/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2007-2010 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 */

#include "SDLs.h"

#include "SDL.h"
#include "SDL_mixer.h"
#include "hwconsts.h"

#include <QApplication>


extern char sdlkeys[1024][2][128];
extern char xb360buttons[][128];
extern char xb360dpad[128];
extern char xbox360axes[][128];


SDLInteraction::SDLInteraction()
{

    SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK);
    
    musicInitialized = 0;
    music = NULL;
    if(SDL_NumJoysticks())
        addGameControllerKeys();
    SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
}

SDLInteraction::~SDLInteraction()
{
    if (musicInitialized == 1) {
        if (music != NULL)
            Mix_FreeMusic(music);
        Mix_CloseAudio();
    }
    SDL_Quit();
}

QStringList SDLInteraction::getResolutions() const
{
    QStringList result;

    SDL_Rect **modes;

    modes = SDL_ListModes(NULL, SDL_FULLSCREEN);

    if((modes == (SDL_Rect **)0) || (modes == (SDL_Rect **)-1))
    {
        result << "640x480";
    } else
    {
        for(int i = 0; modes[i]; ++i)
            if ((modes[i]->w >= 640) && (modes[i]->h >= 480))
                result << QString("%1x%2").arg(modes[i]->w).arg(modes[i]->h);
    }

    return result;
}

void SDLInteraction::addGameControllerKeys() const
{
    QStringList result;

    int i = 0;
    while(i < 1024 && sdlkeys[i][1][0] != '\0')
        i++;

    // Iterate through all game controllers
    for(int jid = 0; jid < SDL_NumJoysticks(); jid++)
    {
        SDL_Joystick* joy = SDL_JoystickOpen(jid);
        
        // Retrieve the game controller's name and strip "Controller (...)" that's added by some drivers (English only)
        QString joyname = QString(SDL_JoystickName(jid)).replace(QRegExp("^Controller \\((.*)\\)$"), "\\1");

        // Connected Xbox 360 controller? Use specific button names then
        // Might be interesting to add 'named' buttons for the most often used gamepads
        bool isxb = joyname.contains("Xbox 360");

        // This part of the string won't change for multiple keys/hats, so keep it
        QString prefix = QString("%1 (%2): ").arg(joyname).arg(jid + 1);

        // Register entries for missing axes not assigned to sticks of this joystick/gamepad
        for(int aid = 0; aid < SDL_JoystickNumAxes(joy) && i < 1021; aid++)
        {
            // Again store the part of the string not changing for multiple uses
            QString axis = prefix + QApplication::translate("binds (keys)", "Axis") + QString(" %1 ").arg(aid + 1);
            
            // Entry for "Axis Up"
            sprintf(sdlkeys[i][0], "j%da%du", jid, aid);
            sprintf(sdlkeys[i++][1], "%s", ((isxb && aid < 5) ? (prefix + QApplication::translate("binds (keys)", xbox360axes[aid * 2])) : axis + QApplication::translate("binds (keys)", "(Up)")).toStdString().c_str());

            // Entry for "Axis Down"
            sprintf(sdlkeys[i][0], "j%da%dd", jid, aid);
            sprintf(sdlkeys[i++][1], "%s", ((isxb && aid < 5) ? (prefix + QApplication::translate("binds (keys)", xbox360axes[aid * 2 + 1])) : axis + QApplication::translate("binds (keys)", "(Down)")).toStdString().c_str());
        }

        // Register entries for all coolie hats of this joystick/gamepad
        for(int hid = 0; hid < SDL_JoystickNumHats(joy) && i < 1019; hid++)
        {
            // Again store the part of the string not changing for multiple uses
            QString hat = prefix + (isxb ? (QApplication::translate("binds (keys)", xb360dpad) + QString(" ")) : QApplication::translate("binds (keys)", "Hat") + QString(" %1 ").arg(hid + 1));

            // Entry for "Hat Up"
            sprintf(sdlkeys[i][0], "j%dh%du", jid, hid);            
            sprintf(sdlkeys[i++][1], "%s", (hat + QApplication::translate("binds (keys)", "(Up)")).toStdString().c_str());

            // Entry for "Hat Down"
            sprintf(sdlkeys[i][0], "j%dh%dd", jid, hid);            
            sprintf(sdlkeys[i++][1], "%s", (hat + QApplication::translate("binds (keys)", "(Down)")).toStdString().c_str());

            // Entry for "Hat Left"
            sprintf(sdlkeys[i][0], "j%dh%dl", jid, hid);            
            sprintf(sdlkeys[i++][1], "%s", (hat + QApplication::translate("binds (keys)", "(Left)")).toStdString().c_str());

            // Entry for "Hat Right"
            sprintf(sdlkeys[i][0], "j%dh%dr", jid, hid);            
            sprintf(sdlkeys[i++][1], "%s", (hat + QApplication::translate("binds (keys)", "(Right)")).toStdString().c_str());
        }
        
        // Register entries for all buttons of this joystick/gamepad
        for(int bid = 0; bid < SDL_JoystickNumButtons(joy) && i < 1022; bid++)
        {
            // Buttons
            sprintf(sdlkeys[i][0], "j%db%d", jid, bid);         
            sprintf(sdlkeys[i++][1], "%s", (prefix + ((isxb && bid < 10) ? (QApplication::translate("binds (keys)", xb360buttons[bid]) + QString(" ")) : QApplication::translate("binds (keys)", "Button") + QString(" %1").arg(bid + 1))).toStdString().c_str());
        }
        // Close the game controller as we no longer need it
        SDL_JoystickClose(joy);
    }
    
    // Terminate the list
    sdlkeys[i][0][0] = '\0';
    sdlkeys[i][1][0] = '\0';
}

void SDLInteraction::SDLMusicInit()
{
    if (musicInitialized == 0) {
        SDL_Init(SDL_INIT_AUDIO);
        Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024);
        musicInitialized = 1;
    }
}


void SDLInteraction::StartMusic()
{
    SDLMusicInit();

    if (music == NULL) {
        music = Mix_LoadMUS((datadir->absolutePath() + "/Music/main theme.ogg").toLocal8Bit().constData());
    
    }
    Mix_VolumeMusic(MIX_MAX_VOLUME - 28);
    Mix_FadeInMusic(music, -1, 1750);
}

void SDLInteraction::StopMusic()
{
    if (music != NULL) {
        // fade out music to finish 0,5 seconds from now
        while(!Mix_FadeOutMusic(1000) && Mix_PlayingMusic()) {
            SDL_Delay(100);
        }
    }
}

