#include "precompiled.h"

#include "lib/input.h"
#include "Globals.h"


bool g_app_minimized = false;
bool g_app_has_focus = true;

bool g_keys[SDLK_LAST] = {0};
int g_mouse_x = 50, g_mouse_y = 50;

// unused, left, right, middle, wheel up, wheel down
// (order is given by SDL_BUTTON_* constants).
bool g_mouse_buttons[6] = {0};


// updates the state of the above; never swallows messages.
InReaction GlobalsInputHandler(const SDL_Event_* ev)
{
    uint c;

    switch(ev->ev.type)
    {
    case SDL_ACTIVEEVENT:
        if(ev->ev.active.state & SDL_APPACTIVE)
            g_app_minimized = (ev->ev.active.gain == 0);    // negated
        if(ev->ev.active.state & SDL_APPINPUTFOCUS)
            g_app_has_focus = (ev->ev.active.gain != 0);
        return IN_PASS;

    case SDL_MOUSEMOTION:
        g_mouse_x = ev->ev.motion.x;
        g_mouse_y = ev->ev.motion.y;
        return IN_PASS;

    case SDL_MOUSEBUTTONDOWN:
    case SDL_MOUSEBUTTONUP:
        c = ev->ev.button.button;
        if(c < ARRAY_SIZE(g_mouse_buttons))
            g_mouse_buttons[c] = (ev->ev.type == SDL_MOUSEBUTTONDOWN);
        else
        {
            // don't complain: just ignore people with too many mouse buttons
            //debug_warn("invalid mouse button");
        }
        return IN_PASS;

    case SDL_KEYDOWN:
    case SDL_KEYUP:
        c = ev->ev.key.keysym.sym;
        if(c < ARRAY_SIZE(g_keys))
            g_keys[c] = (ev->ev.type == SDL_KEYDOWN);
        else
        {
            // don't complain: this happens when the hotkey system
            // spoofs keys (it assigns values starting from SDLK_LAST)
            //debug_warn("invalid key");
        }
        return IN_PASS;

    default:
        return IN_PASS;
    }

    UNREACHABLE;
}