// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#include "InputCommon/ControllerEmu/ControlGroup/Tilt.h"

#include <algorithm>
#include <cmath>
#include <memory>
#include <string>

#include "Common/Common.h"
#include "Common/MathUtil.h"

#include "InputCommon/ControlReference/ControlReference.h"
#include "InputCommon/ControllerEmu/Control/Control.h"
#include "InputCommon/ControllerEmu/Control/Input.h"
#include "InputCommon/ControllerEmu/Setting/NumericSetting.h"

namespace ControllerEmu
{
Tilt::Tilt(const std::string& name_)
    : ReshapableInput(name_, name_, GroupType::Tilt), m_last_update(Clock::now())
{
  controls.emplace_back(std::make_unique<Input>(Translate, _trans("Forward")));
  controls.emplace_back(std::make_unique<Input>(Translate, _trans("Backward")));
  controls.emplace_back(std::make_unique<Input>(Translate, _trans("Left")));
  controls.emplace_back(std::make_unique<Input>(Translate, _trans("Right")));

  controls.emplace_back(std::make_unique<Input>(Translate, _trans("Modifier")));

  numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Angle"), 0.9, 0, 180));
}

Tilt::ReshapeData Tilt::GetReshapableState(bool adjusted)
{
  const ControlState y = controls[0]->control_ref->State() - controls[1]->control_ref->State();
  const ControlState x = controls[3]->control_ref->State() - controls[2]->control_ref->State();

  // Return raw values. (used in UI)
  if (!adjusted)
    return {x, y};

  const ControlState modifier = controls[4]->control_ref->State();

  // Compute desired tilt:
  StateData target = Reshape(x, y, modifier);

  // Step the simulation. This is somewhat ugly being here.
  // We should be able to GetState without changing state.
  // State should be stored outside of this object inside the wiimote,
  // and separately inside the UI.

  // We're using system time rather than ticks to step this.
  // I don't think that's too horrible as we can consider this part of user input.
  // And at least the Mapping UI will behave sanely this way.
  // TODO: when state is moved outside of this class have a separate Step()
  // function that takes a ms_passed argument
  const auto now = Clock::now();
  const auto ms_since_update =
      std::chrono::duration_cast<std::chrono::milliseconds>(now - m_last_update).count();
  m_last_update = now;

  const double max_step = MAX_DEG_PER_SEC / 180.0 * ms_since_update / 1000;

  // TODO: Allow wrap around from 1.0 to -1.0
  // (take the fastest route to target)

  m_tilt.x += MathUtil::Clamp(target.x - m_tilt.x, -max_step, max_step);
  m_tilt.y += MathUtil::Clamp(target.y - m_tilt.y, -max_step, max_step);

  return m_tilt;
}

Tilt::StateData Tilt::GetState()
{
  return GetReshapableState(true);
}

ControlState Tilt::GetGateRadiusAtAngle(double ang) const
{
  const ControlState max_tilt_angle = numeric_settings[SETTING_MAX_ANGLE]->GetValue() / 1.8;
  return SquareStickGate(max_tilt_angle).GetRadiusAtAngle(ang);
}

ControlState Tilt::GetDefaultInputRadiusAtAngle(double ang) const
{
  return SquareStickGate(1.0).GetRadiusAtAngle(ang);
}

}  // namespace ControllerEmu