//============================================================================
//
//   SSSS    tt          lll  lll       
//  SS  SS   tt           ll   ll        
//  SS     tttttt  eeee   ll   ll   aaaa 
//   SSSS    tt   ee  ee  ll   ll      aa
//      SS   tt   eeeeee  ll   ll   aaaaa  --  "An Atari 2600 VCS Emulator"
//  SS  SS   tt   ee      ll   ll  aa  aa
//   SSSS     ttt  eeeee llll llll  aaaaa
//
// Copyright (c) 1995-2014 by Bradford W. Mott, Stephen Anthony
// and the Stella Team
//
// See the file "License.txt" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: Paddles.hxx 2838 2014-01-17 23:34:03Z stephena $
//============================================================================

#ifndef PADDLES_HXX
#define PADDLES_HXX

#include "bspf.hxx"
#include "Control.hxx"
#include "Event.hxx"

/**
  The standard Atari 2600 pair of paddle controllers.

  @author  Bradford W. Mott
  @version $Id: Paddles.hxx 2838 2014-01-17 23:34:03Z stephena $
*/
class Paddles : public Controller
{
  public:
    /**
      Create a new pair of paddle controllers plugged into the specified jack

      @param jack   The jack the controller is plugged into
      @param event  The event object to use for events
      @param system The system using this controller

      @param swappaddle Whether to swap the paddles plugged into this jack
      @param swapaxis   Whether to swap the axis on the paddle (x <-> y)
      @param swapdir    Whether to swap the direction for which an axis
                        causes movement (lesser axis values cause paddle
                        resistance to decrease instead of increase)
    */
    Paddles(Jack jack, const Event& event, const System& system,
            bool swappaddle, bool swapaxis, bool swapdir);

    /**
      Destructor
    */
    virtual ~Paddles();

  public:
    /**
      Update the entire digital and analog pin state according to the
      events currently set.
    */
    void update();

    /**
      Determines how this controller will treat values received from the
      X/Y axis and left/right buttons of the mouse.  Since not all controllers
      use the mouse the same way (or at all), it's up to the specific class to
      decide how to use this data.

      In the current implementation, the left button is tied to the X axis,
      and the right one tied to the Y axis.

      @param xtype  The controller to use for x-axis data
      @param xid    The controller ID to use for x-axis data (-1 for no id)
      @param ytype  The controller to use for y-axis data
      @param yid    The controller ID to use for y-axis data (-1 for no id)

      @return  Whether the controller supports using the mouse
    */
    bool setMouseControl(
      Controller::Type xtype, int xid, Controller::Type ytype, int yid);

    /**
      Sets the sensitivity for digital emulation of paddle movement.
      This is only used for *digital* events (ie, buttons or keys,
      or digital joystick axis events); Stelladaptors or the mouse are
      not modified.

      @param sensitivity  Value from 1 to 10, with larger values
                          causing more movement
    */
    static void setDigitalSensitivity(int sensitivity);

    /**
      Sets the sensitivity for analog emulation of paddle movement
      using a mouse.

      @param sensitivity  Value from 1 to 10, with larger values
                          causing more movement
    */
    static void setMouseSensitivity(int sensitivity);

  private:
    // Range of values over which digital and mouse movement is scaled
    // to paddle resistance
    enum {
      TRIGRANGE = 4096,
      TRIGMAX   = 3856,
      TRIGMIN   = 1
    };

    // Pre-compute the events we care about based on given port
    // This will eliminate test for left or right port in update()
    Event::Type myP0AxisValue, myP1AxisValue,
                myP0DecEvent1, myP0DecEvent2, myP0IncEvent1, myP0IncEvent2,
                myP1DecEvent1, myP1DecEvent2, myP1IncEvent1, myP1IncEvent2,
                myP0FireEvent1, myP0FireEvent2, myP1FireEvent1, myP1FireEvent2,
                myAxisMouseMotion;

    // The following are used for the various mouse-axis modes
    int myMPaddleID;                // paddle to emulate in 'automatic' mode
    int myMPaddleIDX, myMPaddleIDY; // paddles to emulate in 'specific axis' mode

    bool myKeyRepeat0, myKeyRepeat1;
    int myPaddleRepeat0, myPaddleRepeat1;
    int myCharge[2], myLastCharge[2];
    int myLastAxisX, myLastAxisY;
    int myAxisDigitalZero, myAxisDigitalOne;

    static int _DIGITAL_SENSITIVITY, _DIGITAL_DISTANCE;
    static int _MOUSE_SENSITIVITY;

    // Lookup table for associating paddle buttons with controller pins
    // Yes, this is hideously complex
    static const Controller::DigitalPin ourButtonPin[2];
};

#endif
