/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx;

/** <p>
 * Interface to the input facilities. This allows polling the state of the keyboard, the touch screen and the accelerometer. On
 * some backends (desktop, gwt, etc) the touch screen is replaced by mouse input. The accelerometer is of course not available on
 * all backends.
 * </p>
 * 
 * <p>
 * Instead of polling for events, one can process all input events with an {@link InputProcessor}. You can set the InputProcessor via the
 * {@link #setInputProcessor(InputProcessor)} method. It will be called before the {@link ApplicationListener#render()} method in
 * each frame.
 * </p>
 * 
 * <p>
 * Keyboard keys are translated to the constants in {@link Keys} transparently on all systems. Do not use system specific key
 * constants.
 * </p>
 * 
 * <p>
 * The class also offers methods to use (and test for the presence of) other input systems like vibration, compass,
 * on-screen keyboards, and cursor capture.  Support for simple input dialogs is also provided.
 * </p>
 * 
 * @author mzechner */
public interface Input {
	/** Callback interface for {@link Input#getTextInput(TextInputListener, String, String)}
	 * 
	 * @author mzechner */
	public interface TextInputListener {
		public void input (String text);

		public void canceled ();
	}

	/** Mouse buttons.
	 * @author mzechner */
	public class Buttons {
		public static final int LEFT = 0;
		public static final int RIGHT = 1;
		public static final int MIDDLE = 2;
	}

	/** Keys.
	 * 
	 * @author mzechner */
	public class Keys {
		public static final int ANY_KEY = -1;
		public static final int NUM_0 = 7;
		public static final int NUM_1 = 8;
		public static final int NUM_2 = 9;
		public static final int NUM_3 = 10;
		public static final int NUM_4 = 11;
		public static final int NUM_5 = 12;
		public static final int NUM_6 = 13;
		public static final int NUM_7 = 14;
		public static final int NUM_8 = 15;
		public static final int NUM_9 = 16;
		public static final int A = 29;
		public static final int ALT_LEFT = 57;
		public static final int ALT_RIGHT = 58;
		public static final int APOSTROPHE = 75;
		public static final int AT = 77;
		public static final int B = 30;
		public static final int BACK = 4;
		public static final int BACKSLASH = 73;
		public static final int C = 31;
		public static final int CALL = 5;
		public static final int CAMERA = 27;
		public static final int CLEAR = 28;
		public static final int COMMA = 55;
		public static final int D = 32;
		public static final int DEL = 67;
		public static final int BACKSPACE = 67;
		public static final int FORWARD_DEL = 112;
		public static final int DPAD_CENTER = 23;
		public static final int DPAD_DOWN = 20;
		public static final int DPAD_LEFT = 21;
		public static final int DPAD_RIGHT = 22;
		public static final int DPAD_UP = 19;
		public static final int CENTER = 23;
		public static final int DOWN = 20;
		public static final int LEFT = 21;
		public static final int RIGHT = 22;
		public static final int UP = 19;
		public static final int E = 33;
		public static final int ENDCALL = 6;
		public static final int ENTER = 66;
		public static final int ENVELOPE = 65;
		public static final int EQUALS = 70;
		public static final int EXPLORER = 64;
		public static final int F = 34;
		public static final int FOCUS = 80;
		public static final int G = 35;
		public static final int GRAVE = 68;
		public static final int H = 36;
		public static final int HEADSETHOOK = 79;
		public static final int HOME = 3;
		public static final int I = 37;
		public static final int J = 38;
		public static final int K = 39;
		public static final int L = 40;
		public static final int LEFT_BRACKET = 71;
		public static final int M = 41;
		public static final int MEDIA_FAST_FORWARD = 90;
		public static final int MEDIA_NEXT = 87;
		public static final int MEDIA_PLAY_PAUSE = 85;
		public static final int MEDIA_PREVIOUS = 88;
		public static final int MEDIA_REWIND = 89;
		public static final int MEDIA_STOP = 86;
		public static final int MENU = 82;
		public static final int MINUS = 69;
		public static final int MUTE = 91;
		public static final int N = 42;
		public static final int NOTIFICATION = 83;
		public static final int NUM = 78;
		public static final int O = 43;
		public static final int P = 44;
		public static final int PERIOD = 56;
		public static final int PLUS = 81;
		public static final int POUND = 18;
		public static final int POWER = 26;
		public static final int Q = 45;
		public static final int R = 46;
		public static final int RIGHT_BRACKET = 72;
		public static final int S = 47;
		public static final int SEARCH = 84;
		public static final int SEMICOLON = 74;
		public static final int SHIFT_LEFT = 59;
		public static final int SHIFT_RIGHT = 60;
		public static final int SLASH = 76;
		public static final int SOFT_LEFT = 1;
		public static final int SOFT_RIGHT = 2;
		public static final int SPACE = 62;
		public static final int STAR = 17;
		public static final int SYM = 63;
		public static final int T = 48;
		public static final int TAB = 61;
		public static final int U = 49;
		public static final int UNKNOWN = 0;
		public static final int V = 50;
		public static final int VOLUME_DOWN = 25;
		public static final int VOLUME_UP = 24;
		public static final int W = 51;
		public static final int X = 52;
		public static final int Y = 53;
		public static final int Z = 54;
		public static final int META_ALT_LEFT_ON = 16;
		public static final int META_ALT_ON = 2;
		public static final int META_ALT_RIGHT_ON = 32;
		public static final int META_SHIFT_LEFT_ON = 64;
		public static final int META_SHIFT_ON = 1;
		public static final int META_SHIFT_RIGHT_ON = 128;
		public static final int META_SYM_ON = 4;
		public static final int CONTROL_LEFT = 129;
		public static final int CONTROL_RIGHT = 130;
		public static final int ESCAPE = 131;
		public static final int END = 132;
		public static final int INSERT = 133;
		public static final int PAGE_UP = 92;
		public static final int PAGE_DOWN = 93;
		public static final int PICTSYMBOLS = 94;
		public static final int SWITCH_CHARSET = 95;
		public static final int BUTTON_CIRCLE = 255;
		public static final int BUTTON_A = 96;
		public static final int BUTTON_B = 97;
		public static final int BUTTON_C = 98;
		public static final int BUTTON_X = 99;
		public static final int BUTTON_Y = 100;
		public static final int BUTTON_Z = 101;
		public static final int BUTTON_L1 = 102;
		public static final int BUTTON_R1 = 103;
		public static final int BUTTON_L2 = 104;
		public static final int BUTTON_R2 = 105;
		public static final int BUTTON_THUMBL = 106;
		public static final int BUTTON_THUMBR = 107;
		public static final int BUTTON_START = 108;
		public static final int BUTTON_SELECT = 109;
		public static final int BUTTON_MODE = 110;

		public static final int NUMPAD_0 = 144;
		public static final int NUMPAD_1 = 145;
		public static final int NUMPAD_2 = 146;
		public static final int NUMPAD_3 = 147;
		public static final int NUMPAD_4 = 148;
		public static final int NUMPAD_5 = 149;
		public static final int NUMPAD_6 = 150;
		public static final int NUMPAD_7 = 151;
		public static final int NUMPAD_8 = 152;
		public static final int NUMPAD_9 = 153;
		
// public static final int BACKTICK = 0;
// public static final int TILDE = 0;
// public static final int UNDERSCORE = 0;
// public static final int DOT = 0;
// public static final int BREAK = 0;
// public static final int PIPE = 0;
// public static final int EXCLAMATION = 0;
// public static final int QUESTIONMARK = 0;

// ` | VK_BACKTICK
// ~ | VK_TILDE
// : | VK_COLON
// _ | VK_UNDERSCORE
// . | VK_DOT
// (break) | VK_BREAK
// | | VK_PIPE
// ! | VK_EXCLAMATION
// ? | VK_QUESTION
		public static final int COLON = 243;
		public static final int F1 = 244;
		public static final int F2 = 245;
		public static final int F3 = 246;
		public static final int F4 = 247;
		public static final int F5 = 248;
		public static final int F6 = 249;
		public static final int F7 = 250;
		public static final int F8 = 251;
		public static final int F9 = 252;
		public static final int F10 = 253;
		public static final int F11 = 254;
		public static final int F12 = 255;
	}

	/** Enumeration of potentially available peripherals. Use with {@link Input#isPeripheralAvailable(Peripheral)}.
	 * @author mzechner */
	public enum Peripheral {
		HardwareKeyboard, OnscreenKeyboard, MultitouchScreen, Accelerometer, Compass, Vibrator
	}

	/** @return The value of the accelerometer on its x-axis. ranges between [-10,10]. */
	public float getAccelerometerX ();

	/** @return The value of the accelerometer on its y-axis. ranges between [-10,10]. */
	public float getAccelerometerY ();

	/** @return The value of the accelerometer on its y-axis. ranges between [-10,10]. */
	public float getAccelerometerZ ();

	/** @return the last touch x coordinate for the first pointer in screen coordinates. The screen origin is the top left corner. */
	public int getX ();

	/** Returns the x coordinate in screen coordinates of the given pointer. Pointers are indexed from 0 to n. The pointer id
	 * identifies the order in which the fingers went down on the screen, e.g. 0 is the first finger, 1 is the second and so on.
	 * When two fingers are touched down and the first one is lifted the second one keeps its index. If another finger is placed on
	 * the touch screen the first free index will be used.
	 * 
	 * @param pointer the pointer id.
	 * @return the x coordinate */
	public int getX (int pointer);

	/** @return the different between the current pointer location and the last pointer location on the x-axis. */
	public int getDeltaX ();

	/** @return the different between the current pointer location and the last pointer location on the x-axis. */
	public int getDeltaX (int pointer);

	/** @return the last touch y coordinate for the first pointer in screen coordinates. The screen origin is the top left corner. */
	public int getY ();

	/** Returns the y coordinate in screen coordinates of the given pointer. Pointers are indexed from 0 to n. The pointer id
	 * identifies the order in which the fingers went down on the screen, e.g. 0 is the first finger, 1 is the second and so on.
	 * When two fingers are touched down and the first one is lifted the second one keeps its index. If another finger is placed on
	 * the touch screen the first free index will be used.
	 * 
	 * @param pointer the pointer id.
	 * @return the y coordinate */
	public int getY (int pointer);

	/** @return the different between the current pointer location and the last pointer location on the y-axis. */
	public int getDeltaY ();

	/** @return the different between the current pointer location and the last pointer location on the y-axis. */
	public int getDeltaY (int pointer);

	/** @return whether the screen is currently touched. */
	public boolean isTouched ();

	/** @return whether a new touch down event just occured. */
	public boolean justTouched ();

	/** Whether the screen is currently touched by the pointer with the given index. Pointers are indexed from 0 to n. The pointer
	 * id identifies the order in which the fingers went down on the screen, e.g. 0 is the first finger, 1 is the second and so on.
	 * When two fingers are touched down and the first one is lifted the second one keeps its index. If another finger is placed on
	 * the touch screen the first free index will be used.
	 * 
	 * @param pointer the pointer
	 * @return whether the screen is touched by the pointer */
	public boolean isTouched (int pointer);

	/** Whether a given button is pressed or not. Button constants can be found in {@link Buttons}. On Android only the Button#LEFT
	 * constant is meaningful.
	 * @param button the button to check.
	 * @return whether the button is down or not. */
	public boolean isButtonPressed (int button);

	/** Returns whether the key is pressed.
	 * 
	 * @param key The key code as found in {@link Input.Keys}.
	 * @return true or false. */
	public boolean isKeyPressed (int key);

	/** System dependent method to input a string of text. A dialog box will be created with the given title and the given text as a
	 * message for the user. Once the dialog has been closed the provided {@link TextInputListener} will be called on the rendering
	 * thread.
	 * 
	 * @param listener The TextInputListener.
	 * @param title The title of the text input dialog.
	 * @param text The message presented to the user. */
	public void getTextInput (TextInputListener listener, String title, String text);

	/** System dependent method to input a string of text. A dialog box will be created with the given title and the given text as a
	 * hint message for the user. Once the dialog has been closed the provided {@link TextInputListener} will be called on the
	 * rendering thread.
	 * 
	 * @param listener The TextInputListener.
	 * @param title The title of the text input dialog.
	 * @param placeholder The placeholder text presented to the user. */
	public void getPlaceholderTextInput (TextInputListener listener, String title, String placeholder);

	/** Sets the on-screen keyboard visible if available.
	 * 
	 * @param visible visible or not */
	public void setOnscreenKeyboardVisible (boolean visible);

	/** Vibrates for the given amount of time. Note that you'll need the permission
	 * <code> <uses-permission android:name="android.permission.VIBRATE" /></code> in your manifest file in order for this to work.
	 * 
	 * @param milliseconds the number of milliseconds to vibrate. */
	public void vibrate (int milliseconds);

	/** Vibrate with a given pattern. Pass in an array of ints that are the times at which to turn on or off the vibrator. The first
	 * one is how long to wait before turning it on, and then after that it alternates. If you want to repeat, pass the index into
	 * the pattern at which to start the repeat.
	 * @param pattern an array of longs of times to turn the vibrator on or off.
	 * @param repeat the index into pattern at which to repeat, or -1 if you don't want to repeat. */
	public void vibrate (long[] pattern, int repeat);

	/** Stops the vibrator */
	public void cancelVibrate ();

	/** The azimuth is the angle of the device's orientation around the z-axis. The positive z-axis points towards the earths
	 * center.
	 * 
	 * @see <a
	 *      href="http://developer.android.com/reference/android/hardware/SensorManager.html#getRotationMatrix(float[], float[], float[], float[])">http://developer.android.com/reference/android/hardware/SensorManager.html#getRotationMatrix(float[], float[], float[], float[])</a>
	 * @return the azimuth in degrees */
	public float getAzimuth ();

	/** The pitch is the angle of the device's orientation around the x-axis. The positive x-axis roughly points to the west and is
	 * orthogonal to the z- and y-axis.
	 * @see <a
	 *      href="http://developer.android.com/reference/android/hardware/SensorManager.html#getRotationMatrix(float[], float[], float[], float[])">http://developer.android.com/reference/android/hardware/SensorManager.html#getRotationMatrix(float[], float[], float[], float[])</a>
	 * @return the pitch in degrees */
	public float getPitch ();

	/** The roll is the angle of the device's orientation around the y-axis. The positive y-axis points to the magnetic north pole
	 * of the earth.
	 * @see <a
	 *      href="http://developer.android.com/reference/android/hardware/SensorManager.html#getRotationMatrix(float[], float[], float[], float[])">http://developer.android.com/reference/android/hardware/SensorManager.html#getRotationMatrix(float[], float[], float[], float[])</a>
	 * @return the roll in degrees */
	public float getRoll ();

	/** Returns the rotation matrix describing the devices rotation as per <a href=
	 * "http://developer.android.com/reference/android/hardware/SensorManager.html#getRotationMatrix(float[], float[], float[], float[])"
	 * >SensorManager#getRotationMatrix(float[], float[], float[], float[])</a>. Does not manipulate the matrix if the platform
	 * does not have an accelerometer.
	 * @param matrix */
	public void getRotationMatrix (float[] matrix);

	/** @return the time of the event currently reported to the {@link InputProcessor}. */
	public long getCurrentEventTime ();

	/** Sets whether the BACK button on Android should be caught. This will prevent the app from being paused. Will have no effect
	 * on the desktop.
	 * 
	 * @param catchBack whether to catch the back button */
	public void setCatchBackKey (boolean catchBack);

	/** Sets whether the MENU button on Android should be caught. This will prevent the onscreen keyboard to show up. Will have no
	 * effect on the desktop.
	 * 
	 * @param catchMenu whether to catch the back button */
	public void setCatchMenuKey (boolean catchMenu);

	/** Sets the {@link InputProcessor} that will receive all touch and key input events. It will be called before the
	 * {@link ApplicationListener#render()} method each frame.
	 * 
	 * @param processor the InputProcessor */
	public void setInputProcessor (InputProcessor processor);

	/** @return the currently set {@link InputProcessor} or null. */
	public InputProcessor getInputProcessor ();

	/** Queries whether a {@link Peripheral} is currently available. In case of Android and the {@link Peripheral#HardwareKeyboard}
	 * this returns the whether the keyboard is currently slid out or not.
	 * 
	 * @param peripheral the {@link Peripheral}
	 * @return whether the peripheral is available or not. */
	public boolean isPeripheralAvailable (Peripheral peripheral);

	/** @return the rotation of the device with respect to its native orientation. */
	public int getRotation ();

	/** @return the native orientation of the device. */
	public Orientation getNativeOrientation ();

	public enum Orientation {
		Landscape, Portrait
	}

	/** Only viable on the desktop. Will confine the mouse cursor location to the window and hide the mouse cursor.
	 * @param catched whether to catch or not to catch the mouse cursor */
	public void setCursorCatched (boolean catched);

	/** @return whether the mouse cursor is catched. */
	public boolean isCursorCatched ();

	/** Only viable on the desktop. Will set the mouse cursor location to the given window coordinates (origin top-left corner).
	 * @param x the x-position
	 * @param y the y-position */
	public void setCursorPosition (int x, int y);
}
