#region Using Statements
using System;
using System.IO;
using ANX.Framework.NonXNA;

#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 GamePadButtons
    {
        #region Private Members
        internal Buttons buttonValue;

        internal ButtonState button_a;
        internal ButtonState button_b;
        internal ButtonState button_x;
        internal ButtonState button_y;
        internal ButtonState stick_left;
        internal ButtonState stick_right;
        internal ButtonState shoulder_left;
        internal ButtonState shoulder_right;
        internal ButtonState button_back;
        internal ButtonState button_start;
        internal ButtonState button_big;

        #endregion // Private Members

        public GamePadButtons(Buttons buttons)
        {
            this.button_a = GetButtonState(buttons, Buttons.A);
            this.button_b = GetButtonState(buttons, Buttons.B);
            this.button_x = GetButtonState(buttons, Buttons.X);
            this.button_y = GetButtonState(buttons, Buttons.Y);
            this.stick_left = GetButtonState(buttons, Buttons.LeftStick);
            this.stick_right = GetButtonState(buttons, Buttons.RightStick);
            this.shoulder_left = GetButtonState(buttons, Buttons.LeftShoulder);
            this.shoulder_right = GetButtonState(buttons, Buttons.RightShoulder);
            this.button_back = GetButtonState(buttons, Buttons.Back);
            this.button_start = GetButtonState(buttons, Buttons.Start);
            this.button_big = GetButtonState(buttons, Buttons.BigButton);

            this.buttonValue = buttons;
        }

        public override bool Equals(object obj)
        {
            if (obj != null && obj.GetType() == typeof(GamePadButtons))
            {
                return this == (GamePadButtons)obj;
            }

            return false;
        }

        public static bool operator ==(GamePadButtons lhs, GamePadButtons rhs)
        {
            return lhs.buttonValue == rhs.buttonValue;
        }

        public static bool operator !=(GamePadButtons lhs, GamePadButtons rhs)
        {
            return lhs.buttonValue != rhs.buttonValue;
        }

        private static ButtonState GetButtonState(Buttons buttons, Buttons button)
        {
            return (buttons & button) == button ? ButtonState.Pressed : ButtonState.Released;
        }

        public ButtonState A
        {
            get
            {
                return this.button_a;
            }
        }

        public ButtonState B
        {
            get
            {
                return this.button_b;
            }
        }

        public ButtonState Back
        {
            get
            {
                return this.button_back;
            }
        }

        public ButtonState BigButton
        {
            get
            {
                return this.button_big;
            }
        }

        public ButtonState LeftShoulder
        {
            get
            {
                return this.shoulder_left;
            }
        }

        public ButtonState LeftStick
        {
            get
            {
                return stick_left;
            }
        }

        public ButtonState RightShoulder
        {
            get
            {
                return this.shoulder_right;
            }
        }

        public ButtonState RightStick
        {
            get
            {
                return this.stick_right;
            }
        }

        public ButtonState Start
        {
            get
            {
                return this.button_start;
            }
        }

        public ButtonState X
        {
            get
            {
                return this.button_x;
            }
        }

        public ButtonState Y
        {
            get
            {
                return this.button_y;
            }
        }

        public override int GetHashCode()
        {
            return (int)this.buttonValue;
        }

        public override string ToString()
        {
            String buttons = String.Empty;

            buttons += this.button_a == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "A" : "";
            buttons += this.button_b == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "B" : "";
            buttons += this.button_x == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "X" : "";
            buttons += this.button_y == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Y" : "";
            buttons += this.shoulder_left == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftShoulder" : "";
            buttons += this.shoulder_right == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightShoulder" : "";
            buttons += this.stick_left == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftStick" : "";
            buttons += this.stick_right == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightStick" : "";
            buttons += this.button_start == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Start" : "";
            buttons += this.button_back == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Back" : "";
            buttons += this.button_big == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "BigButton" : "";

            if (string.IsNullOrEmpty(buttons))
            {
                buttons = "None";
            }

            return String.Format("{{Buttons:{0}}}", buttons);
        }

        internal Buttons Buttons
        {
            get
            {
                return this.buttonValue;
            }
        }
    }
}