// GamePadConf.h
//

#pragma once

#include <QWidget>
#include <QDialog>
#include <QVBoxLayout>
#include <QHBoxLayout>
#include <QComboBox>
#include <QCheckBox>
#include <QPushButton>
#include <QLabel>
#include <QFrame>
#include <QTimer>
#include <QGroupBox>
#include <QPainter>
#include <QTreeView>
#include <QTreeWidget>
#include <QPropertyAnimation>

#include "Qt/main.h"
#include "Qt/input.h"

class GamePadConfigButton_t : public QPushButton
{
public:
	GamePadConfigButton_t(int i);

protected:
	void keyPressEvent(QKeyEvent *event);
	void keyReleaseEvent(QKeyEvent *event);

	int idx;
};

class GamePadConfigHotKey_t : public QPushButton
{
public:
	GamePadConfigHotKey_t( int idx, gamepad_function_key_t *k );

	void setCaptureState(bool s){ captureState = s; };

	void setKeyNameLbl( QLineEdit *lbl );
protected:
	void keyPressEvent(QKeyEvent *event);
	void keyReleaseEvent(QKeyEvent *event);

	int idx;
	QLineEdit *keySeqLbl;
	gamepad_function_key_t *k;
	bool captureState;
};

class HotKeySelectDialog_t : public QDialog
{
	Q_OBJECT

public:
	HotKeySelectDialog_t( QWidget *parent = 0);
	~HotKeySelectDialog_t(void);

	int  getSelHotKey(void){ return hotKeyIdx; };
protected:
	void closeEvent(QCloseEvent *bar);

	QTreeWidget *tree;
	QPushButton *okButton;
	QPushButton *cancelButton;

	int   hotKeyIdx;

public slots:
	void closeWindow(void);
private slots:
	void acceptCB(void);
	void rejectCB(void);
	void hotkeyItemClicked(QTreeWidgetItem *item, int column);
};

class GamePadFuncConfigDialog : public QDialog
{
	Q_OBJECT

public:
	GamePadFuncConfigDialog( gamepad_function_key_t *fk, QWidget *parent = 0);
	~GamePadFuncConfigDialog(void);

protected:
	void closeEvent(QCloseEvent *bar);

	void changeButton(int x);

	QLineEdit *btnLbl[2];
	QLineEdit *keySeqLbl[2];

	GamePadConfigButton_t  *b[2];
	GamePadConfigHotKey_t  *hk[2];
	gamepad_function_key_t *k;

	int  buttonConfigStatus;
	bool editMode;

public slots:
	void closeWindow(void);
private slots:
	void acceptCB(void);
	void rejectCB(void);
	void changeButton0(void);
	void changeButton1(void);
	void changeKeySeq0(void);
	void changeKeySeq1(void);
	void clearButton0(void);
	void clearButton1(void);
	void clearButton2(void);
	void clearButton3(void);
};

class GamePadView_t : public QWidget
{
	Q_OBJECT

public:
	GamePadView_t(QWidget *parent = 0);
	~GamePadView_t(void);

	void setPort(int port);

protected:
	void paintEvent(QPaintEvent *event);
	void resizeEvent(QResizeEvent *event);
	void keyPressEvent(QKeyEvent *event);
	void keyReleaseEvent(QKeyEvent *event);
	void mouseMoveEvent(QMouseEvent *event);
	void mousePressEvent(QMouseEvent *event);
	//void contextMenuEvent(QContextMenuEvent *event);

	void setFontPixelSize(int px);
	void drawLetterOnButton(QPainter &painter, QRect &rect, QColor &color, int ch);

	int portNum;
	int viewWidth;
	int viewHeight;
	int pxCharWidth;
	int pxCharHeight;
	int pxLineSpacing;
	int pxLineLead;
	int pxLineLead2;
	int pxLeftBearing;

	QFont font;
};

class GamePadConfDialog_t : public QDialog
{
	Q_OBJECT

public:
	GamePadConfDialog_t(QWidget *parent = 0);
	~GamePadConfDialog_t(void);

protected:
	void resizeEvent(QResizeEvent *event);

	QWidget *mainWidget;
	QTimer *inputTimer;
	QComboBox *portSel;
	QComboBox *devSel;
	QComboBox *mapSel;
	QComboBox *profSel;
	QCheckBox *efs_chkbox;
	QGroupBox *advOptLayout;
	QPropertyAnimation *advOptWidthAnimation;
	QLabel *guidLbl;
	QLabel *mapMsg;
	QLabel *keyName[GAMEPAD_NUM_BUTTONS];
	QLabel *keyState[GAMEPAD_NUM_BUTTONS];
	GamePadConfigButton_t *button[GAMEPAD_NUM_BUTTONS];
	GamePadView_t *gpView;

	QPushButton *newKeyBindBtn;
	QPushButton *editKeyBindBtn;
	QPushButton *delKeyBindBtn;
	QTreeWidget *keyBindTree;

	int portNum;
	int buttonConfigStatus;
	int changeSeqStatus; // status of sequentally changing buttons mechanism
						 //    0 - we can start new change process
						 // 1-10 - changing in progress
						 //   -1 - changing is aborted

	void changeButton(int port, int button);
	void clearButton(int port, int button);
	void keyPressEvent(QKeyEvent *event);
	void keyReleaseEvent(QKeyEvent *event);
	void closeEvent(QCloseEvent *bar);

	void refreshKeyBindTree( bool reset = false );

private:
	void updateCntrlrDpy(void);
	void createNewProfile(const char *name);
	void loadMapList(void);
	void saveConfig(void);
	void promptToSave(void);
	void openFuncEditWindow( int mode, gamepad_function_key_t *k );

public slots:
	void closeWindow(void);
private slots:
	void changeButton0(void);
	void changeButton1(void);
	void changeButton2(void);
	void changeButton3(void);
	void changeButton4(void);
	void changeButton5(void);
	void changeButton6(void);
	void changeButton7(void);
	void changeButton8(void);
	void changeButton9(void);
	void clearButton0(void);
	void clearButton1(void);
	void clearButton2(void);
	void clearButton3(void);
	void clearButton4(void);
	void clearButton5(void);
	void clearButton6(void);
	void clearButton7(void);
	void clearButton8(void);
	void clearButton9(void);
	void clearAllCallback(void);
	void ena4score(int state);
	void oppDirEna(int state);
	void portSelect(int index);
	void deviceSelect(int index);
	void newProfileCallback(void);
	void loadProfileCallback(void);
	void saveProfileCallback(void);
	void deleteProfileCallback(void);
	void updatePeriodic(void);
	void changeSequentallyCallback(void);
	void newKeyBindingCallback(void);
	void editKeyBindingCallback(void);
	void delKeyBindingCallback(void);
	void advBindingViewChanged(bool state);
	void advOptResizeDone(void);
	void advOptWidthChange(const QVariant &value);
};

int openGamePadConfWindow(QWidget *parent);

int closeGamePadConfWindow(void);
