/*
** c_dispatch.cpp
** Functions for executing console commands and aliases
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2003-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
**    notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
**    notice, this list of conditions and the following disclaimer in the
**    documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
**    derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/ 

#include "c_bind.h"
#include "d_event.h"
#include "c_console.h"
#include "d_gui.h"
#include "inputstate.h"
#include "menu.h"
#include "gamestate.h"
#include "gamecontrol.h"

//==========================================================================
//
// AM_Responder
// Handle automap exclusive bindings.
//
//==========================================================================

bool AM_Responder (event_t *ev, bool last)
{
	if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
	{
#if 0 // this feature does not exist yet.
		if (automapFollow)
		{
			// check for am_pan* and ignore in follow mode
			const char *defbind = AutomapBindings.GetBind(ev->data1);
			if (defbind && !strnicmp(defbind, "+am_pan", 7)) return false;
		}
#endif

		bool res = C_DoKey(ev, &AutomapBindings, nullptr);
		if (res && ev->type == EV_KeyUp && !last)
		{
			// If this is a release event we also need to check if it released a button in the main Bindings
			// so that that button does not get stuck.
			const char *defbind = Bindings.GetBind(ev->data1);
			return (!defbind || defbind[0] != '+'); // Let G_Responder handle button releases
		}
		return res;
	}
	return false;
}



//==========================================================================
//
// G_Responder
// Process the event for the game
//
//==========================================================================

bool G_Responder (event_t *ev)
{
	if (gamestate == GS_LEVEL && automapMode != am_off && AM_Responder(ev, false)) return true;
	
	switch (ev->type)
	{
	case EV_KeyDown:
		if (C_DoKey (ev, &Bindings, &DoubleBindings))
			return true;
		break;

	case EV_KeyUp:
		C_DoKey (ev, &Bindings, &DoubleBindings);
		break;

#if 0
	// [RH] mouse buttons are sent as key up/down events
	case EV_Mouse: 
		mousex = (int)(ev->x * mouse_sensitivity);
		mousey = (int)(ev->y * mouse_sensitivity);
		break;
#endif
	}

	// This won't work as expected with Build's overlay automap.
#if 0
	// [RH] If the view is active, give the automap a chance at
	// the events *last* so that any bound keys get precedence.
	if (gamestate == GS_LEVEL && automapMode == am_overlay)
		return AM_Responder (ev, true);
#endif

	return (ev->type == EV_KeyDown ||
			ev->type == EV_Mouse);
}


//==========================================================================
//
// D_PostEvent
//
// Called by the I/O functions when input is detected.
//
//==========================================================================
void sendKeyForBinding(int key);

void D_PostEvent (const event_t *ev)
{
	// Do not post duplicate consecutive EV_DeviceChange events.
	if (ev->type == EV_DeviceChange && events[eventhead].type == EV_DeviceChange)
	{
		return;
	}

	if (ev->type == EV_Mouse && !System_WantGuiCapture())
	{
		inputState.MouseAddToPos(ev->x, -ev->y);
		return;
	}

	inputState.AddEvent(ev);
	
	// Also add it to the event queue.
	events[eventhead] = *ev;
	eventhead = (eventhead+1)&(MAXEVENTS-1);
}