//============================================================================
//
//   SSSS    tt          lll  lll
//  SS  SS   tt           ll   ll
//  SS     tttttt  eeee   ll   ll   aaaa
//   SSSS    tt   ee  ee  ll   ll      aa
//      SS   tt   eeeeee  ll   ll   aaaaa  --  "An Atari 2600 VCS Emulator"
//  SS  SS   tt   ee      ll   ll  aa  aa
//   SSSS     ttt  eeeee llll llll  aaaaa
//
// Copyright (c) 1995-2020 by Bradford W. Mott, Stephen Anthony
// and the Stella Team
//
// See the file "License.txt" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//============================================================================

#ifndef GENESIS_HXX
#define GENESIS_HXX

#include "bspf.hxx"
#include "Control.hxx"
#include "Event.hxx"

/**
  The standard Sega Genesis controller works with the 2600 console for
  joystick directions and some of the buttons.  Button 'B' corresponds to
  the normal fire button (joy0fire), while button 'C' is read through
  INPT1 (analog pin 5).

  @author  Stephen Anthony
*/
class Genesis : public Controller
{
  public:
    /**
      Create a new Genesis gamepad plugged into the specified jack

      @param jack   The jack the controller is plugged into
      @param event  The event object to use for events
      @param system The system using this controller
    */
    Genesis(Jack jack, const Event& event, const System& system);
    virtual ~Genesis() = default;

  public:
    /**
      Update the entire digital and analog pin state according to the
      events currently set.
    */
    void update() override;

    /**
      Returns the name of this controller.
    */
    string name() const override { return "Genesis"; }

    /**
      Determines how this controller will treat values received from the
      X/Y axis and left/right buttons of the mouse.  Since not all controllers
      use the mouse the same way (or at all), it's up to the specific class to
      decide how to use this data.

      In the current implementation, the left button is tied to the X axis,
      and the right one tied to the Y axis.

      @param xtype  The controller to use for x-axis data
      @param xid    The controller ID to use for x-axis data (-1 for no id)
      @param ytype  The controller to use for y-axis data
      @param yid    The controller ID to use for y-axis data (-1 for no id)

      @return  Whether the controller supports using the mouse
    */
    bool setMouseControl(
      Controller::Type xtype, int xid, Controller::Type ytype, int yid) override;

  private:
    // Pre-compute the events we care about based on given port
    // This will eliminate test for left or right port in update()
    Event::Type myUpEvent, myDownEvent, myLeftEvent, myRightEvent,
                myFire1Event, myFire2Event;

    // Controller to emulate in normal mouse axis mode
    int myControlID{-1};

  private:
    // Following constructors and assignment operators not supported
    Genesis() = delete;
    Genesis(const Genesis&) = delete;
    Genesis(Genesis&&) = delete;
    Genesis& operator=(const Genesis&) = delete;
    Genesis& operator=(Genesis&&) = delete;
};

#endif
