// Copyright 2016 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later

#pragma once

#include <cmath>
#include <memory>

#include "InputCommon/ControlReference/ExpressionParser.h"
#include "InputCommon/ControllerInterface/CoreDevice.h"

namespace ControllerEmu
{
template <typename T>
T ControlStateCast(ControlState value);
}

// ControlReference
//
// These are what you create to actually use the inputs, InputReference or OutputReference.
//
// After being bound to devices and controls with UpdateReference,
// each one can link to multiple devices and controls
// when you change a ControlReference's expression,
// you must use UpdateReference on it to rebind controls
//

class ControlReference
{
public:
  // Note: this is per thread.
  static void SetInputGate(bool enable);
  static bool GetInputGate();

  virtual ~ControlReference();
  virtual ControlState State(const ControlState state = 0) = 0;
  virtual bool IsInput() const = 0;

  template <typename T>
  T GetState()
  {
    return ControllerEmu::ControlStateCast<T>(State());
  }

  int BoundCount() const;
  ciface::ExpressionParser::ParseStatus GetParseStatus() const;
  void UpdateReference(ciface::ExpressionParser::ControlEnvironment& env);
  std::string GetExpression() const;

  // Returns a human-readable error description when the given expression is invalid.
  std::optional<std::string> SetExpression(std::string expr);

  ControlState range = 1;

protected:
  ControlReference();
  std::string m_expression;
  std::unique_ptr<ciface::ExpressionParser::Expression> m_parsed_expression;
  ciface::ExpressionParser::ParseStatus m_parse_status =
      ciface::ExpressionParser::ParseStatus::EmptyExpression;
};

namespace ControllerEmu
{
template <>
inline bool ControlStateCast<bool>(ControlState value)
{
  // Round to nearest of 0 or 1.
  return std::lround(value) > 0;
}

template <>
inline int ControlStateCast<int>(ControlState value)
{
  return std::lround(value);
}

template <>
inline ControlState ControlStateCast<ControlState>(ControlState value)
{
  return value;
}
}  // namespace ControllerEmu

//
// InputReference
//
// Control reference for inputs
//
class InputReference : public ControlReference
{
public:
  InputReference();
  bool IsInput() const override;
  ControlState State(const ControlState state) override;
};

//
// OutputReference
//
// Control reference for outputs
//
class OutputReference : public ControlReference
{
public:
  OutputReference();
  bool IsInput() const override;
  ControlState State(const ControlState state) override;
};