchSettings();
    }
}

// This is a bit of a hack, if the weapon wheel was selected, then an inv chosen instead, we need to cancel the weapon
// selection
// NOT needed actually, weapon wheel disabled before is get finger up anyway
// static bool invWasSelected = false;

void showWeaponsInventory(bool show)
{
    if (show)
    {
        for (int n = 0; n < 10; n++)
            weaponWheel->setSegmentEnabled(n, (PortableRead(READ_WEAPONS) >> n) & 0x1);

        // Show inventory buttons
        tcGameWeapons->setAllButtonsEnable(true);

        tcGameWeapons->fade(touchcontrols::FADE_IN, 5);  // fade in
        weaponWheelVisible = true;
    }
    else  // hide
    {
        tcGameWeapons->setAllButtonsEnable(false);
        weaponWheel->setTapMode(false);
        weaponWheelVisible = false;
    }
}

void gameButton(int state, int code)
{
    switch (code)
    {
        case gamefunc_Fire: 
            if (state && PortableRead(READ_SOMETHINGONPLAYER))
            {
                PortableAction(1, gamefunc_Quick_Kick);
                PortableAction(0, gamefunc_Quick_Kick);
            }
            else PortableAction(state, code);
            break;

        case KEY_SHOW_KBRD:
            if (state)
                toggleKeyboard();

            PortableKeyEvent(state, SDL_SCANCODE_GRAVE, 0);
            break;

        case KEY_QUICK_CMD:
            if (state == 1)
                showCustomCommands();
            break;

        case KEY_SHOW_INVEN:
            if (state)
            {
                if (!weaponWheelVisible)
                {
                    weaponWheel->setTapMode(true);
                    showWeaponsInventory(true);
                    PortableTimer(30);
                }
                else
                {
                    showWeaponsInventory(false);
                    PortableTimer(120);
                }
            }
            break;

        case KEY_QUICK_SAVE:
            LOGI("QUICK SAVE");
            PortableKeyEvent(state, SDL_SCANCODE_F6, 0);
            break;

        case KEY_QUICK_LOAD:
            LOGI("QUICK LOAD");
            PortableKeyEvent(state, SDL_SCANCODE_F9, 0);
            break;

        default: PortableAction(state, code); break;
    }
}

void automapButton(int state, int code) { PortableAction(state, code); }

void inventoryButton(int state, int code)
{
    PortableAction(state, code);
    if (state == 0)
    {
        // Inventory chosen, hide them and wheel
        showWeaponsInventory(false);
        PortableTimer(120);
    }
}

void menuButton(int state, int code) { PortableKeyEvent(state, code, code); }

void menuMouse(int action, float x, float y, float dx, float dy)
{
    // PortableMouse(dx,dy);
    PortableMouseMenu(x * droidinfo.screen_width, y * droidinfo.screen_height);

    if (action == MULTITOUCHMOUSE_DOWN || action == MULTITOUCHMOUSE_UP)
        PortableMouseMenuButton(action == MULTITOUCHMOUSE_DOWN, 0);
}

void blankTapButton(int state, int code)
{
    if (PortableRead(READ_IS_DEAD))  // if the player is dead we need to send a 'open' button
    {
        if (state)
        {
            PortableAction(1, gamefunc_Open);
            PortableAction(0, gamefunc_Open);
        }
    }
    else  // everything else send a return key
        PortableKeyEvent(state, SDL_SCANCODE_RETURN, 0);
}

void weaponWheelSelected(int enabled) { 
    showWeaponsInventory(enabled ? true : false); 
    PortableTimer(enabled ? 30 : 120);
}

void weaponWheelChosen(int segment)
{
    // LOGI("weaponWheel %d",segment);
    if (segment == -1 && droidinput.quickSelectWeapon)
        segment = PortableRead(READ_LASTWEAPON);

    if (segment != -1)
        PortableAction(2, gamefunc_Weapon_1 + segment);
}

void left_double_tap(int state)
{
    // LOGI("L double %d, droidinput.left_double_action = %d",state,droidinput.left_double_action);
    if (droidinput.left_double_action != -1)
        PortableAction(state, droidinput.left_double_action);
}

void right_double_tap(int state)
{
    // LOGTOUCH("R double %d",state);
    if (droidinput.right_double_action != -1)
        PortableAction(state, droidinput.right_double_action);
}

void mouseMove(int action, float x, float y, float dx, float dy)
{
    // LOGI(" mouse dx = %f, dy = %f",dx,dy);
    if (weaponWheelVisible)
        return;

    float const scale = .1f;

    PortableLook(dx * droidinput.yaw_sens * scale, -dy * droidinput.pitch_sens * scale * (droidinput.invertLook ? -1.f : 1.f));
}

void automap_multitouch_mouse_move(int action, float x, float y, float dx, float dy)
{
    if (action == MULTITOUCHMOUSE_MOVE)
        PortableAutomapControl(0, dx, dy);
    else if (action == MULTITOUCHMOUSE_ZOOM)
        PortableAutomapControl(x, 0, 0);
}

void left_stick(float joy_x, float joy_y, float mouse_x, float mouse_y)
{
    // LOGI("left_stick joy_x = %f, joy_y = %f",joy_x,joy_y);
    PortableMove(joy_y * droidinput.forward_sens, -joy_x * droidinput.strafe_sens);
}

void setHideSticks(bool v)
{
    if (touchJoyLeft)
        touchJoyLeft->setHideGraphics(v);
}

void touchSettingsButton(int state)
{
    /*
    int32_t paused = PortableRead(READ_PAUSED);

    //We wanna pause the game when doing settings
    if (state && !paused || !state && paused)
    {
        PortableKeyEvent(2, SDL_SCANCODE_PAUSE, 0);
    }
     */
}

void initControls(int width, int height, const char *graphics_path)
{
    touchcontrols::GLScaleWidth = (float)width;
    touchcontrols::GLScaleHeight = (float)-height;

    LOGI("initControls %d x %d,x path = %s", width, height, graphics_path);

    if (controlsCreated)
        return;

    LOGI("creating controls");

    touchcontrols::setGraphicsBasePath(graphics_path);

    controlsContainer.openGL_start.connect(sigc::ptr_fun(&openGLStart));
    controlsContainer.openGL_end.connect(sigc::ptr_fun(&openGLEnd));
    controlsContainer.signal_settings.connect(sigc::ptr_fun(&touchSettingsButton));

    tcBlankTap = new touchcontrols::TouchControls("blank_tap", false, false);
    tcYesNo = new touchcontrols::TouchControls("yes_no", false, false);
    tcMenuMain = new touchcontrols::TouchControls("menu", false, false);
    tcGameMain = new touchcontrols::TouchControls("game", false, true, 1, true);
    tcGameWeapons = new touchcontrols::TouchControls("weapons", false, true, 1, false);
    tcAutomap = new touchcontrols::TouchControls("automap", false, false);
    // tcInventory   = new touchcontrols::TouchControls("inventory", false,true,1,false);

    ///////////////////////// BLANK TAP SCREEN //////////////////////

    // One button on whole screen with no graphic, send a return key
    tcBlankTap->addControl(new touchcontrols::Button("whole_screen", touchcontrols::RectF(0, 0, 26, 16),
                                                     "" /*std::string("test")*/, SDL_SCANCODE_RETURN));
    tcBlankTap->signal_button.connect(sigc::ptr_fun(&blankTapButton));  // Just reuse the menuButton function


    ///////////////////////// YES NO SCREEN /////////////////////

    tcYesNo->addControl(
    new touchcontrols::Button("enter", touchcontrols::RectF(16, 9, 18, 11), "yes", SDL_SCANCODE_RETURN));
    tcYesNo->addControl(
    new touchcontrols::Button("esc", touchcontrols::RectF(8, 9, 10, 11), "no", SDL_SCANCODE_ESCAPE));
    tcYesNo->signal_button.connect(sigc::ptr_fun(&menuButton));  // Just reuse the menuButton function


    ///////////////////////// MAIN MENU SCREEN /////////////////////

    tcMenuMain->addControl(
    new touchcontrols::Button("arrow_left", touchcontrols::RectF(0, 2, 2, 4), "arrow_left", SDL_SCANCODE_ESCAPE));
    tcMenuMain->signal_button.connect(sigc::ptr_fun(&menuButton));

    touchcontrols::MultitouchMouse *mouseMenu =
    new touchcontrols::MultitouchMouse("mouse", touchcontrols::RectF(0, 0, 26, 16), "");
    mouseMenu->setHideGraphics(true);
    tcMenuMain->addControl(mouseMenu);
    mouseMenu->signal_action.connect(sigc::ptr_fun(&menuMouse));

    touchcontrols::Button *console_button = new touchcontrols::Button(
    "keyboard", "Development console", touchcontrols::RectF(8, 0, 10, 2), "keyboard", KEY_SHOW_KBRD, false, true);

    tcMenuMain->addControl(console_button);

    //////////////////////////// GAME SCREEN /////////////////////
    tcGameMain->setAlpha(droidinput.gameControlsAlpha);
    controlsContainer.editButtonAlpha = droidinput.gameControlsAlpha;

    tcGameMain->addControl(
    new touchcontrols::Button("game_menu", touchcontrols::RectF(0, 0, 2, 2), "settings_bars", MENU_BACK));

    tcGameMain->addControl(new touchcontrols::Button("use", touchcontrols::RectF(20, 4, 23, 7), "use", gamefunc_Open));
    tcGameMain->addControl(
    new touchcontrols::Button("attack", touchcontrols::RectF(20, 7, 23, 10), "fire2", gamefunc_Fire));
    tcGameMain->addControl(
    new touchcontrols::Button("jump", touchcontrols::RectF(23, 6, 26, 9), "jump", gamefunc_Jump));
    tcGameMain->addControl(
    new touchcontrols::Button("crouch", touchcontrols::RectF(24, 12, 26, 14), "crouch", gamefunc_Crouch));
    tcGameMain->addControl(new touchcontrols::Button("kick", "Mighty Foot", touchcontrols::RectF(23, 3, 26, 6), "boot",
                                                     gamefunc_Quick_Kick, false, true));

    touchcontrols::Button *map_button = new touchcontrols::Button(
    "map", "Overhead map", touchcontrols::RectF(6, 0, 8, 2), "map", gamefunc_Map, false, true);
    tcGameMain->addControl(map_button);
    tcGameMain->addControl(new touchcontrols::Button("show_inventory", "Inventory", touchcontrols::RectF(24, 0, 26, 2),
                                                     "inv", KEY_SHOW_INVEN));
    tcGameMain->addControl(new touchcontrols::Button("next_weapon", "Next weapon", touchcontrols::RectF(0, 3, 3, 5),
                                                     "next_weap", gamefunc_Next_Weapon, false, true));
    tcGameMain->addControl(new touchcontrols::Button("prev_weapon", "Previous weapon", touchcontrols::RectF(0, 5, 3, 7),
                                                     "prev_weap", gamefunc_Previous_Weapon, false, true));
    tcGameMain->addControl(new touchcontrols::Button("quick_save", "Save game", touchcontrols::RectF(22, 0, 24, 2),
                                                     "save", KEY_QUICK_SAVE, false, true));
    tcGameMain->addControl(new touchcontrols::Button("quick_load", "Load game", touchcontrols::RectF(20, 0, 22, 2),
                                                     "load", KEY_QUICK_LOAD, false, true));

    tcGameMain->addControl(console_button);
    /*
            //quick actions binds
            tcGameMain->addControl(new
       touchcontrols::Button("quick_key_1",touchcontrols::RectF(4,3,6,5),"quick_key_1",KEY_QUICK_KEY1,false,true));
            tcGameMain->addControl(new
       touchcontrols::Button("quick_key_2",touchcontrols::RectF(6,3,8,5),"quick_key_2",KEY_QUICK_KEY2,false,true));
            tcGameMain->addControl(new
       touchcontrols::Button("quick_key_3",touchcontrols::RectF(8,3,10,5),"quick_key_3",KEY_QUICK_KEY3,false,true));
            tcGameMain->addControl(new
       touchcontrols::Button("quick_key_4",touchcontrols::RectF(10,3,12,5),"quick_key_4",KEY_QUICK_KEY4,false,true));
     */
    // Left stick
    touchJoyLeft = new touchcontrols::TouchJoy("stick", touchcontrols::RectF(0, 7, 8, 16), "strafe_arrow");
    tcGameMain->addControl(touchJoyLeft);
    touchJoyLeft->signal_move.connect(sigc::ptr_fun(&left_stick));
    touchJoyLeft->signal_double_tap.connect(sigc::ptr_fun(&left_double_tap));

    // Mouse look for whole screen
    touchcontrols::Mouse *mouse = new touchcontrols::Mouse("mouse", touchcontrols::RectF(3, 0, 26, 16), "");
    mouse->signal_action.connect(sigc::ptr_fun(&mouseMove));
    mouse->signal_double_tap.connect(sigc::ptr_fun(&right_double_tap));

    mouse->setHideGraphics(true);
    tcGameMain->addControl(mouse);

    tcGameMain->signal_button.connect(sigc::ptr_fun(&gameButton));
    tcGameMain->signal_settingsButton.connect(sigc::ptr_fun(&gameSettingsButton));

    ///////////////////////// AUTO MAP SCREEN ///////////////////////


    // Automap
    touchcontrols::MultitouchMouse *multimouse =
    new touchcontrols::MultitouchMouse("gamemouse", touchcontrols::RectF(0, 0, 26, 16), "");
    multimouse->setHideGraphics(true);
    tcAutomap->addControl(multimouse);
    multimouse->signal_action.connect(sigc::ptr_fun(&automap_multitouch_mouse_move));
    tcAutomap->addControl(map_button);
    tcAutomap->signal_button.connect(sigc::ptr_fun(&gameButton));
    tcAutomap->setAlpha(0.5);

    // Now inventory in the weapons control group!

    inv_buttons[GET_JETPACK] = new touchcontrols::Button("jetpack", touchcontrols::RectF(0, 3, 2, 5), "jetpack",
                                                         gamefunc_Jetpack, false, false, true);
    inv_buttons[GET_FIRSTAID] = new touchcontrols::Button("medkit", touchcontrols::RectF(0, 5, 2, 7), "medkit",
                                                          gamefunc_MedKit, false, false, true);
    inv_buttons[GET_HEATS] = new touchcontrols::Button("nightv", touchcontrols::RectF(0, 7, 2, 9), "nightvision",
                                                       gamefunc_NightVision, false, false, true);
    inv_buttons[GET_HOLODUKE] = new touchcontrols::Button("holoduke", touchcontrols::RectF(0, 9, 2, 11), "holoduke",
                                                          gamefunc_Holo_Duke, false, false, true);
    inv_buttons[GET_STEROIDS] = new touchcontrols::Button("steroids", touchcontrols::RectF(0, 11, 2, 13), "steroids",
                                                          gamefunc_Steroids, false, false, true);

    tcGameWeapons->addControl(inv_buttons[GET_JETPACK]);
    tcGameWeapons->addControl(inv_buttons[GET_FIRSTAID]);
    tcGameWeapons->addControl(inv_buttons[GET_HEATS]);
    tcGameWeapons->addControl(inv_buttons[GET_HOLODUKE]);
    tcGameWeapons->addControl(inv_buttons[GET_STEROIDS]);
    // Inventory are the only buttons so safe to do this
    tcGameWeapons->signal_button.connect(sigc::ptr_fun(&inventoryButton));

    // Weapons
    weaponWheel =
    new touchcontrols::WheelSelect("weapon_wheel", touchcontrols::RectF(7, 2, 19, 14), "weapon_wheel_orange_blank", 10);
    weaponWheel->signal_selected.connect(sigc::ptr_fun(&weaponWheelChosen));
    weaponWheel->signal_enabled.connect(sigc::ptr_fun(&weaponWheelSelected));
    tcGameWeapons->addControl(weaponWheel);
    tcGameWeapons->setAlpha(0.9);

    /////////////////////////////////////////////////////////////


    controlsContainer.addControlGroup(tcMenuMain);
    controlsContainer.addControlGroup(tcGameMain);
    //        controlsContainer.addControlGroup(tcInventory);//Need to be above tcGameMain incase buttons over stick
    controlsContainer.addControlGroup(tcGameWeapons);
    controlsContainer.addControlGroup(tcAutomap);
    controlsContainer.addControlGroup(tcYesNo);
    controlsContainer.addControlGroup(tcBlankTap);
    controlsCreated = 1;

    tcGameMain->setAlpha(droidinput.gameControlsAlpha);
    controlsContainer.editButtonAlpha = droidinput.gameControlsAlpha;
    tcGameWeapons->setAlpha(droidinput.gameControlsAlpha);
    tcMenuMain->setAlpha(droidinput.gameControlsAlpha);

    tcGameMain->setXMLFile(gamePath + "/control_layout_main.xml");
    tcGameWeapons->setXMLFile(gamePath + "/control_layout_weapons.xml");
    tcAutomap->setXMLFile(gamePath + "/control_layout_automap.xml");
    // tcInventory->setXMLFile((std::string)graphics_path +  "/inventory.xml");

    setControlsContainer(&controlsContainer);

    // controlsContainer.initGL();
}

void updateTouchScreenMode(touchscreemode_t mode)
{
    // LOGI("updateTouchScreenModeA %d",mode);

    static touchscreemode_t lastMode = TOUCH_SCREEN_BLANK;

    if (mode != lastMode)
    {
        // first disable the last screen and fade out is necessary
        switch (lastMode)
        {
            case TOUCH_SCREEN_BLANK:  // Does not exist yet break;
            case TOUCH_SCREEN_BLANK_TAP:
                tcBlankTap->resetOutput();
                tcBlankTap->setEnabled(false);  // Dont fade out as no graphics
                break;
            case TOUCH_SCREEN_YES_NO:
                tcYesNo->resetOutput();
                tcYesNo->fade(touchcontrols::FADE_OUT, DEFAULT_FADE_FRAMES);
                break;
            case TOUCH_SCREEN_MENU:
                tcMenuMain->resetOutput();
                tcMenuMain->fade(touchcontrols::FADE_OUT, DEFAULT_FADE_FRAMES);
                break;
            case TOUCH_SCREEN_GAME:
                tcGameMain->resetOutput();

                tcGameMain->fade(touchcontrols::FADE_OUT, DEFAULT_FADE_FRAMES);
                tcGameWeapons->setEnabled(false);
                break;
            case TOUCH_SCREEN_AUTOMAP:
                tcAutomap->resetOutput();
                tcAutomap->fade(touchcontrols::FADE_OUT, DEFAULT_FADE_FRAMES);
                break;
            case TOUCH_SCREEN_CONSOLE: break;
        }

        // Enable the current new screen
        switch (mode)
        {
            case TOUCH_SCREEN_BLANK:  // Does not exist yet break;
            case TOUCH_SCREEN_BLANK_TAP: tcBlankTap->setEnabled(true); break;
            case TOUCH_SCREEN_YES_NO:
                tcYesNo->setEnabled(true);
                tcYesNo->fade(touchcontrols::FADE_IN, DEFAULT_FADE_FRAMES);
                break;
            case TOUCH_SCREEN_MENU:
                tcMenuMain->setEnabled(true);
                tcMenuMain->fade(touchcontrols::FADE_IN, DEFAULT_FADE_FRAMES);

                // This is a bit of a hack, we need to enable the inventory buttons so they can be edited, they will not
                // be seen anyway
                showWeaponsInventory(true);
                break;
            case TOUCH_SCREEN_GAME:
                tcGameMain->setEnabled(true);
                tcGameMain->fade(touchcontrols::FADE_IN, DEFAULT_FADE_FRAMES);
                tcGameWeapons->setEnabled(true);
                showWeaponsInventory(false);
                break;
            case TOUCH_SCREEN_AUTOMAP:
                tcAutomap->setEnabled(true);
                tcAutomap->fade(touchcontrols::FADE_IN, DEFAULT_FADE_FRAMES);
                break;
            case TOUCH_SCREEN_CONSOLE: break;
        }

        lastMode = mode;
    }

    int inv = PortableRead(READ_INVENTORY);

    for (int i = 0; i < GET_MAX; ++i)
        if (inv_buttons[i])
            inv_buttons[i]->setAlpha(tcGameWeapons->getFadedAlpha() * ((inv & (1 << i)) ? 1.f : 0.3f));
}


#ifdef GP_LIC
#define GP_LIC_INC 1
#include "s-setup/gp_lic_include.h"
#endif

extern char videomodereset;

void frameControls()
{
    static int loadedGLImages = 0;

    if (videomodereset)
    {
        loadedGLImages = -1;
        return;
    }

    // We need to do this here now because duke loads a new gl context

    if (loadedGLImages <= 0)
    {
        controlsContainer.initGL(loadedGLImages == -1);
        loadedGLImages = 1;
    }

    //  LOGI("frameControls");

    curRenderer = (PortableRead(READ_RENDERER) != REND_CLASSIC);

    updateTouchScreenMode((touchscreemode_t)PortableRead(READ_SCREEN_MODE));

    setHideSticks(droidinput.hideStick);

    if (tcGameMain)
    {
        tcGameMain->setAlpha(droidinput.gameControlsAlpha);
        controlsContainer.editButtonAlpha = droidinput.gameControlsAlpha;

        if (tcGameWeapons)
            tcGameWeapons->setAlpha(droidinput.gameControlsAlpha);

        if (tcMenuMain)
            tcMenuMain->setAlpha(droidinput.gameControlsAlpha);
    }

    controlsContainer.draw();

#ifdef GP_LIC
#undef GP_LIC_INC
#define GP_LIC_INC 2
#include "s-setup/gp_lic_include.h"
#endif
}

void setTouchSettings(int other)
{
    // TODO: defined names for these values
    hideTouchControls = other & 0x80000000 ? true : false;

    // keep in sync with Duke3d/res/values/strings.xml
    int doubletap_options[5] = { -1, gamefunc_Quick_Kick, gamefunc_AutoRun, gamefunc_MedKit, gamefunc_Jetpack };

    droidinput.left_double_action = doubletap_options[((other >> 4) & 0xF)];
    droidinput.right_double_action = doubletap_options[((other >> 8) & 0xF)];

    LOGI("setTouchSettings left_double_action = %d", droidinput.left_double_action);
}

#define EXPORT_ME __NDK_FPABI__ __attribute__((visibility("default")))

JNIEnv *env_;

int argc = 1;
const char *argv[32];

static inline const char *getGamePath() { return gamePath.c_str(); }

jint EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_init(JNIEnv *env, jobject thiz, jstring graphics_dir,
                                                               jint audio_rate, jint audio_buffer_size,
                                                               jobjectArray argsArray, jint renderer,
                                                               jstring jduke3d_path)
{
    env_ = env;

#ifdef GP_LIC
    getGlobalClasses(env_);
#endif

    droidinfo.audio_sample_rate = audio_rate;
    droidinfo.audio_buffer_size = audio_buffer_size;

    // curRenderer = renderer;
    curRenderer = REND_GL;

    argv[0] = "eduke32";
    int argCount = (env)->GetArrayLength(argsArray);
    LOGI("argCount = %d", argCount);
    for (int i = 0; i < argCount; i++)
    {
        jstring string = (jstring)(env)->GetObjectArrayElement(argsArray, i);
        argv[argc] = (char *)(env)->GetStringUTFChars(string, 0);
        LOGI("arg = %s", argv[argc]);
        argc++;
    }

    gamePath = std::string(env->GetStringUTFChars(jduke3d_path, NULL));

    // Change working dir, save games etc
    // FIXME: potentially conflicts with chdirs in -game_dir support
    chdir(getGamePath());
    char timidity_env[512];

    sprintf(timidity_env, "TIMIDITY_CFG=%s/../timidity.cfg", getGamePath());
    putenv(timidity_env);

    LOGI("duke3d_path = %s", getGamePath());

    const char *p = env->GetStringUTFChars(graphics_dir, NULL);
    obbPath = std::string(p);

    LOGI("obbPath = %s", obbPath.c_str());

    initControls(droidinfo.screen_width, droidinfo.screen_height, (obbPath + "/assets/").c_str());

    PortableInit(argc, argv);

    return 0;
}


/*
jint EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_frame(JNIEnv *env, jobject thiz)
{
    LOGI("Java_com_voidpoint_duke3d_engine_NativeLib_frame");

//    frameControls();
    return 0;
}
*/

__attribute__((visibility("default"))) jint JNI_OnLoad(JavaVM *vm, void *reserved)
{
    LOGI("JNI_OnLoad");
    setTCJNIEnv(vm);
    jvm_ = vm;
    return JNI_VERSION_1_4;
}


void EXPORT_ME
Java_com_voidpoint_duke3d_engine_NativeLib_keyPress(JNIEnv *env, jobject obj, jint down, jint keycode, jint unicode)
{
    LOGI("keypress %d", keycode);
    if (controlsContainer.isEditing())
    {
        if (down && (keycode == SDL_SCANCODE_ESCAPE))
            controlsContainer.finishEditing();
        return;
    }

    PortableKeyEvent(down, keycode, unicode);
}


void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_touchEvent(JNIEnv *env, jobject obj, jint action, jint pid,
                                                                     jfloat x, jfloat y)
{
    // LOGI("TOUCHED");
    controlsContainer.processPointer(action, pid, x, y);
}


void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_doAction(JNIEnv *env, jobject obj, jint state, jint action)
{
    LOGI("doAction %d %d", state, action);

    // gamepadButtonPressed();
    if (hideTouchControls && tcGameMain)
    {
        if (tcGameMain->isEnabled())
            tcGameMain->animateOut(30);

        if (tcGameWeapons && tcGameWeapons->isEnabled())
            tcGameWeapons->animateOut(30);
    }

    PortableAction(state, action);
}

void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_analogFwd(JNIEnv *env, jobject obj, jfloat v)
{
    PortableMove(v, NAN);
}

void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_analogSide(JNIEnv *env, jobject obj, jfloat v)
{
    PortableMove(NAN, v);
}

void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_analogPitch(JNIEnv *env, jobject obj, jint mode, jfloat v)
{
    PortableLookJoystick(NAN, v);
}

void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_analogYaw(JNIEnv *env, jobject obj, jint mode, jfloat v)
{
    PortableLookJoystick(v, NAN);
}

void EXPORT_ME
Java_com_voidpoint_duke3d_engine_NativeLib_setTouchSettings(JNIEnv *env, jobject obj, int other)
{
    setTouchSettings(other);
}

void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_resetTouchSettings(JNIEnv *env, jobject obj)
{
    controlsContainer.resetDefaults();
}

std::string quickCommandString;

jint EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_quickCommand(JNIEnv *env, jobject obj, jstring command)
{
    const char *p = env->GetStringUTFChars(command, NULL);
    quickCommandString = std::string(p) + "\n";
    env->ReleaseStringUTFChars(command, p);
    PortableCommand(quickCommandString.c_str());
}

void EXPORT_ME
Java_com_voidpoint_duke3d_engine_NativeLib_setScreenSize(JNIEnv *env, jobject thiz, jint width, jint height)
{
    droidinfo.screen_width = width;
    droidinfo.screen_height = height;
}

void EXPORT_ME Java_org_libsdl_app_SDLActivity_nativeInit(JNIEnv *env, jclass cls)
{
    /* This interface could expand with ABI negotiation, calbacks, etc. */
    SDL_Android_Init(env, cls);
    SDL_SetMainReady();
    // SDL_EventState(SDL_TEXTINPUT,SDL_ENABLE);
}

jstring EXPORT_ME
Java_com_voidpoint_duke3d_engine_NativeLib_getSaveText(JNIEnv *env, jobject obj, jstring jfile, jint type)
{
    const char *p = env->GetStringUTFChars(jfile, NULL);

    jstring ret = env->NewStringUTF(G_GetStringFromSavegame(p, type));
    env->ReleaseStringUTFChars(jfile, p);

    return ret;
}

jint EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_getScreenshot(JNIEnv *env, jobject obj, jstring jfile,
                                                                        jobject jpal, jobject jdataOut)
{
    const char *p = env->GetStringUTFChars(jfile, NULL);

    jbyte *bb = (jbyte *)env->GetDirectBufferAddress(jdataOut);
    jbyte *pb = (jbyte *)env->GetDirectBufferAddress(jpal);

    int ret = G_GetScreenshotFromSavegame(p, (char *)pb, (char *)bb);

    env->ReleaseStringUTFChars(jfile, p);
    return ret;
}

#ifdef GP_LIC
#undef GP_LIC_INC
#define GP_LIC_INC 3
#include "s-setup/gp_lic_include.h"
#endif
}