/*  RetroArch - A frontend for libretro.
 *  Copyright (C) 2013-2014 - pinumbernumber
 *  
 *  RetroArch is free software: you can redistribute it and/or modify it under the terms
 *  of the GNU General Public License as published by the Free Software Found-
 *  ation, either version 3 of the License, or (at your option) any later version.
 *
 *  RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
 *  without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
 *  PURPOSE.  See the GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License along with RetroArch.
 *  If not, see <http://www.gnu.org/licenses/>.
 */

// Support 360 controllers on Windows.
// Said controllers do show under DInput but they have limitations in this mode;
// The triggers are combined rather than seperate and it is not possible to use
// the guide button.

// Some wrappers for other controllers also simulate xinput (as it is easier to implement)
// so this may be useful for those also.
#include "input_common.h"

#include "../general.h"
#include "../boolean.h"

#include <stdlib.h>
#include <stddef.h>
#include <string.h>

// Check the definitions do not already exist.
// Official and mingw xinput headers have different include guards
#if ((!_XINPUT_H_) && (!__WINE_XINPUT_H))

#define XINPUT_GAMEPAD_DPAD_UP          0x0001
#define XINPUT_GAMEPAD_DPAD_DOWN        0x0002
#define XINPUT_GAMEPAD_DPAD_LEFT        0x0004
#define XINPUT_GAMEPAD_DPAD_RIGHT       0x0008
#define XINPUT_GAMEPAD_START            0x0010
#define XINPUT_GAMEPAD_BACK             0x0020
#define XINPUT_GAMEPAD_LEFT_THUMB       0x0040
#define XINPUT_GAMEPAD_RIGHT_THUMB      0x0080
#define XINPUT_GAMEPAD_LEFT_SHOULDER    0x0100
#define XINPUT_GAMEPAD_RIGHT_SHOULDER   0x0200
#define XINPUT_GAMEPAD_A                0x1000
#define XINPUT_GAMEPAD_B                0x2000
#define XINPUT_GAMEPAD_X                0x4000
#define XINPUT_GAMEPAD_Y                0x8000

typedef struct
{
   uint16_t wButtons;
   uint8_t  bLeftTrigger;
   uint8_t  bRightTrigger;
   int16_t  sThumbLX;
   int16_t  sThumbLY;
   int16_t  sThumbRX;
   int16_t  sThumbRY;
} XINPUT_GAMEPAD;

typedef struct
{
   uint32_t       dwPacketNumber;
   XINPUT_GAMEPAD Gamepad;
} XINPUT_STATE;

typedef struct
{
   uint16_t wLeftMotorSpeed;
   uint16_t wRightMotorSpeed;
} XINPUT_VIBRATION;

#endif

// Guide constant is not officially documented
#define XINPUT_GAMEPAD_GUIDE 0x0400

#ifndef ERROR_DEVICE_NOT_CONNECTED
#define ERROR_DEVICE_NOT_CONNECTED 1167
#endif

#ifndef HAVE_DINPUT
#error Cannot compile xinput without dinput.
#endif

// Due to 360 pads showing up under both XI and DI, and since we are going
// to have to pass through unhandled joypad numbers to DI, a slightly ugly
// hack is required here. dinput_joypad_init will fill this.
// For each pad index, the appropriate entry will be set to -1 if it is not
// a 360 pad, or the correct XInput player number (0..3 inclusive) if it is.
extern int g_xinput_pad_indexes[MAX_PLAYERS];
extern bool g_xinput_block_pads;

// For xinput1_n.dll
static HINSTANCE g_winxinput_dll;

// Function pointer, to be assigned with GetProcAddress
typedef uint32_t (__stdcall *XInputGetStateEx_t)(uint32_t, XINPUT_STATE*);
static XInputGetStateEx_t g_XInputGetStateEx;

typedef uint32_t (__stdcall *XInputSetState_t)(uint32_t, XINPUT_VIBRATION*);
static XInputSetState_t g_XInputSetState;

// Guide button may or may not be available
static bool g_winxinput_guide_button_supported;

typedef struct
{
   XINPUT_STATE xstate;
   bool         connected;
} winxinput_joypad_state;

static XINPUT_VIBRATION g_xinput_rumble_states[4];

static winxinput_joypad_state g_winxinput_states[4];

static inline int pad_index_to_xplayer_index(unsigned pad)
{
   return g_xinput_pad_indexes[pad];
}

// Generic "XInput" instead of "Xbox 360", because there are
// some other non-xbox third party PC controllers.
static const char* const XBOX_CONTROLLER_NAMES[4] = 
{
   "XInput Controller (Player 1)",
   "XInput Controller (Player 2)",
   "XInput Controller (Player 3)",
   "XInput Controller (Player 4)"
};

const char* winxinput_joypad_name (unsigned pad)
{
   int xplayer = pad_index_to_xplayer_index(pad);

   if (xplayer < 0)
      return dinput_joypad.name(pad);
   else
      // TODO: Different name if disconnected?
      return XBOX_CONTROLLER_NAMES[xplayer];
}

static bool winxinput_joypad_init(void)
{
   unsigned i, autoconf_pad;
   g_winxinput_dll = NULL;

   // Find the correct path to load the DLL from.
   // Usually this will be from the system directory,
   // but occasionally a user may wish to use a third-party
   // wrapper DLL (such as x360ce); support these by checking
   // the working directory first.

   // No need to check for existance as we will be checking LoadLibrary's
   // success anyway.

   const char *version = "1.4";
   g_winxinput_dll = LoadLibrary("xinput1_4.dll"); // Using dylib_* complicates building joyconfig.
   if (!g_winxinput_dll)
   {
      g_winxinput_dll = LoadLibrary("xinput1_3.dll");
      version = "1.3";
   }

   if (!g_winxinput_dll)
   {
      RARCH_ERR("Failed to load XInput, ensure DirectX and controller drivers are up to date.\n");
      return false;
   }

   RARCH_LOG("Found XInput v%s.\n", version);

   // If we get here then an xinput DLL is correctly loaded.
   // First try to load ordinal 100 (XInputGetStateEx).
   g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, (const char*)100);
   g_winxinput_guide_button_supported = true;

   if (!g_XInputGetStateEx)
   {
      // no ordinal 100. (Presumably a wrapper.) Load the ordinary
      // XInputGetState, at the cost of losing guide button support.
      g_winxinput_guide_button_supported = false;
      g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, "XInputGetState");
      if (!g_XInputGetStateEx)
      {
         RARCH_ERR("Failed to init XInput: DLL is invalid or corrupt.\n");
         FreeLibrary(g_winxinput_dll);
         return false; // DLL was loaded but did not contain the correct function.
      }
      RARCH_WARN("XInput: No guide button support.\n");
   }

   g_XInputSetState = (XInputSetState_t) GetProcAddress(g_winxinput_dll, "XInputSetState");
   if (!g_XInputSetState)
   {
      RARCH_ERR("Failed to init XInput: DLL is invalid or corrupt.\n");
      FreeLibrary(g_winxinput_dll);
      return false; // DLL was loaded but did not contain the correct function.
   }

   // Zero out the states
   for (i = 0; i < 4; ++i)
      memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state));

   // Do a dummy poll to check which controllers are connected.
   XINPUT_STATE dummy_state;
   for (i = 0; i < 4; ++i)
   {
      g_winxinput_states[i].connected = !(g_XInputGetStateEx(i, &dummy_state) == ERROR_DEVICE_NOT_CONNECTED);
      if (g_winxinput_states[i].connected)
         RARCH_LOG("Found XInput controller, player #%u\n", i);
   }

   if ((!g_winxinput_states[0].connected) &&
         (!g_winxinput_states[1].connected) &&
         (!g_winxinput_states[2].connected) &&
         (!g_winxinput_states[3].connected))
      return false;

   g_xinput_block_pads = true;

   // We're going to have to be buddies with dinput if we want to be able
   // to use XI and non-XI controllers together.
   if (!dinput_joypad.init())
   {
      g_xinput_block_pads = false;
      return false;
   }

   for (autoconf_pad = 0; autoconf_pad < MAX_PLAYERS; autoconf_pad++)
   {
      if (pad_index_to_xplayer_index(autoconf_pad) > -1)
      {
         strlcpy(g_settings.input.device_names[autoconf_pad], winxinput_joypad_name(autoconf_pad), sizeof(g_settings.input.device_names[autoconf_pad]));
         input_config_autoconfigure_joypad(autoconf_pad, winxinput_joypad_name(autoconf_pad), winxinput_joypad.ident);
      }
   }

   return true;
}

static bool winxinput_joypad_query_pad(unsigned pad)
{
   int xplayer = pad_index_to_xplayer_index(pad);
   if (xplayer > -1)
      return g_winxinput_states[xplayer].connected;
   else
      return dinput_joypad.query_pad(pad);
}

static void winxinput_joypad_destroy(void)
{
   unsigned i;
   for (i = 0; i < 4; ++i)
      memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state));

   FreeLibrary(g_winxinput_dll);
   g_winxinput_dll    = NULL;
   g_XInputGetStateEx = NULL;
   g_XInputSetState   = NULL;

   dinput_joypad.destroy();
   g_xinput_block_pads = false;
}

// Buttons are provided by XInput as bits of a uint16.
// Map from rarch button index (0..10) to a mask to bitwise-& the buttons against.
// dpad is handled seperately.
static const uint16_t button_index_to_bitmap_code[] =  {
   XINPUT_GAMEPAD_A,
   XINPUT_GAMEPAD_B,
   XINPUT_GAMEPAD_X,
   XINPUT_GAMEPAD_Y,
   XINPUT_GAMEPAD_LEFT_SHOULDER,
   XINPUT_GAMEPAD_RIGHT_SHOULDER,
   XINPUT_GAMEPAD_START,
   XINPUT_GAMEPAD_BACK,
   XINPUT_GAMEPAD_LEFT_THUMB,
   XINPUT_GAMEPAD_RIGHT_THUMB,
   XINPUT_GAMEPAD_GUIDE      
};

static bool winxinput_joypad_button (unsigned port_num, uint16_t joykey)
{
   if (joykey == NO_BTN)
      return false;

   int xplayer = pad_index_to_xplayer_index(port_num);
   if (xplayer == -1)
      return dinput_joypad.button(port_num, joykey);

   if (!(g_winxinput_states[xplayer].connected))
      return false;

   //return false;

   uint16_t btn_word = g_winxinput_states[xplayer].xstate.Gamepad.wButtons;

   if (GET_HAT_DIR(joykey))
   {
      switch (GET_HAT_DIR(joykey))
      {
         case HAT_UP_MASK:    return btn_word & XINPUT_GAMEPAD_DPAD_UP;
         case HAT_DOWN_MASK:  return btn_word & XINPUT_GAMEPAD_DPAD_DOWN;
         case HAT_LEFT_MASK:  return btn_word & XINPUT_GAMEPAD_DPAD_LEFT;
         case HAT_RIGHT_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_RIGHT;
      }
      return false; // hat requested and no hat button down
   }
   else
   {
      // non-hat button
      unsigned num_buttons = g_winxinput_guide_button_supported ? 11 : 10;

      if (joykey < num_buttons)
         return btn_word & button_index_to_bitmap_code[joykey];
   }
   return false;
}

static int16_t winxinput_joypad_axis (unsigned port_num, uint32_t joyaxis)
{
   if (joyaxis == AXIS_NONE)
      return 0;

   int xplayer = pad_index_to_xplayer_index(port_num);

   if (xplayer == -1)
      return dinput_joypad.axis(port_num, joyaxis);

   if (!(g_winxinput_states[xplayer].connected))
      return false;

   int16_t val  = 0;
   int     axis = -1;

   bool is_neg = false;
   bool is_pos = false;

   if (AXIS_NEG_GET(joyaxis) <= 3) // triggers (axes 4,5) cannot be negative
   {
      axis = AXIS_NEG_GET(joyaxis);
      is_neg = true;
   }
   else if (AXIS_POS_GET(joyaxis) <= 5)
   {
      axis = AXIS_POS_GET(joyaxis);
      is_pos = true;
   }

   XINPUT_GAMEPAD* pad = &(g_winxinput_states[xplayer].xstate.Gamepad);

   switch (axis)
   {
      case 0: val = pad->sThumbLX; break;
      case 1: val = pad->sThumbLY; break;
      case 2: val = pad->sThumbRX; break;
      case 3: val = pad->sThumbRY; break;

      case 4: val = pad->bLeftTrigger  * 32767 / 255; break; // map 0..255 to 0..32767
      case 5: val = pad->bRightTrigger * 32767 / 255; break;
   }

   if (is_neg && val > 0)
      val = 0;
   else if (is_pos && val < 0)
      val = 0;

   // Clamp to avoid overflow error
   if (val == -32768)
      val = -32767;

   return val;
}

static void winxinput_joypad_poll(void)
{
   unsigned i;
   for (i = 0; i < 4; ++i)
      if (g_winxinput_states[i].connected)
         if (g_XInputGetStateEx(i, &(g_winxinput_states[i].xstate)) == ERROR_DEVICE_NOT_CONNECTED)
            g_winxinput_states[i].connected = false;

   dinput_joypad.poll();
}

static bool winxinput_joypad_rumble(unsigned pad, enum retro_rumble_effect effect, uint16_t strength)
{
   int xplayer = pad_index_to_xplayer_index(pad);
   if (xplayer == -1)
   {
      if (dinput_joypad.set_rumble)
         return dinput_joypad.set_rumble(pad, effect, strength);
      else
         return false;
   }


   // Consider the low frequency (left) motor the "strong" one.
   if (effect == RETRO_RUMBLE_STRONG)
      g_xinput_rumble_states[xplayer].wLeftMotorSpeed = strength;
   else if (effect == RETRO_RUMBLE_WEAK)
      g_xinput_rumble_states[xplayer].wRightMotorSpeed = strength;

   return g_XInputSetState(xplayer, &g_xinput_rumble_states[xplayer]) == ERROR_SUCCESS;
}

const rarch_joypad_driver_t winxinput_joypad = {
   winxinput_joypad_init,
   winxinput_joypad_query_pad,
   winxinput_joypad_destroy,
   winxinput_joypad_button,
   winxinput_joypad_axis,
   winxinput_joypad_poll,
   winxinput_joypad_rumble,
   winxinput_joypad_name,
   "winxinput",
};