/*
	GWEN
	Copyright (c) 2011 Facepunch Studios
	See license in Gwen.h
*/
#ifndef GWEN_INPUT_WINDOWS_H
#define GWEN_INPUT_WINDOWS_H

#include "Gwen/InputHandler.h"
#include "Gwen/Gwen.h"
#include "Gwen/Controls/Canvas.h"

#include <windows.h>

namespace Gwen
{
	namespace Input
	{
		class Windows
		{
			public:

				Windows()
				{
					m_Canvas = NULL;
					m_MouseX = 0;
					m_MouseY = 0;
				}

				void Initialize( Gwen::Controls::Canvas* c )
				{
					m_Canvas = c;
				}

				bool ProcessMessage( MSG msg )
				{
					if ( !m_Canvas ) return false;

					switch ( msg.message )
					{
						//case WM_NCLBUTTONDOWN:
						case WM_SYSCOMMAND:
							{
								if ( msg.message == WM_SYSCOMMAND && msg.wParam != SC_CLOSE )
									return false;

								return m_Canvas->InputQuit();
							}

						case WM_MOUSEMOVE:
							{
								int x = (signed short)LOWORD( msg.lParam );
								int y = (signed short)HIWORD( msg.lParam );
								int dx = x - m_MouseX;
								int dy = y - m_MouseY;

								m_MouseX = x;
								m_MouseY = y;

								return m_Canvas->InputMouseMoved( x, y, dx, dy );
							}

						case WM_CHAR:
							{
								Gwen::UnicodeChar chr = (Gwen::UnicodeChar)msg.wParam;
								return m_Canvas->InputCharacter( chr );
							}
#ifdef WM_MOUSEWHEEL 
						case WM_MOUSEWHEEL:
							{
								return m_Canvas->InputMouseWheel( (short)HIWORD( msg.wParam ) );
							}
#endif

						case WM_LBUTTONDOWN:
							{
								SetCapture( msg.hwnd );
								return m_Canvas->InputMouseButton( 0, true );
							}

						case WM_LBUTTONUP:
							{
								ReleaseCapture();
								return m_Canvas->InputMouseButton( 0, false );
							}

						case WM_RBUTTONDOWN:
							{
								SetCapture( msg.hwnd );
								return m_Canvas->InputMouseButton( 1, true );
							}

						case WM_RBUTTONUP:
							{
								ReleaseCapture();
								return m_Canvas->InputMouseButton( 1, false );
							}

						case WM_MBUTTONDOWN:
							{
								SetCapture( msg.hwnd );
								return m_Canvas->InputMouseButton( 2, true );
							}

						case WM_MBUTTONUP:
							{
								ReleaseCapture();
								return m_Canvas->InputMouseButton( 2, false );
							}

						case WM_LBUTTONDBLCLK:
						case WM_RBUTTONDBLCLK:
						case WM_MBUTTONDBLCLK:
							{
								// Filter out those events from the application
								return true;
							}

						case WM_KEYDOWN:
						case WM_KEYUP:
							{
								bool bDown = msg.message == WM_KEYDOWN;
								int iKey = -1;

								// These aren't sent by WM_CHAR when CTRL is down - but we need 
								// them internally for copy and paste etc..
								if  ( bDown && GetKeyState( VK_CONTROL ) & 0x80 && msg.wParam >= 'A' && msg.wParam <= 'Z' )
								{
									Gwen::UnicodeChar chr = (Gwen::UnicodeChar)msg.wParam;
									return m_Canvas->InputCharacter( chr );
								}

								if ( msg.wParam == VK_SHIFT ) iKey = Gwen::Key::Shift;
								else if ( msg.wParam == VK_RETURN ) iKey = Gwen::Key::Return;
								else if ( msg.wParam == VK_BACK ) iKey = Gwen::Key::Backspace;
								else if ( msg.wParam == VK_DELETE ) iKey = Gwen::Key::Delete;
								else if ( msg.wParam == VK_LEFT ) iKey = Gwen::Key::Left;
								else if ( msg.wParam == VK_RIGHT ) iKey = Gwen::Key::Right;
								else if ( msg.wParam == VK_TAB ) iKey = Gwen::Key::Tab;
								else if ( msg.wParam == VK_SPACE ) iKey = Gwen::Key::Space;
								else if ( msg.wParam == VK_HOME ) iKey = Gwen::Key::Home;
								else if ( msg.wParam == VK_END ) iKey = Gwen::Key::End;
								else if ( msg.wParam == VK_CONTROL ) iKey = Gwen::Key::Control;
								else if ( msg.wParam == VK_SPACE ) iKey = Gwen::Key::Space;
								else if ( msg.wParam == VK_UP ) iKey = Gwen::Key::Up;
								else if ( msg.wParam == VK_DOWN ) iKey = Gwen::Key::Down;

								if ( iKey != -1 )
								{
									return m_Canvas->InputKey( iKey, bDown );
								}

								break;
							}

						default:
							{
								break;
							}
					}

					return false;
				}

				protected:

					Gwen::Controls::Canvas*	m_Canvas;
					int m_MouseX;
					int m_MouseY;

		};
	}
}
#endif
