#ifndef TWN_INPUT_C_H
#define TWN_INPUT_C_H

#include "twn_types.h"

#include <SDL2/SDL.h>

#include <stdbool.h>


#define KEYBIND_SLOTS_DEFAULT 3


union ButtonCode {
    SDL_Scancode scancode;
    SDL_GameControllerButton gamepad_button;
    uint8_t mouse_button;   /* SDL_BUTTON_ enum */
};


typedef enum ButtonSource {
    BUTTON_SOURCE_NOT_SET,
    BUTTON_SOURCE_KEYBOARD_PHYSICAL,
    BUTTON_SOURCE_GAMEPAD,
    BUTTON_SOURCE_MOUSE,
} ButtonSource;


/* an input to which an action is bound */
/* it is not limited to literal buttons */
typedef struct Button {
    enum ButtonSource source;
    union ButtonCode code;
    bool in_use;
} Button;


/* represents the collective state of a group of buttons */
/* that is, changes in the states of any of the bound buttons will affect it */
typedef struct Action {
    size_t num_bindings;

    /* if you bind more than the number set in the configuration file */
    /* it forgets the first Button to add the new one at the end */
    Button *bindings;

    Vec2 position;        /* set if applicable, e.g. mouse click */
    bool is_pressed;
    bool just_changed;
} Action;


typedef struct ActionHashItem {
    char *key;
    Action value;
} ActionHashItem;


typedef struct InputState {
    const uint8_t *keyboard_state; /* array of booleans indexed by scancode */
    ActionHashItem *action_hash;
    Vec2 mouse_window_position;
    Vec2 mouse_relative_position;
    uint32_t mouse_state;          /* SDL mouse button bitmask */
    ButtonSource last_active_source;
    bool is_anything_just_pressed;
    bool mouse_captured;
} InputState;


typedef struct ControlDesc {
    union {
        SDL_Scancode scancode;
        uint8_t mouse_button;
    };
} ControlDesc;


void input_state_init(InputState *input);

void input_state_deinit(InputState *input);

void input_state_update(InputState *input);

void input_state_update_postframe(InputState *input);

void input_reset_state(InputState *input);

#endif
