--[[
Copyright (c) 2018 SSYGEN

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
]]--

local input_path = (...):match('(.-)[^%.]+$') .. '.'
local Input = {}
Input.__index = Input

Input.all_keys = {
    " ", "return", "escape", "backspace", "tab", "space", "!", "\"", "#", "$", "&", "'", "(", ")", "*", "+", ",", "-", ".", "/", "0", "1", "2", "3", "4",
    "5", "6", "7", "8", "9", ":", ";", "<", "=", ">", "?", "@", "[", "\\", "]", "^", "", "`", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m",
    "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "capslock", "f1", "f2", "f3", "f4", "f5", "f6", "f7", "f8", "f9", "f10", "f11", "f12", "printscreen",
    "scrolllock", "pause", "insert", "home", "pageup", "delete", "end", "pagedown", "right", "left", "down", "up", "numlock", "kp/", "kp*", "kp-", "kp+", "kpenter",
    "kp0", "kp1", "kp2", "kp3", "kp4", "kp5", "kp6", "kp7", "kp8", "kp9", "kp.", "kp,", "kp=", "application", "power", "f13", "f14", "f15", "f16", "f17", "f18", "f19",
    "f20", "f21", "f22", "f23", "f24", "execute", "help", "menu", "select", "stop", "again", "undo", "cut", "copy", "paste", "find", "mute", "volumeup", "volumedown",
    "alterase", "sysreq", "cancel", "clear", "prior", "return2", "separator", "out", "oper", "clearagain", "thsousandsseparator", "decimalseparator", "currencyunit",
    "currencysubunit", "lctrl", "lshift", "lalt", "lgui", "rctrl", "rshift", "ralt", "rgui", "mode", "audionext", "audioprev", "audiostop", "audioplay", "audiomute",
    "mediaselect", "brightnessdown", "brightnessup", "displayswitch", "kbdillumtoggle", "kbdillumdown", "kbdillumup", "eject", "sleep", "mouse1", "mouse2", "mouse3",
    "mouse4", "mouse5", "wheelup", "wheeldown", "fdown", "fup", "fleft", "fright", "back", "guide", "start", "leftstick", "rightstick", "l1", "r1", "l2", "r2", "dpup",
    "dpdown", "dpleft", "dpright", "leftx", "lefty", "rightx", "righty",
}

function Input.new()
    local self = {}

    self.prev_state = {}
    self.state = {}
    self.binds = {}
    self.functions = {}
    self.repeat_state = {}
    self.sequences = {}

    -- Gamepads... currently only supports 1 gamepad, adding support for more is not that hard, just lazy.
    self.joysticks = love.joystick.getJoysticks()

    -- Register callbacks automagically
    local callbacks = {'keypressed', 'keyreleased', 'mousepressed', 'mousereleased', 'gamepadpressed', 'gamepadreleased', 'gamepadaxis', 'wheelmoved', 'update'}
    local old_functions = {}
    local empty_function = function() end
    for _, f in ipairs(callbacks) do
        old_functions[f] = love[f] or empty_function
        love[f] = function(...)
            old_functions[f](...)
            self[f](self, ...)
        end
    end

    return setmetatable(self, Input)
end

function Input:bind(key, action)
    if type(action) == 'function' then self.functions[key] = action; return end
    if not self.binds[action] then self.binds[action] = {} end
    table.insert(self.binds[action], key)
end

function Input:pressed(action)
    if action then
        for _, key in ipairs(self.binds[action]) do
            if self.state[key] and not self.prev_state[key] then
                return true
            end
        end

    else
        for _, key in ipairs(Input.all_keys) do
            if self.state[key] and not self.prev_state[key] then
                if self.functions[key] then
                    self.functions[key]()
                end
            end
        end
    end
end

function Input:released(action)
    for _, key in ipairs(self.binds[action]) do
        if self.prev_state[key] and not self.state[key] then
            return true
        end
    end
end

function Input:sequence(...)
    local sequence = {...}
    if #sequence <= 1 then error("Use :pressed instead if you only need to check 1 action") end
    if type(sequence[#sequence]) ~= 'string' then error("The last argument must be an action") end
    if #sequence % 2 == 0 then error("The number of arguments passed in must be odd") end

    local sequence_key = ''
    for _, seq in ipairs(sequence) do sequence_key = sequence_key .. tostring(seq) end

    if not self.sequences[sequence_key] then
        self.sequences[sequence_key] = {sequence = sequence, current_index = 1}

    else
        if self.sequences[sequence_key].current_index == 1 then
            local action = self.sequences[sequence_key].sequence[self.sequences[sequence_key].current_index]
            for _, key in ipairs(self.binds[action]) do
                if self.state[key] and not self.prev_state[key] then
                    self.sequences[sequence_key].last_pressed = love.timer.getTime()
                    self.sequences[sequence_key].current_index = self.sequences[sequence_key].current_index + 1
                end
            end

        else
            local delay = self.sequences[sequence_key].sequence[self.sequences[sequence_key].current_index]
            local action = self.sequences[sequence_key].sequence[self.sequences[sequence_key].current_index + 1]

            if (love.timer.getTime() - self.sequences[sequence_key].last_pressed) > delay then self.sequences[sequence_key] = nil end
            for _, key in ipairs(self.binds[action]) do
                if self.state[key] and not self.prev_state[key] then
                    if (love.timer.getTime() - self.sequences[sequence_key].last_pressed) <= delay then
                        if self.sequences[sequence_key].current_index + 1 == #self.sequences[sequence_key].sequence then
                            self.sequences[sequence_key] = nil
                            return true
                        else
                            self.sequences[sequence_key].last_pressed = love.timer.getTime()
                            self.sequences[sequence_key].current_index = self.sequences[sequence_key].current_index + 2
                        end
                    else
                        self.sequences[sequence_key] = nil
                    end
                end
            end
        end
    end
end

local key_to_button = {mouse1 = '1', mouse2 = '2', mouse3 = '3', mouse4 = '4', mouse5 = '5'} 
local gamepad_to_button = {fdown = 'a', fup = 'y', fleft = 'x', fright = 'b', back = 'back', guide = 'guide', start = 'start',
                           leftstick = 'leftstick', rightstick = 'rightstick', l1 = 'leftshoulder', r1 = 'rightshoulder',
                           dpup = 'dpup', dpdown = 'dpdown', dpleft = 'dpleft', dpright = 'dpright'}
local axis_to_button = {leftx = 'leftx', lefty = 'lefty', rightx = 'rightx', righty = 'righty', l2 = 'triggerleft', r2 = 'triggerright'}

function Input:down(action, interval, delay)
    if action and delay and interval then
        for _, key in ipairs(self.binds[action]) do
            if self.state[key] and not self.prev_state[key] then
                self.repeat_state[key] = {pressed_time = love.timer.getTime(), delay = delay, interval = interval, delay_stage = true}
                return true
            elseif self.repeat_state[key] and self.repeat_state[key].pressed then
                return true
            end
        end

    elseif action and interval and not delay then
        for _, key in ipairs(self.binds[action]) do
            if self.state[key] and not self.prev_state[key] then
                self.repeat_state[key] = {pressed_time = love.timer.getTime(), delay = 0, interval = interval, delay_stage = false}
                return true
            elseif self.repeat_state[key] and self.repeat_state[key].pressed then
                return true
            end
        end

    elseif action and not interval and not delay then
        for _, key in ipairs(self.binds[action]) do
            if (love.keyboard.isDown(key) or love.mouse.isDown(key_to_button[key] or 0)) then
                return true
            end
            
            -- Supports only 1 gamepad, add more later...
            if self.joysticks[1] then
                if axis_to_button[key] then
                    return self.state[key]
                elseif gamepad_to_button[key] then
                    if self.joysticks[1]:isGamepadDown(gamepad_to_button[key]) then
                        return true
                    end
                end
            end
        end
    end
end

function Input:unbind(key)
    for action, keys in pairs(self.binds) do
        for i = #keys, 1, -1 do
            if key == self.binds[action][i] then
                table.remove(self.binds[action], i)
            end
        end
    end
    if self.functions[key] then
        self.functions[key] = nil
    end
end

function Input:unbindAll()
    self.binds = {}
    self.functions = {}
end

local copy = function(t1)
    local out = {}
    for k, v in pairs(t1) do out[k] = v end
    return out
end

function Input:update()
    self:pressed()
    self.prev_state = copy(self.state)
    self.state['wheelup'] = false
    self.state['wheeldown'] = false

    for k, v in pairs(self.repeat_state) do
        if v then
            v.pressed = false 
            local t = love.timer.getTime() - v.pressed_time
            if v.delay_stage then 
                if t > v.delay then 
                    v.pressed = true 
                    v.pressed_time = love.timer.getTime()
                    v.delay_stage = false
                end
            else
                if t > v.interval then
                    v.pressed = true
                    v.pressed_time = love.timer.getTime()
                end
            end
        end
    end
end

function Input:keypressed(key)
    self.state[key] = true
end

function Input:keyreleased(key)
    self.state[key] = false
    self.repeat_state[key] = false
end

local button_to_key = {
    [1] = 'mouse1', [2] = 'mouse2', [3] = 'mouse3', [4] = 'mouse4', [5] = 'mouse5',
    ['l'] = 'mouse1', ['r'] = 'mouse2', ['m'] = 'mouse3', ['x1'] = 'mouse4', ['x2'] = 'mouse5'
}

function Input:mousepressed(x, y, button)
    self.state[button_to_key[button]] = true
end

function Input:mousereleased(x, y, button)
    self.state[button_to_key[button]] = false
    self.repeat_state[button_to_key[button]] = false
end

function Input:wheelmoved(x, y)
    if y > 0 then self.state['wheelup'] = true
    elseif y < 0 then self.state['wheeldown'] = true end
end

local button_to_gamepad = {a = 'fdown', y = 'fup', x = 'fleft', b = 'fright', back = 'back', guide = 'guide', start = 'start',
                           leftstick = 'leftstick', rightstick = 'rightstick', leftshoulder = 'l1', rightshoulder = 'r1',
                           dpup = 'dpup', dpdown = 'dpdown', dpleft = 'dpleft', dpright = 'dpright'}

function Input:gamepadpressed(joystick, button)
    self.state[button_to_gamepad[button]] = true 
end

function Input:gamepadreleased(joystick, button)
    self.state[button_to_gamepad[button]] = false
    self.repeat_state[button_to_gamepad[button]] = false
end

local button_to_axis = {leftx = 'leftx', lefty = 'lefty', rightx = 'rightx', righty = 'righty', triggerleft = 'l2', triggerright = 'r2'}

function Input:gamepadaxis(joystick, axis, newvalue)
    self.state[button_to_axis[axis]] = newvalue
end

return setmetatable({}, {__call = function(_, ...) return Input.new(...) end})
