// Copyright (C) 2003 Dolphin Project.

// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.

// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License 2.0 for more details.

// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/

// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//

#include "EmuDefinitions.h"
#ifdef _WIN32
#include "XInput.h"
#endif

namespace WiiMoteEmu
{

// SDL Haptic fails on windows, it just doesn't work (even the sample doesn't work)
// So until i can make it work, this is all disabled >:(
#if SDL_VERSION_ATLEAST(1, 3, 0) && !defined(_WIN32) && !defined(__APPLE__)
	#define SDL_RUMBLE
#else
	#ifdef _WIN32
		#define RUMBLE_HACK
		#define DIRECTINPUT_VERSION 0x0800
		#define WIN32_LEAN_AND_MEAN

		#pragma comment(lib, "dxguid.lib")
		#pragma comment(lib, "dinput8.lib")
		#pragma comment(lib, "winmm.lib")
		#include <dinput.h>
	#endif
#endif


#ifdef RUMBLE_HACK

struct RUMBLE // GC Pad rumble DIDevice 
{	
	LPDIRECTINPUTDEVICE8	g_pDevice;	// 4 pads objects
	LPDIRECTINPUTEFFECT		g_pEffect;
	DWORD					g_dwNumForceFeedbackAxis;
	DIEFFECT				eff;
};

#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }

BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext);
BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext);
void SetDeviceForcesXY(int pad, int nXYForce);
HRESULT InitRumble(HWND hWnd);
void Rumble_DInput(int _ID, unsigned int _Strength);
void Rumble_XInput(int _ID, unsigned int _Strength);


LPDIRECTINPUT8		g_Rumble;		// DInput Rumble object
RUMBLE				pRumble[MAX_WIIMOTES];



////////////////////////////////////////////////////
// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
void PAD_Rumble(u8 _numPAD, unsigned int _uType)
{
	if (WiiMapping[_numPAD].ID >= NumPads || !WiiMapping[_numPAD].Rumble)
		return;

	unsigned int Strength = 0;
	if (_uType == 1) 
	{
		Strength = WiiMapping[_numPAD].RumbleStrength;
		Strength = Strength > 100 ? 100 : Strength;
	}

	if (WiiMapping[_numPAD].TriggerType == InputCommon::CTL_TRIGGER_XINPUT)
		Rumble_XInput(WiiMapping[_numPAD].ID, Strength);
	else
		Rumble_DInput(WiiMapping[_numPAD].ID, Strength);
}

////////////////////////////////////////////////////
// Set rumble with XInput.
void Rumble_XInput(int _ID, unsigned int _Strength)
{
#ifdef _WIN32
	XINPUT_VIBRATION vib;
	vib.wLeftMotorSpeed  = 0xFFFF / 100 * _Strength;
	vib.wRightMotorSpeed = 0xFFFF / 100 * _Strength;
	XInputSetState(_ID, &vib);
#endif
}

////////////////////////////////////////////////////
// Set rumble with DInput.������������
void Rumble_DInput(int _ID, unsigned int _Strength)
{
	if (!g_Rumble)
	{
		// GetForegroundWindow() always sends the good HWND
		if (FAILED(InitRumble(GetForegroundWindow())))
			PanicAlert("Could not initialize Rumble!");
	}
	else
	{
		// Acquire gamepad
		if (pRumble[_ID].g_pDevice != NULL)
			pRumble[_ID].g_pDevice->Acquire();
	}

	SetDeviceForcesXY(_ID, _Strength * 100);
}

HRESULT InitRumble(HWND hWnd)
{
	DIPROPDWORD dipdw;
	HRESULT hr;

	// Register with the DirectInput subsystem and get a pointer to a IDirectInput interface we can use.
	if (FAILED(hr = DirectInput8Create(GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (VOID**)&g_Rumble, NULL)))
		return hr;

	// Look for a device we can use
	if (FAILED(hr = g_Rumble->EnumDevices( DI8DEVCLASS_GAMECTRL, EnumFFDevicesCallback, NULL, DIEDFL_ATTACHEDONLY | DIEDFL_FORCEFEEDBACK)))
		return hr;

	for (int i = 0; i < MAX_WIIMOTES; i++)
	{
		if (NULL == pRumble[i].g_pDevice)
			WiiMapping[i].Rumble = false; // Disable Rumble for this pad only.
		else
		{
			pRumble[i].g_pDevice->SetDataFormat(&c_dfDIJoystick);
			pRumble[i].g_pDevice->SetCooperativeLevel(hWnd, DISCL_EXCLUSIVE | DISCL_BACKGROUND);
			// Request exclusive acces for both background and foreground.

				dipdw.diph.dwSize = sizeof(DIPROPDWORD);
				dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
				dipdw.diph.dwObj = 0;
				dipdw.diph.dwHow = DIPH_DEVICE;
				dipdw.dwData = FALSE;

			// if Force Feedback doesn't seem to work...
			if (FAILED(pRumble[i].g_pDevice->EnumObjects(EnumAxesCallback, 
				(void*)&pRumble[i].g_dwNumForceFeedbackAxis, DIDFT_AXIS))
			 || FAILED(pRumble[i].g_pDevice->SetProperty(DIPROP_AUTOCENTER, &dipdw.diph)))
			{
				PanicAlert("Device %d doesn't seem to work ! \nRumble for device %d is now Disabled !", i+1);

				WiiMapping[i].Rumble = false; // Disable Rumble for this pad

				continue;	// Next pad
			}

			if (pRumble[i].g_dwNumForceFeedbackAxis > 2) 
				pRumble[i].g_dwNumForceFeedbackAxis = 2;

			DWORD _rgdwAxes[2] = {DIJOFS_X, DIJOFS_Y};
			long rglDirection[2] = {0, 0};
			DICONSTANTFORCE cf = {0};

			ZeroMemory(&pRumble[i].eff, sizeof(pRumble[i].eff));
			pRumble[i].eff.dwSize = sizeof(DIEFFECT);
			pRumble[i].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
			pRumble[i].eff.dwDuration = INFINITE; // fixed time may be safer (X * DI_SECONDS)
			pRumble[i].eff.dwSamplePeriod = 0;
			pRumble[i].eff.dwGain = DI_FFNOMINALMAX;
			pRumble[i].eff.dwTriggerButton = DIEB_NOTRIGGER;
			pRumble[i].eff.dwTriggerRepeatInterval = 0;
			pRumble[i].eff.cAxes = pRumble[i].g_dwNumForceFeedbackAxis;
			pRumble[i].eff.rgdwAxes = _rgdwAxes;
			pRumble[i].eff.rglDirection = rglDirection;
			pRumble[i].eff.lpEnvelope = 0;
			pRumble[i].eff.cbTypeSpecificParams = sizeof( DICONSTANTFORCE );
			pRumble[i].eff.lpvTypeSpecificParams = &cf;
			pRumble[i].eff.dwStartDelay = 0;

			// Create the prepared effect
			if (FAILED(hr = pRumble[i].g_pDevice->CreateEffect(GUID_ConstantForce, &pRumble[i].eff, &pRumble[i].g_pEffect, NULL)))
				continue;
					
			if (pRumble[i].g_pEffect == NULL)
				continue;
		}
	}

	return S_OK;
}

void SetDeviceForcesXY(int npad, int nXYForce)
{
	// Security check
	if (pRumble[npad].g_pDevice == NULL)
		return;

	// If nXYForce is null, there's no point to create the effect
	// Just stop the force feedback
	if (nXYForce == 0) {
		pRumble[npad].g_pEffect->Stop();
		return;
	}
	
	long rglDirection[2] = {0};
	DICONSTANTFORCE cf;

	// If only one force feedback axis, then apply only one direction and keep the direction at zero
	if (pRumble[npad].g_dwNumForceFeedbackAxis == 1)
	{
		rglDirection[0] = 0;
		cf.lMagnitude = nXYForce; // max should be 10000
	}
	// 	If two force feedback axis, then apply magnitude from both directions 
	else
	{
		rglDirection[0] = nXYForce;
		rglDirection[1] = nXYForce;
		cf.lMagnitude = static_cast<LONG>(1.4142f*nXYForce);
	}

	ZeroMemory(&pRumble[npad].eff, sizeof(pRumble[npad].eff));
	pRumble[npad].eff.dwSize = sizeof(DIEFFECT);
	pRumble[npad].eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
	pRumble[npad].eff.cAxes = pRumble[npad].g_dwNumForceFeedbackAxis;
	pRumble[npad].eff.rglDirection = rglDirection;
	pRumble[npad].eff.lpEnvelope = 0;
	pRumble[npad].eff.cbTypeSpecificParams = sizeof(DICONSTANTFORCE);
	pRumble[npad].eff.lpvTypeSpecificParams = &cf;
	pRumble[npad].eff.dwStartDelay = 0;

	// Now set the new parameters..
	pRumble[npad].g_pEffect->SetParameters(&pRumble[npad].eff, DIEP_DIRECTION | DIEP_TYPESPECIFICPARAMS | DIEP_START);
	// ..And start the effect immediately.
	if (pRumble[npad].g_pEffect != NULL)
			pRumble[npad].g_pEffect->Start(1, 0);
}

BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContext)
{
	LPDIRECTINPUTDEVICE8 pDevice;
	DIPROPDWORD dipdw;
	HRESULT	hr;

	int JoystickID;

		dipdw.diph.dwSize       = sizeof(DIPROPDWORD); 
		dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER); 
		dipdw.diph.dwObj        = 0; 
		dipdw.diph.dwHow        = DIPH_DEVICE; 

	g_Rumble->CreateDevice(pInst->guidInstance, &pDevice, NULL); // Create a DInput pad device

	if (SUCCEEDED(hr = pDevice->GetProperty(DIPROP_JOYSTICKID, &dipdw.diph))) // Get DInput Device ID 
		JoystickID = dipdw.dwData;
	else 
		return DIENUM_CONTINUE;

	//PanicAlert("DInput ID : %d \nSDL ID (1-4) : %d / %d / %d / %d\n", JoystickID, WiiMapping[0].ID, WiiMapping[1].ID, WiiMapping[2].ID, WiiMapping[3].ID);

	for (int i=0; i<4; i++) 
	{
		if (WiiMapping[i].ID == JoystickID) // if SDL ID = DInput ID -> we're dealing with the same device
		{
			// a DInput device is created even if rumble is disabled on startup
			// this way, you can toggle the rumble setting while in game
			pRumble[i].g_pDevice = pDevice; // everything looks good, save the DInput device
		}
	}

	return DIENUM_CONTINUE;
}

BOOL CALLBACK EnumAxesCallback(const DIDEVICEOBJECTINSTANCE* pdidoi, VOID* pContext)
{
	DWORD* pdwNumForceFeedbackAxis = (DWORD*)pContext;	// Enum Rumble Axis
	if ((pdidoi->dwFlags & DIDOI_FFACTUATOR) != 0)
		(*pdwNumForceFeedbackAxis)++;

	return DIENUM_CONTINUE;
}

void PAD_RumbleClose()
{
	for (int i = 0; i < MAX_WIIMOTES; i++)
	{
		if (WiiMapping[i].ID < NumPads)
			if (WiiMapping[i].TriggerType == InputCommon::CTL_TRIGGER_XINPUT)
			{
#ifdef _WIN32
				// Kill Xpad rumble
				XINPUT_VIBRATION vib;
				vib.wLeftMotorSpeed  = 0;
				vib.wRightMotorSpeed = 0;
				XInputSetState(WiiMapping[i].ID, &vib);
#endif
			}
			else
			{
				// It may look weird, but we don't free anything here, it was the cause of crashes
				// on stop, and the DLL isn't unloaded anyway, so the pointers stay
				// We just stop the rumble in case it's still playing an effect.
				if (pRumble[WiiMapping[i].ID].g_pDevice && pRumble[WiiMapping[i].ID].g_pEffect)
					pRumble[WiiMapping[i].ID].g_pEffect->Stop();
			}
	}
}

#else // Multiplatform SDL Rumble code

#ifdef SDL_RUMBLE

struct RUMBLE // GC Pad rumble DIDevice 
{	
	SDL_Haptic*				g_pDevice;
	SDL_HapticEffect		g_pEffect;
	int						effect_id;
};

RUMBLE pRumble[4] = {0};		// 4 GC Rumble Pads
#endif


// Use PAD rumble
// --------------
bool PAD_Init_Rumble(u8 _numPAD, SDL_Joystick *SDL_Device)
{
#ifdef SDL_RUMBLE
	if (SDL_Device == NULL)
		return false;

	pRumble[_numPAD].g_pDevice = SDL_HapticOpenFromJoystick(SDL_Device);

	if (pRumble[_numPAD].g_pDevice == NULL)
		return false; // Most likely joystick isn't haptic	
	
	if (!(SDL_HapticQuery(pRumble[_numPAD].g_pDevice) & SDL_HAPTIC_CONSTANT))
	{
		SDL_HapticClose(pRumble[_numPAD].g_pDevice); // No effect
		pRumble[_numPAD].g_pDevice = 0;
		WiiMapping[_numPAD].Rumble = false;
		return false;
	}

	// Set the strength of the rumble effect
	int Strenght = 3276 * (pRumble[_numPAD].RumbleStrength);
	Strenght = Strenght > 32767 ? 32767 : Strenght;

	// Create the effect
	memset(&pRumble[_numPAD].g_pEffect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default
	pRumble[_numPAD].g_pEffect.type = SDL_HAPTIC_CONSTANT;
	pRumble[_numPAD].g_pEffect.constant.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
	pRumble[_numPAD].g_pEffect.constant.direction.dir[0] = 18000; // Force comes from south
	pRumble[_numPAD].g_pEffect.constant.level = Strenght;
	pRumble[_numPAD].g_pEffect.constant.length = 10000; // 10s long (should be INFINITE, but 10s is safer)
	pRumble[_numPAD].g_pEffect.constant.attack_length = 0; // disable Fade in...
	pRumble[_numPAD].g_pEffect.constant.fade_length = 0; // ...and out

	// Upload the effect
	pRumble[_numPAD].effect_id = SDL_HapticNewEffect( pRumble[_numPAD].g_pDevice, &pRumble[_numPAD].g_pEffect );
#endif
	return true;
}


// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
// --------------
void PAD_Rumble(u8 _numPAD, unsigned int _uType)
{
#ifdef SDL_RUMBLE
	if (WiiMapping[_numPAD].Rumble)  // rumble activated
	{
		if (!pRumble[_numPAD].g_pDevice)
			return;

		if (_uType == 1)
			SDL_HapticRunEffect( pRumble[_numPAD].g_pDevice, pRumble[_numPAD].effect_id, 1 );
		else
			SDL_HapticStopAll(pRumble[_numPAD].g_pDevice);
	}
#endif
}

void PAD_RumbleClose()
{
#ifdef SDL_RUMBLE
	for (int i=0; i<4; i++)		// Free all pads
	{
		if (pRumble[i].g_pDevice) {
			SDL_HapticClose( pRumble[i].g_pDevice );
			pRumble[i].g_pDevice = NULL;
		}
	}
#endif
}

#endif // RUMBLE_HACK

} // end of namespace