#region Using Statements
using System;
using System.Collections.Generic;

#endregion // Using Statements

#region License

//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license. 
// If you do not accept the license, do not use the software.
//
// 1.Definitions
//   The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning 
//   here as under U.S. copyright law.
//   A "contribution" is the original software, or any additions or changes to the software.
//   A "contributor" is any person that distributes its contribution under this license.
//   "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
//   (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations 
//       in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to 
//       reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
//       or any derivative works that you create.
//   (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in 
//       section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
//       patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution 
//       in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
//   (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
//   (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your 
//       patent license from such contributor to the software ends automatically.
//   (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution 
//       notices that are present in the software.
//   (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
//       a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or 
//       object code form, you may only do so under a license that complies with this license.
//   (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
//       or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
//       extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a 
//       particular purpose and non-infringement.

#endregion // License

namespace ANX.Framework.Input
{
    public struct KeyboardState
    {
        #region Private Members
        private KeyState[] keyState;
        private List<Keys> pressedKeys; 

        #endregion // Private Members

        public KeyboardState(Keys[] keys)
        {
            pressedKeys = new List<Keys>();
            pressedKeys.AddRange(keys);

            keyState = new KeyState[255];
            keyState.Initialize();

            for (int i = 0; i < keys.Length; i++)
            {
                keyState[(int)keys[i]] = KeyState.Down;
            }
        }

        public bool IsKeyDown(Keys key)
        {
            return keyState[(int)key] == KeyState.Down;
        }

        public bool IsKeyUp(Keys key)
        {
            return keyState[(int)key] == KeyState.Up;
        }

        public override int GetHashCode()
        {
            throw new NotImplementedException();
        }

        public override bool Equals(object obj)
        {
            if (obj != null && obj.GetType() == typeof(KeyboardState))
            {
                KeyboardState other = (KeyboardState)obj;

                if (keyState.Length != other.keyState.Length)
                {
                    return false;
                }

                for (int i = 0; i < keyState.Length; i++)
                {
                    if (this.keyState[i] != other.keyState[i])
                    {
                        return false;
                    }
                }

                return true;
            }

            return false;
        }

        public static bool operator ==(KeyboardState lhs, KeyboardState rhs)
        {
            if (lhs.keyState.Length != rhs.keyState.Length)
            {
                return false;
            }

            for (int i = 0; i < lhs.keyState.Length; i++)
            {
                if (lhs.keyState[i] != rhs.keyState[i])
                {
                    return false;
                }
            }

            return true;
        }

        public static bool operator !=(KeyboardState lhs, KeyboardState rhs)
        {
            return !(lhs == rhs);
        }

        public KeyState this[Keys key]
        {
            get
            {
                return keyState[(int)key];
            }
        }

        public Keys[] GetPressedKeys()
        {
            return this.pressedKeys.ToArray();
        }

        internal void AddPressedKey(Keys key)
        {
            this.pressedKeys.Add(key);
            this.keyState[(int)key] = KeyState.Down;
        }

        internal void RemovePressedKey(Keys key)
        {
            this.pressedKeys.Remove(key);
            this.keyState[(int)key] = KeyState.Up;
        }

    }
}