// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#include <mutex>

#include "Common/Thread.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"

#ifdef CIFACE_USE_XINPUT
#include "InputCommon/ControllerInterface/XInput/XInput.h"
#endif
#ifdef CIFACE_USE_DINPUT
#include "InputCommon/ControllerInterface/DInput/DInput.h"
#endif
#ifdef CIFACE_USE_XLIB
#include "InputCommon/ControllerInterface/Xlib/XInput2.h"
#endif
#ifdef CIFACE_USE_OSX
#include "InputCommon/ControllerInterface/OSX/OSX.h"
#include "InputCommon/ControllerInterface/Quartz/Quartz.h"
#endif
#ifdef CIFACE_USE_SDL
#include "InputCommon/ControllerInterface/SDL/SDL.h"
#endif
#ifdef CIFACE_USE_ANDROID
#include "InputCommon/ControllerInterface/Android/Android.h"
#endif
#ifdef CIFACE_USE_EVDEV
#include "InputCommon/ControllerInterface/evdev/evdev.h"
#endif
#ifdef CIFACE_USE_PIPES
#include "InputCommon/ControllerInterface/Pipes/Pipes.h"
#endif

using namespace ciface::ExpressionParser;

namespace
{
const ControlState INPUT_DETECT_THRESHOLD = 0.55;
}

ControllerInterface g_controller_interface;

//
// Init
//
// Detect devices and inputs outputs / will make refresh function later
//
void ControllerInterface::Initialize(void* const hwnd)
{
  if (m_is_init)
    return;

  m_hwnd = hwnd;

#ifdef CIFACE_USE_DINPUT
  ciface::DInput::Init((HWND)hwnd);
#endif
#ifdef CIFACE_USE_XINPUT
  ciface::XInput::Init();
#endif
#ifdef CIFACE_USE_XLIB
  ciface::XInput2::Init(hwnd);
#endif
#ifdef CIFACE_USE_OSX
  ciface::OSX::Init(hwnd);
  ciface::Quartz::Init(hwnd);
#endif
#ifdef CIFACE_USE_SDL
  ciface::SDL::Init();
#endif
#ifdef CIFACE_USE_ANDROID
  ciface::Android::Init();
#endif
#ifdef CIFACE_USE_EVDEV
  ciface::evdev::Init();
#endif
#ifdef CIFACE_USE_PIPES
  ciface::Pipes::Init();
#endif

  m_is_init = true;
}

void ControllerInterface::Reinitialize()
{
  if (!m_is_init)
    return;

  Shutdown();
  Initialize(m_hwnd);
}

//
// DeInit
//
// Remove all devices/ call library cleanup functions
//
void ControllerInterface::Shutdown()
{
  if (!m_is_init)
    return;

#ifdef CIFACE_USE_XINPUT
  ciface::XInput::DeInit();
#endif
#ifdef CIFACE_USE_DINPUT
// nothing needed
#endif
#ifdef CIFACE_USE_XLIB
// nothing needed
#endif
#ifdef CIFACE_USE_OSX
  ciface::OSX::DeInit();
  ciface::Quartz::DeInit();
#endif
#ifdef CIFACE_USE_SDL
  // TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up
  SDL_Quit();
#endif
#ifdef CIFACE_USE_ANDROID
// nothing needed
#endif
#ifdef CIFACE_USE_EVDEV
  ciface::evdev::Shutdown();
#endif

  std::lock_guard<std::mutex> lk(m_devices_mutex);

  for (const auto& d : m_devices)
  {
    // Set outputs to ZERO before destroying device
    for (ciface::Core::Device::Output* o : d->Outputs())
      o->SetState(0);
  }

  m_devices.clear();

  m_is_init = false;
}

void ControllerInterface::AddDevice(std::shared_ptr<ciface::Core::Device> device)
{
  std::lock_guard<std::mutex> lk(m_devices_mutex);
  // Try to find an ID for this device
  int id = 0;
  while (true)
  {
    const auto it = std::find_if(m_devices.begin(), m_devices.end(), [&device, &id](const auto& d) {
      return d->GetSource() == device->GetSource() && d->GetName() == device->GetName() &&
             d->GetId() == id;
    });
    if (it == m_devices.end())  // no device with the same name with this ID, so we can use it
      break;
    else
      id++;
  }
  device->SetId(id);
  m_devices.emplace_back(std::move(device));
}

void ControllerInterface::RemoveDevice(std::function<bool(const ciface::Core::Device*)> callback)
{
  std::lock_guard<std::mutex> lk(m_devices_mutex);
  m_devices.erase(std::remove_if(m_devices.begin(), m_devices.end(),
                                 [&callback](const auto& dev) { return callback(dev.get()); }),
                  m_devices.end());
}

//
// UpdateInput
//
// Update input for all devices
//
void ControllerInterface::UpdateInput()
{
  // Don't block the UI or CPU thread (to avoid a short but noticeable frame drop)
  if (m_devices_mutex.try_lock())
  {
    std::lock_guard<std::mutex> lk(m_devices_mutex, std::adopt_lock);
    for (const auto& d : m_devices)
      d->UpdateInput();
  }
}

//
// RegisterHotplugCallback
//
// Register a callback to be called from the input backends' hotplug thread
// when there is a new device
//
void ControllerInterface::RegisterHotplugCallback(std::function<void()> callback)
{
  m_hotplug_callbacks.emplace_back(std::move(callback));
}

//
// InvokeHotplugCallbacks
//
// Invoke all callbacks that were registered
//
void ControllerInterface::InvokeHotplugCallbacks() const
{
  for (const auto& callback : m_hotplug_callbacks)
    callback();
}

//
// InputReference :: State
//
// Gets the state of an input reference
// override function for ControlReference::State ...
//
ControlState ControllerInterface::InputReference::State(const ControlState ignore)
{
  if (parsed_expression)
    return parsed_expression->GetValue() * range;
  else
    return 0.0;
}

//
// OutputReference :: State
//
// Set the state of all binded outputs
// overrides ControlReference::State .. combined them so I could make the GUI simple / inputs ==
// same as outputs one list
// I was lazy and it works so watever
//
ControlState ControllerInterface::OutputReference::State(const ControlState state)
{
  if (parsed_expression)
    parsed_expression->SetValue(state);
  return 0.0;
}

//
// UpdateReference
//
// Updates a controlreference's binded devices/controls
// need to call this to re-parse a control reference's expression after changing it
//
void ControllerInterface::UpdateReference(ControllerInterface::ControlReference* ref,
                                          const ciface::Core::DeviceQualifier& default_device) const
{
  delete ref->parsed_expression;
  ref->parsed_expression = nullptr;

  ControlFinder finder(*this, default_device, ref->is_input);
  ref->parse_error = ParseExpression(ref->expression, finder, &ref->parsed_expression);
}

//
// InputReference :: Detect
//
// Wait for input on all binded devices
// supports not detecting inputs that were held down at the time of Detect start,
// which is useful for those crazy flightsticks that have certain buttons that are always held down
// or some crazy axes or something
// upon input, return pointer to detected Control
// else return nullptr
//
ciface::Core::Device::Control*
ControllerInterface::InputReference::Detect(const unsigned int ms,
                                            ciface::Core::Device* const device)
{
  unsigned int time = 0;
  std::vector<bool> states(device->Inputs().size());

  if (device->Inputs().size() == 0)
    return nullptr;

  // get starting state of all inputs,
  // so we can ignore those that were activated at time of Detect start
  std::vector<ciface::Core::Device::Input *>::const_iterator i = device->Inputs().begin(),
                                                             e = device->Inputs().end();
  for (std::vector<bool>::iterator state = states.begin(); i != e; ++i)
    *state++ = ((*i)->GetState() > (1 - INPUT_DETECT_THRESHOLD));

  while (time < ms)
  {
    device->UpdateInput();
    i = device->Inputs().begin();
    for (std::vector<bool>::iterator state = states.begin(); i != e; ++i, ++state)
    {
      // detected an input
      if ((*i)->IsDetectable() && (*i)->GetState() > INPUT_DETECT_THRESHOLD)
      {
        // input was released at some point during Detect call
        // return the detected input
        if (false == *state)
          return *i;
      }
      else if ((*i)->GetState() < (1 - INPUT_DETECT_THRESHOLD))
      {
        *state = false;
      }
    }
    Common::SleepCurrentThread(10);
    time += 10;
  }

  // no input was detected
  return nullptr;
}

//
// OutputReference :: Detect
//
// Totally different from the inputReference detect / I have them combined so it was simpler to make
// the GUI.
// The GUI doesn't know the difference between an input and an output / it's odd but I was lazy and
// it was easy
//
// set all binded outputs to <range> power for x milliseconds return false
//
ciface::Core::Device::Control*
ControllerInterface::OutputReference::Detect(const unsigned int ms,
                                             ciface::Core::Device* const device)
{
  // ignore device

  // don't hang if we don't even have any controls mapped
  if (BoundCount() > 0)
  {
    State(1);
    unsigned int slept = 0;

    // this loop is to make stuff like flashing keyboard LEDs work
    while (ms > (slept += 10))
      Common::SleepCurrentThread(10);

    State(0);
  }
  return nullptr;
}