/*
 * This file is part of the MicroPython project, http://micropython.org/
 *
 * The MIT License (MIT)
 *
 * Copyright (c) 2016 Radomir Dopieralski for Adafruit Industries
 *
 * 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.
 */
#include "shared-bindings/gamepad/GamePad.h"

#include "py/obj.h"
#include "py/runtime.h"
#include "py/mphal.h"
#include "py/gc.h"
#include "py/mpstate.h"
#include "shared-bindings/gamepad/__init__.h"
#include "shared-bindings/digitalio/DigitalInOut.h"
#include "supervisor/shared/translate.h"
#include "supervisor/shared/tick.h"

//| class GamePad:
//|     """Scan buttons for presses
//|
//|     Usage::
//|
//|         import board
//|         import digitalio
//|         import gamepad
//|         import time
//|
//|         B_UP = 1 << 0
//|         B_DOWN = 1 << 1
//|
//|
//|         pad = gamepad.GamePad(
//|             digitalio.DigitalInOut(board.D10),
//|             digitalio.DigitalInOut(board.D11),
//|         )
//|
//|         y = 0
//|         while True:
//|             buttons = pad.get_pressed()
//|             if buttons & B_UP:
//|                 y -= 1
//|                 print(y)
//|             elif buttons & B_DOWN:
//|                 y += 1
//|                 print(y)
//|             time.sleep(0.1)
//|             while buttons:
//|                 # Wait for all buttons to be released.
//|                 buttons = pad.get_pressed()
//|                 time.sleep(0.1)"""
//|
//|     def __init__(
//|         self,
//|         b1: digitalio.DigitalInOut,
//|         b2: digitalio.DigitalInOut,
//|         b3: digitalio.DigitalInOut,
//|         b4: digitalio.DigitalInOut,
//|         b5: digitalio.DigitalInOut,
//|         b6: digitalio.DigitalInOut,
//|         b7: digitalio.DigitalInOut,
//|         b8: digitalio.DigitalInOut,
//|     ) -> None:
//|         """Initializes button scanning routines.
//|
//|         The ``b1``-``b8`` parameters are ``DigitalInOut`` objects, which
//|         immediately get switched to input with a pull-up, (unless they already
//|         were set to pull-down, in which case they remain so), and then scanned
//|         regularly for button presses. The order is the same as the order of
//|         bits returned by the ``get_pressed`` function. You can re-initialize
//|         it with different keys, then the new object will replace the previous
//|         one.
//|
//|         The basic feature required here is the ability to poll the keys at
//|         regular intervals (so that de-bouncing is consistent) and fast enough
//|         (so that we don't miss short button presses) while at the same time
//|         letting the user code run normally, call blocking functions and wait
//|         on delays.
//|
//|         They button presses are accumulated, until the ``get_pressed`` method
//|         is called, at which point the button state is cleared, and the new
//|         button presses start to be recorded."""
//|         ...
//|
STATIC mp_obj_t gamepad_make_new(const mp_obj_type_t *type, size_t n_args,
    const mp_obj_t *args, mp_map_t *kw_args) {
    if (n_args > 8 || n_args == 0) {
        mp_raise_TypeError(translate("argument num/types mismatch"));
    }
    for (size_t i = 0; i < n_args; ++i) {
        assert_digitalinout(args[i]);
    }
    gamepad_obj_t *gamepad_singleton = MP_STATE_VM(gamepad_singleton);
    if (!gamepad_singleton ||
        !MP_OBJ_IS_TYPE(MP_OBJ_FROM_PTR(gamepad_singleton), &gamepad_type)) {
        gamepad_singleton = m_new_ll_obj(gamepad_obj_t);
        gamepad_singleton->base.type = &gamepad_type;
        if (!MP_STATE_VM(gamepad_singleton)) {
            supervisor_enable_tick();
        }
        MP_STATE_VM(gamepad_singleton) = gamepad_singleton;
    }
    common_hal_gamepad_gamepad_init(gamepad_singleton, args, n_args);
    return MP_OBJ_FROM_PTR(gamepad_singleton);
}

//|     def get_pressed(self) -> int:
//|         """Get the status of buttons pressed since the last call and clear it.
//|
//|         Returns an 8-bit number, with bits that correspond to buttons,
//|         which have been pressed (or held down) since the last call to this
//|         function set to 1, and the remaining bits set to 0. Then it clears
//|         the button state, so that new button presses (or buttons that are
//|         held down) can be recorded for the next call."""
//|         ...
//|
STATIC mp_obj_t gamepad_get_pressed(mp_obj_t self_in) {
    gamepad_obj_t *gamepad_singleton = MP_STATE_VM(gamepad_singleton);
    mp_obj_t pressed = MP_OBJ_NEW_SMALL_INT(gamepad_singleton->pressed);
    gamepad_singleton->pressed = gamepad_singleton->last;
    return pressed;
}
MP_DEFINE_CONST_FUN_OBJ_1(gamepad_get_pressed_obj, gamepad_get_pressed);


//|     def deinit(self) -> None:
//|         """Disable button scanning."""
//|         ...
//|
STATIC mp_obj_t gamepad_deinit(mp_obj_t self_in) {
    common_hal_gamepad_gamepad_deinit(self_in);
    return mp_const_none;
}
MP_DEFINE_CONST_FUN_OBJ_1(gamepad_deinit_obj, gamepad_deinit);


STATIC const mp_rom_map_elem_t gamepad_locals_dict_table[] = {
    { MP_OBJ_NEW_QSTR(MP_QSTR_get_pressed),  MP_ROM_PTR(&gamepad_get_pressed_obj)},
    { MP_OBJ_NEW_QSTR(MP_QSTR_deinit),  MP_ROM_PTR(&gamepad_deinit_obj)},
};
STATIC MP_DEFINE_CONST_DICT(gamepad_locals_dict, gamepad_locals_dict_table);
const mp_obj_type_t gamepad_type = {
    { &mp_type_type },
    .name = MP_QSTR_GamePad,
    .make_new = gamepad_make_new,
    .locals_dict = (mp_obj_dict_t *)&gamepad_locals_dict,
};
