#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using ANX.Framework.Input;
using ANX.Framework;
using SharpDX.XInput;

#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.InputSystem.Windows.XInput
{
    public class GamePad : IGamePad
    {
        private Controller[] controller;

        public GamePad()
        {
            controller = new Controller[4];
            controller[0] = new Controller(UserIndex.One);
            controller[1] = new Controller(UserIndex.Two);
            controller[2] = new Controller(UserIndex.Three);
            controller[3] = new Controller(UserIndex.Four);
        }
        public GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
        {
            Capabilities result;
            GamePadCapabilities returnres;
            //SharpDX.XInput.Capabilities = new SharpDX.XInput.Capabilities();
            try
            {
                result = controller[(int)playerIndex].GetCapabilities(DeviceQueryType.Gamepad);
                returnres = new GamePadCapabilities();

            }
            catch (Exception)
            {

                returnres = new GamePadCapabilities();
            } return returnres;
        }

        public GamePadState GetState(PlayerIndex playerIndex)
        {
            State result;
            GamePadState returnres;
            if(controller[(int)playerIndex].IsConnected)
            {
                result = controller[(int)playerIndex].GetState();
                //returnres = new GamePadCapabilities(result.Type,result.Gamepad.Buttons.)
                returnres = new GamePadState(new Vector2(result.Gamepad.LeftThumbX, result.Gamepad.LeftThumbY), new Vector2(result.Gamepad.RightThumbX, result.Gamepad.RightThumbY), (float)result.Gamepad.LeftTrigger, (float)result.Gamepad.RightTrigger, FormatConverter.Translate(result.Gamepad.Buttons));
            }
            else
            {

                returnres = new GamePadState();
            }


            return returnres;
        }

        public GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode)
        {
            throw new NotImplementedException();
        }

        public bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor)
        {
            short left;
            short right;
            if (Math.Abs(leftMotor)>1)
            {
                left = 1;
            }
            else
            {
                left = Convert.ToInt16(Math.Abs(leftMotor) * short.MaxValue);
            }
            if (Math.Abs(rightMotor) > 1)
            {
                right = 1;
            }
            else
            {
                right = Convert.ToInt16(Math.Abs(rightMotor) * short.MaxValue);
            }

            if (controller[(int)playerIndex].IsConnected)
            {
                Vibration vib = new Vibration();
                vib.LeftMotorSpeed = left;
                vib.RightMotorSpeed = right;
                controller[(int)playerIndex].SetVibration(vib);
                return true;
            }
            return false;

        }
    }
}