/*************************************************************************/
/*  input.h                                                              */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#ifndef INPUT_H
#define INPUT_H

#include "object.h"
#include "os/thread_safe.h"
#include "os/main_loop.h"

class Input : public Object {

	OBJ_TYPE( Input, Object );

	static Input *singleton;

protected:

	static void _bind_methods();
public:

	enum MouseMode {
		MOUSE_MODE_VISIBLE,
		MOUSE_MODE_HIDDEN,
		MOUSE_MODE_CAPTURED
	};

	void set_mouse_mode(MouseMode p_mode);
	MouseMode get_mouse_mode() const;

	static Input *get_singleton();

	virtual bool is_key_pressed(int p_scancode)=0;
	virtual bool is_mouse_button_pressed(int p_button)=0;
	virtual bool is_joy_button_pressed(int p_device, int p_button)=0;
	virtual bool is_action_pressed(const StringName& p_action)=0;

	virtual float get_joy_axis(int p_device,int p_axis)=0;
	virtual String get_joy_name(int p_idx)=0;
	virtual void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid)=0;
	virtual void add_joy_mapping(String p_mapping, bool p_update_existing=false)=0;
	virtual void remove_joy_mapping(String p_guid)=0;
	virtual bool is_joy_known(int p_device)=0;
	virtual String get_joy_guid(int p_device) const=0;

	virtual Point2 get_mouse_pos() const=0;
	virtual Point2 get_mouse_speed() const=0;
	virtual int get_mouse_button_mask() const=0;

	virtual void warp_mouse_pos(const Vector2& p_to)=0;

	virtual Vector3 get_accelerometer()=0;

	virtual void action_press(const StringName& p_action)=0;
	virtual void action_release(const StringName& p_action)=0;

	void get_argument_options(const StringName& p_function,int p_idx,List<String>*r_options) const;

	virtual bool is_emulating_touchscreen() const=0;

	virtual void set_custom_mouse_cursor(const RES& p_cursor,const Vector2& p_hotspot=Vector2())=0;
	virtual void set_mouse_in_window(bool p_in_window)=0;

	Input();
};

VARIANT_ENUM_CAST(Input::MouseMode);


#endif // INPUT_H
