#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 NLog;
using ANX.Framework.NonXNA.InputSystem;
using ANX.Framework.Input;
using ANX.Framework;

#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.InputDevices.Test
{
    public class GamePad : IGamePad
    {
        public GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
        {

            return new GamePadCapabilities();
        }

        public GamePadState GetState(PlayerIndex playerIndex, out bool isConnected, out int packetNumber)
        {
            GamePadState gamepad;
            switch (playerIndex)
            {
                case PlayerIndex.One:
                    isConnected = true;
                    packetNumber = 0;
                    gamepad = new GamePadState(new Vector2(100, 100), new Vector2(100, 100), 0.5f, 0.5f, Buttons.A, Buttons.B);
                    break;
                case PlayerIndex.Two:
                    isConnected = true;
                    packetNumber = 0;
                    gamepad = new GamePadState(new Vector2(200, 200), new Vector2(100, 100), 0.5f, 0.5f, Buttons.A, Buttons.BigButton);
                    break;
                case PlayerIndex.Three:
                    isConnected = true;
                    packetNumber = 0;
                    gamepad = new GamePadState(new Vector2(100, 100), new Vector2(100, 100), 0.5f, 0.5f, Buttons.A, Buttons.X);
                    break;
                case PlayerIndex.Four:
                default:
                    isConnected = false;
                    packetNumber = 0;
                    gamepad = new GamePadState();
                    break;
            }
            return gamepad;
        }

        public GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode, out bool isConnected, out int packetNumber)
        {
            return this.GetState(playerIndex, out isConnected, out packetNumber);
        }

        public bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor)
        {
            switch (playerIndex)
            {
                case PlayerIndex.One:
                    if (leftMotor == 0.5f && rightMotor == 0.5f)
                    {
                        return true;
                    }
                    return false;
                    break;
                case PlayerIndex.Two:
                    if (leftMotor == 0.7f && rightMotor == 0.5f)
                    {
                        return true;
                    }
                    return false;
                    break;
                case PlayerIndex.Three:
                    if (leftMotor == -0.5f && rightMotor == 0.7f)
                    {
                        return true;
                    }
                    return false;
                    break;
                case PlayerIndex.Four:
                    if (leftMotor == 0.5f && rightMotor == 0.5f)
                    {
                        return false;
                    }
                    return true;

                default:
                    return false;
                    break;
            }
        }
    }
}