//========================================================================
// GLFW - An OpenGL framework
// Platform:    Any
// API version: 2.7
// WWW:         http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
//    claim that you wrote the original software. If you use this software
//    in a product, an acknowledgment in the product documentation would
//    be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
//    be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
//    distribution.
//
//========================================================================

/* ----------------------------------------------------------------- */
/*           The Toolkit for Building Voice Interaction Systems      */
/*           "MMDAgent" developed by MMDAgent Project Team           */
/*           http://www.mmdagent.jp/                                 */
/* ----------------------------------------------------------------- */
/*                                                                   */
/*  Copyright (c) 2009-2012  Nagoya Institute of Technology          */
/*                           Department of Computer Science          */
/*                                                                   */
/* All rights reserved.                                              */
/*                                                                   */
/* Redistribution and use in source and binary forms, with or        */
/* without modification, are permitted provided that the following   */
/* conditions are met:                                               */
/*                                                                   */
/* - Redistributions of source code must retain the above copyright  */
/*   notice, this list of conditions and the following disclaimer.   */
/* - Redistributions in binary form must reproduce the above         */
/*   copyright notice, this list of conditions and the following     */
/*   disclaimer in the documentation and/or other materials provided */
/*   with the distribution.                                          */
/* - Neither the name of the MMDAgent project team nor the names of  */
/*   its contributors may be used to endorse or promote products     */
/*   derived from this software without specific prior written       */
/*   permission.                                                     */
/*                                                                   */
/* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND            */
/* CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,       */
/* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF          */
/* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE          */
/* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS */
/* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,          */
/* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED   */
/* TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,     */
/* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */
/* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,   */
/* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY    */
/* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE           */
/* POSSIBILITY OF SUCH DAMAGE.                                       */
/* ----------------------------------------------------------------- */

#include "internal.h"


//========================================================================
// Return key state
//========================================================================

GLFWAPI int GLFWAPIENTRY glfwGetKey( int key )
{
    if( !_glfwInitialized || !_glfwWin.opened )
    {
        return GLFW_RELEASE;
    }

    // Is it a valid key?
    if( key < 0 || key > GLFW_KEY_LAST )
    {
        return GLFW_RELEASE;
    }

    if( _glfwInput.Key[ key ] == GLFW_STICK )
    {
        // Sticky mode: release key now
        _glfwInput.Key[ key ] = GLFW_RELEASE;
        return GLFW_PRESS;
    }

    return (int) _glfwInput.Key[ key ];
}


//========================================================================
// Return mouse button state
//========================================================================

GLFWAPI int GLFWAPIENTRY glfwGetMouseButton( int button )
{
    if( !_glfwInitialized || !_glfwWin.opened )
    {
        return GLFW_RELEASE;
    }

    // Is it a valid mouse button?
    if( button < 0 || button > GLFW_MOUSE_BUTTON_LAST )
    {
        return GLFW_RELEASE;
    }

    if( _glfwInput.MouseButton[ button ] == GLFW_STICK )
    {
        // Sticky mode: release mouse button now
        _glfwInput.MouseButton[ button ] = GLFW_RELEASE;
        return GLFW_PRESS;
    }

    return (int) _glfwInput.MouseButton[ button ];
}


//========================================================================
// Return mouse cursor position
//========================================================================

GLFWAPI void GLFWAPIENTRY glfwGetMousePos( int *xpos, int *ypos )
{
    if( !_glfwInitialized || !_glfwWin.opened )
    {
        return;
    }

    // Return mouse position
    if( xpos != NULL )
    {
        *xpos = _glfwInput.MousePosX;
    }
    if( ypos != NULL )
    {
        *ypos = _glfwInput.MousePosY;
    }
}


//========================================================================
// Sets the mouse cursor position
//========================================================================

GLFWAPI void GLFWAPIENTRY glfwSetMousePos( int xpos, int ypos )
{
    if( !_glfwInitialized || !_glfwWin.opened )
    {
        return;
    }

    // Don't do anything if the mouse position did not change
    if( xpos == _glfwInput.MousePosX && ypos == _glfwInput.MousePosY )
    {
        return;
    }

    // Set GLFW mouse position
    _glfwInput.MousePosX = xpos;
    _glfwInput.MousePosY = ypos;

    // If we have a locked mouse, do not change cursor position
    if( _glfwWin.mouseLock )
    {
        return;
    }

    // Update physical cursor position
    _glfwPlatformSetMouseCursorPos( xpos, ypos );
}


//========================================================================
// Return mouse wheel position
//========================================================================

GLFWAPI int GLFWAPIENTRY glfwGetMouseWheel( void )
{
    if( !_glfwInitialized || !_glfwWin.opened )
    {
        return 0;
    }

    // Return mouse wheel position
    return _glfwInput.WheelPos;
}


//========================================================================
// Set mouse wheel position
//========================================================================

GLFWAPI void GLFWAPIENTRY glfwSetMouseWheel( int pos )
{
    if( !_glfwInitialized || !_glfwWin.opened )
    {
        return;
    }

    // Set mouse wheel position
    _glfwInput.WheelPos = pos;
}


//========================================================================
// Set callback function for keyboard input
//========================================================================

GLFWAPI void GLFWAPIENTRY glfwSetKeyCallback( GLFWkeyfun cbfun )
{
    if( !_glfwInitialized || !_glfwWin.opened )
    {
        return;
    }

    // Set callback function
    _glfwWin.keyCallback = cbfun;
}


//========================================================================
// Set callback function for character input
//========================================================================

GLFWAPI void GLFWAPIENTRY glfwSetCharCallback( GLFWcharfun cbfun )
{
    if( !_glfwInitialized || !_glfwWin.opened )
    {
        return;
    }

    // Set callback function
    _glfwWin.charCallback = cbfun;
}


//========================================================================
// Set callback function for mouse clicks
//========================================================================

GLFWAPI void GLFWAPIENTRY glfwSetMouseButtonCallback( GLFWmousebuttonfun cbfun )
{
    if( !_glfwInitialized || !_glfwWin.opened )
    {
        return;
    }

    // Set callback function
    _glfwWin.mouseButtonCallback = cbfun;
}


//========================================================================
// Set callback function for mouse moves
//========================================================================

GLFWAPI void GLFWAPIENTRY glfwSetMousePosCallback( GLFWmouseposfun cbfun )
{
    if( !_glfwInitialized || !_glfwWin.opened )
    {
        return;
    }

    // Set callback function
    _glfwWin.mousePosCallback = cbfun;

    // Call the callback function to let the application know the current
    // mouse position
    if( cbfun )
    {
#ifdef MMDAGENT
        cbfun( _glfwInput.MousePosX, _glfwInput.MousePosY,
               ( _glfwInput.Key[GLFW_KEY_LSHIFT] == GLFW_PRESS || _glfwInput.Key[GLFW_KEY_RSHIFT] == GLFW_PRESS ) ? GLFW_PRESS : GLFW_RELEASE,
               ( _glfwInput.Key[GLFW_KEY_LCTRL] == GLFW_PRESS || _glfwInput.Key[GLFW_KEY_RCTRL] == GLFW_PRESS ) ? GLFW_PRESS : GLFW_RELEASE );
#else
        cbfun( _glfwInput.MousePosX, _glfwInput.MousePosY );
#endif /* MMDAGENT */
    }
}


//========================================================================
// Set callback function for mouse wheel
//========================================================================

GLFWAPI void GLFWAPIENTRY glfwSetMouseWheelCallback( GLFWmousewheelfun cbfun )
{
    if( !_glfwInitialized || !_glfwWin.opened )
    {
        return;
    }

    // Set callback function
    _glfwWin.mouseWheelCallback = cbfun;

    // Call the callback function to let the application know the current
    // mouse wheel position
    if( cbfun )
    {
        cbfun( _glfwInput.WheelPos );
    }
}

