#pragma once
#include "controller.h"
#include <array>
#include <memory>
#include <optional>
#include <string_view>

class AnalogController final : public Controller
{
public:
  enum class Axis : u8
  {
    LeftX,
    LeftY,
    RightX,
    RightY,
    Count
  };

  enum class Button : u8
  {
    Select = 0,
    L3 = 1,
    R3 = 2,
    Start = 3,
    Up = 4,
    Right = 5,
    Down = 6,
    Left = 7,
    L2 = 8,
    R2 = 9,
    L1 = 10,
    R1 = 11,
    Triangle = 12,
    Circle = 13,
    Cross = 14,
    Square = 15,
    Analog = 16,
    Count
  };

  static constexpr u8 NUM_MOTORS = 2;

  AnalogController(u32 index);
  ~AnalogController() override;

  static std::unique_ptr<AnalogController> Create(u32 index);
  static std::optional<s32> StaticGetAxisCodeByName(std::string_view axis_name);
  static std::optional<s32> StaticGetButtonCodeByName(std::string_view button_name);
  static AxisList StaticGetAxisNames();
  static ButtonList StaticGetButtonNames();
  static u32 StaticGetVibrationMotorCount();
  static SettingList StaticGetSettings();

  ControllerType GetType() const override;
  std::optional<s32> GetAxisCodeByName(std::string_view axis_name) const override;
  std::optional<s32> GetButtonCodeByName(std::string_view button_name) const override;

  void Reset() override;
  bool DoState(StateWrapper& sw, bool ignore_input_state) override;

  void SetAxisState(s32 axis_code, float value) override;
  void SetButtonState(s32 button_code, bool pressed) override;
  u32 GetButtonStateBits() const override;
  std::optional<u32> GetAnalogInputBytes() const override;

  void ResetTransferState() override;
  bool Transfer(const u8 data_in, u8* data_out) override;

  void SetAxisState(Axis axis, u8 value);
  void SetButtonState(Button button, bool pressed);

  u32 GetVibrationMotorCount() const override;
  float GetVibrationMotorStrength(u32 motor) override;

  void LoadSettings(const char* section) override;

private:
  using MotorState = std::array<u8, NUM_MOTORS>;

  enum class Command : u8
  {
    Idle,
    Ready,
    ReadPad,           // 0x42
    ConfigModeSetMode, // 0x43
    SetAnalogMode,     // 0x44
    GetAnalogMode,     // 0x45
    Command46,         // 0x46
    Command47,         // 0x47
    Command4C,         // 0x4C
    GetSetRumble       // 0x4D
  };

  Command m_command = Command::Idle;
  int m_command_step = 0;

  // Transmit and receive buffers, not including the first Hi-Z/ack response byte
  static constexpr u32 MAX_RESPONSE_LENGTH = 8;
  std::array<u8, MAX_RESPONSE_LENGTH> m_rx_buffer;
  std::array<u8, MAX_RESPONSE_LENGTH> m_tx_buffer;
  u32 m_response_length = 0;

  // Get number of response halfwords (excluding the initial controller info halfword)
  u8 GetResponseNumHalfwords() const;

  u8 GetModeID() const;
  u8 GetIDByte() const;

  // TODO: Return 0x00 on manual toggles
  constexpr u8 GetStatusByte() const { return 0x5A; };

  void SetAnalogMode(bool enabled);
  void ProcessAnalogModeToggle();
  void SetMotorState(u8 motor, u8 value);
  u8 GetExtraButtonMaskLSB() const;
  void ResetRumbleConfig();
  void SetMotorStateForConfigIndex(int index, u8 value);

  u32 m_index;

  bool m_force_analog_on_reset = false;
  bool m_analog_dpad_in_digital_mode = false;
  float m_axis_scale = 1.00f;
  u8 m_rumble_bias = 8;

  bool m_analog_mode = false;
  bool m_analog_locked = false;
  bool m_rumble_unlocked = false;
  bool m_configuration_mode = false;

  std::array<u8, static_cast<u8>(Axis::Count)> m_axis_state{};

  enum : u8
  {
    LargeMotor = 0,
    SmallMotor = 1
  };

  std::array<u8, 6> m_rumble_config{};
  int m_rumble_config_large_motor_index = -1;
  int m_rumble_config_small_motor_index = -1;

  bool m_analog_toggle_queued = false;

  // TODO: Set this with command 0x4D and increase response length in digital mode accordingly
  u8 m_digital_mode_extra_halfwords = 0;

  // buttons are active low
  u16 m_button_state = UINT16_C(0xFFFF);

  MotorState m_motor_state{};

  // Member variables that are no longer used, but kept and serialized for compatibility with older save states
  u8 m_command_param = 0;
  bool m_legacy_rumble_unlocked = false;
};
