/*************************************************************************/
/*  joypad_windows.h                                                     */
/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef JOYPAD_WINDOWS_H
#define JOYPAD_WINDOWS_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 JoypadWindows {
public:
	JoypadWindows();
	JoypadWindows(InputDefault *_input, HWND *hwnd);
	~JoypadWindows();

	void probe_joypads();
	void process_joypads();

private:
	enum {
		JOYPADS_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<LONG> 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;
		bool vibrating;
		DWORD last_packet;
		XINPUT_STATE state;
		uint64_t ff_timestamp;
		uint64_t ff_end_timestamp;

		xinput_gamepad() {
			attached = false;
			vibrating = false;
			ff_timestamp = 0;
			ff_end_timestamp = 0;
			last_packet = 0;
		}
	};

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

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

	int id_to_change;
	int slider_count;
	int joypad_count;
	bool attached_joypads[JOYPADS_MAX];
	dinput_gamepad d_joypads[JOYPADS_MAX];
	xinput_gamepad x_joypads[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_joypad_object(const DIDEVICEOBJECTINSTANCE *ob, int p_joy_id);
	void close_joypad(int id = -1);
	void load_xinput();
	void unload_xinput();

	void post_hat(int p_device, DWORD p_dpad);

	bool have_device(const GUID &p_guid);
	bool is_xinput_device(const GUID *p_guid);
	bool setup_dinput_joypad(const DIDEVICEINSTANCE *instance);
	void joypad_vibration_start_xinput(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp);
	void joypad_vibration_stop_xinput(int p_device, uint64_t p_timestamp);

	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;
	XInputSetState_t xinput_set_state;
};

#endif // JOYPAD_WINDOWS_H
