# -*- coding: utf-8 -*-
# Part of the psychopy.iohub library.
# Copyright (C) 2012-2016 iSolver Software Solutions
# Distributed under the terms of the GNU General Public License (GPL).
import ctypes
import ctypes.wintypes
from ctypes.wintypes import WORD, SHORT, DWORD, WCHAR, c_ubyte

#
# Device Type
#
XINPUT_DEVTYPE_GAMEPAD = 0x01

#
# Device SubTypes
#
# XINPUT_DEVSUBTYPE_UNKNOWN	# The controller type is unknown.
XINPUT_DEVSUBTYPE_GAMEPAD = 0x01  # Gamepad controller.
# Includes Left and Right Sticks,
# Left and Right Triggers, Directional Pad,
# and all standard buttons (A, B, X, Y,
# START, BACK, LB, RB, LSB, RSB).


XINPUT_DEVSUBTYPE_WHEEL = 0x02  # Racing wheel controller.
# Left Stick X reports the wheel rotation,
# Right Trigger is the acceleration pedal,
# and Left Trigger is the brake pedal.
# Includes Directional Pad and most standard
# buttons (A, B, X, Y, START, BACK, LB, RB).
# LSB and RSB are optional.

XINPUT_DEVSUBTYPE_ARCADE_STICK = 0x03  # Arcade stick controller.
# Includes a Digital Stick that reports as
# a DPAD (up, down, left, right), and most
# standard buttons (A, B, X, Y, START, BACK).
# The Left and Right Triggers are implemented
# as digital buttons and report either 0 or 0xFF.
# LB, LSB, RB, and RSB are optional.

XINPUT_DEVSUBTYPE_FLIGHT_STICK = 0x04  # Flight stick controller.
# Includes a pitch and roll stick that reports
# as the Left Stick, a POV Hat which reports
# as the Right Stick, a rudder (handle twist
# or rocker) that reports as Left Trigger,
# and a throttle control as the Right Trigger.
# Includes support for a primary weapon (A),
# secondary weapon (B), and other standard
# buttons (X, Y, START, BACK). LB, LSB, RB,
# and RSB are optional.

XINPUT_DEVSUBTYPE_DANCE_PAD = 0x05 	# Dance pad controller.
# Includes the Directional Pad and
# standard buttons (A, B, X, Y) on the pad,
# plus BACK and START.

XINPUT_DEVSUBTYPE_GUITAR = 0x06    # Guitar controller.
# The strum bar maps to DPAD (up and down),
# and the frets are assigned to A (green),
# B (red), Y (yellow), X (blue), and LB (orange).
# Right Stick Y is associated with a vertical
# orientation sensor; Right Stick X is the
# whammy bar. Includes support for BACK, START,
# DPAD (left, right). Left Trigger
# (pickup selector), Right Trigger, RB, LSB
# (fret modifier), RSB are optional.

# XINPUT_DEVSUBTYPE_GUITAR_BASS # Guitar Bass is identical to Guitar, with the
    # distinct subtype to simplify setup.

# XINPUT_DEVSUBTYPE_GUITAR_ALTERNATE # Guitar Alt supports a larger range of
    # movement for the vertical orientation sensor.

XINPUT_DEVSUBTYPE_DRUM_KIT = 0.08  # Drum controller.
# The drum pads are assigned to buttons:
# A for green (Floor Tom), B for red (Snare Drum),
# X for blue (Low Tom), Y for yellow (High Tom),
# and LB for the pedal (Bass Drum).
# Includes Directional-Pad, BACK, and START.
# RB, LSB, and RSB are optional.

# XINPUT_DEVSUBTYPE_ARCADE_PAD	 # Arcade pad controller.
    # Includes Directional Pad and most standard
    # buttons (A, B, X, Y, START, BACK, LB, RB).
    # The Left and Right Triggers are implemented
    # as digital buttons and report either 0 or 0xFF.
    # Left Stick, Right Stick, LSB, and RSB are optional.


# Note:
# Older XUSB Windows drivers report incomplete capabilities information,
# particularly for wireless devices. The latest XUSB Windows driver provides
# full support for wired and wireless devices, and more complete and accurate
# capabilties flags.
XINPUT_CAPS_VOICE_SUPPORTED = 0x0004  # Device has an integrated voice device.

# XINPUT_CAPS_FFB_SUPPORTED =     # Device supports force feedback functionality.
# Note that these force-feedback features
# beyond rumble are not currently supported
# through XINPUT on Windows.

# XINPUT_CAPS_WIRELESS =          # Device is wireless.

# XINPUT_CAPS_PMD_SUPPORTED =     # Device supports plug-in modules.
# Note that plug-in modules like the text
# input device (TID) are not supported
# currently through XINPUT on Windows.

# XINPUT_CAPS_NO_NAVIGATION =     # Device lacks menu navigation buttons
# (START, BACK, DPAD).

#
# XINPUT_GAMEPAD struct - wButtons masks
#
XINPUT_GAMEPAD_DPAD_UP = 0x0001
XINPUT_GAMEPAD_DPAD_DOWN = 0x0002
XINPUT_GAMEPAD_DPAD_LEFT = 0x0004
XINPUT_GAMEPAD_DPAD_RIGHT = 0x0008
XINPUT_GAMEPAD_START = 0x0010
XINPUT_GAMEPAD_BACK = 0x0020
XINPUT_GAMEPAD_LEFT_THUMB = 0x0040
XINPUT_GAMEPAD_RIGHT_THUMB = 0x0080
XINPUT_GAMEPAD_LEFT_SHOULDER = 0x0100
XINPUT_GAMEPAD_RIGHT_SHOULDER = 0x0200
XINPUT_GAMEPAD_A = 0x1000
XINPUT_GAMEPAD_B = 0x2000
XINPUT_GAMEPAD_X = 0x4000
XINPUT_GAMEPAD_Y = 0x8000

#
# Gamepad thresholds
#
XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE = 7849
XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE = 8689
XINPUT_GAMEPAD_TRIGGER_THRESHOLD = 30

#
# Flags to pass to XInputGetCapabilities
#
XINPUT_FLAG_GAMEPAD = 0x00000001


#
# Devices that support batteries
#
BATTERY_DEVTYPE_GAMEPAD = 0x00
BATTERY_DEVTYPE_HEADSET = 0x01

# BatteryTypes
BATTERY_TYPE_DISCONNECTED = 0x00       # The device is not connected.
BATTERY_TYPE_WIRED = 0x01              # The device is a wired device and does not
# have a battery.
# The device has an alkaline battery.
BATTERY_TYPE_ALKALINE = 0x02
# The device has a nickel metal hydride battery.
BATTERY_TYPE_NIMH = 0x03
# The device has an unknown battery type.
BATTERY_TYPE_UNKNOWN = 0xFF

# BatteryLevels
BATTERY_LEVEL_EMPTY = 0x00
BATTERY_LEVEL_LOW = 0x01
BATTERY_LEVEL_MEDIUM = 0x02
BATTERY_LEVEL_FULL = 0x03

#
# Multiple Controller Support
#
XINPUT_USER_0 = DWORD(0)
XINPUT_USER_1 = DWORD(1)
XINPUT_USER_2 = DWORD(2)
XINPUT_USER_3 = DWORD(3)
XUSER_MAX_COUNT = 4
XINPUT_USERS = (XINPUT_USER_0, XINPUT_USER_1, XINPUT_USER_2, XINPUT_USER_3)
XUSER_INDEX_ANY = 0x000000FF

XINPUT_GAMEPAD_TL_LIT = DWORD(0)
XINPUT_GAMEPAD_TR_LIT = DWORD(1)
XINPUT_GAMEPAD_BR_LIT = DWORD(2)
XINPUT_GAMEPAD_BL_LIT = DWORD(3)

#
# Codes returned for the gamepad keystroke
#

VK_PAD_A = 0x5800
VK_PAD_B = 0x5801
VK_PAD_X = 0x5802
VK_PAD_Y = 0x5803
VK_PAD_RSHOULDER = 0x5804
VK_PAD_LSHOULDER = 0x5805
VK_PAD_LTRIGGER = 0x5806
VK_PAD_RTRIGGER = 0x5807

VK_PAD_DPAD_UP = 0x5810
VK_PAD_DPAD_DOWN = 0x5811
VK_PAD_DPAD_LEFT = 0x5812
VK_PAD_DPAD_RIGHT = 0x5813
VK_PAD_START = 0x5814
VK_PAD_BACK = 0x5815
VK_PAD_LTHUMB_PRESS = 0x5816
VK_PAD_RTHUMB_PRESS = 0x5817

VK_PAD_LTHUMB_UP = 0x5820
VK_PAD_LTHUMB_DOWN = 0x5821
VK_PAD_LTHUMB_RIGHT = 0x5822
VK_PAD_LTHUMB_LEFT = 0x5823
VK_PAD_LTHUMB_UPLEFT = 0x5824
VK_PAD_LTHUMB_UPRIGHT = 0x5825
VK_PAD_LTHUMB_DOWNRIGHT = 0x5826
VK_PAD_LTHUMB_DOWNLEFT = 0x5827

VK_PAD_RTHUMB_UP = 0x5830
VK_PAD_RTHUMB_DOWN = 0x5831
VK_PAD_RTHUMB_RIGHT = 0x5832
VK_PAD_RTHUMB_LEFT = 0x5833
VK_PAD_RTHUMB_UPLEFT = 0x5834
VK_PAD_RTHUMB_UPRIGHT = 0x5835
VK_PAD_RTHUMB_DOWNRIGHT = 0x5836
VK_PAD_RTHUMB_DOWNLEFT = 0x5837

#
# Flags used in XINPUT_KEYSTROKE
#
XINPUT_KEYSTROKE_KEYDOWN = 0x0001       # The key was pressed.
XINPUT_KEYSTROKE_KEYUP = 0x0002         # The key was released.
XINPUT_KEYSTROKE_REPEAT = 0x0004         # A repeat of a held key.

#
# Return Values
#

ERROR_SUCCESS = 0
ERROR_DEVICE_NOT_CONNECTED = 0x048F

ERROR_EMPTY = 2  # made this up, need to confirm .... #

#
# Structures
#

#
# XINPUT_GAMEPAD
#


class XINPUT_GAMEPAD(ctypes.Structure):
    _fields_ = [
        ('wButtons', WORD),      # See button masks above for possible values

        # left analog control has values between 0 and 255
        ('bLeftTrigger', c_ubyte),

        # right analog control has values between 0 and 255
        ('bRightTrigger', c_ubyte),

        ('sThumbLX', SHORT),     # Left thumbstick x-axis value. Each of the
                                 # thumbstick axis members is a signed value
                                 # between -32768 and 32767 describing the
                                 # position of the thumbstick. A value of 0 is
                                 # centered. Negative values signify down or to
                                 # the left. Positive values signify up or to the
                                 # right. The constants
                                 # XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE or
                                 # XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE
                                 # can be used as a positive and negative
                                 # value to filter a thumbstick input.

        ('sThumbLY', SHORT),     # Left thumbstick y-axis value. The value is
                                 # between -32768 and 32767.

        ('sThumbRX', SHORT),     # Right thumbstick x-axis value. The value is
                                 # between -32768 and 32767.

        ('sThumbRY', SHORT)     # Right thumbstick y-axis value.
        # The value is between -32768 and 32767
    ]


# Notes:
# The constant XINPUT_GAMEPAD_TRIGGER_THRESHOLD may be used as the value
# which bLeftTrigger and bRightTrigger must be greater than to register
# as pressed. This is optional, but often desirable. Xbox 360 Controller
# buttons do not manifest crosstalk.


#
# XINPUT_STATE
#
class XINPUT_STATE(ctypes.Structure):
    _fields_ = [
        ('dwPacketNumber', DWORD),
        ('Gamepad', XINPUT_GAMEPAD)
    ]

    def printState(self):
        print 'XINPUT_GAMEPAD (packet %d):' % (self.dwPacketNumber)
        print '\twButtons: ', self.Gamepad.wButtons
        print '\tbLeftTrigger: ', self.Gamepad.bLeftTrigger
        print '\tbRightTrigger: ', self.Gamepad.bRightTrigger
        print '\tsThumbLX: ', self.Gamepad.sThumbLX
        print '\tsThumbLY: ', self.Gamepad.sThumbLY
        print '\tsThumbRX: ', self.Gamepad.sThumbRX
        print '\tsThumbRY: ', self.Gamepad.sThumbRY

#
# XINPUT_VIBRATION
#


class XINPUT_VIBRATION (ctypes.Structure):
    _fields_ = [
        ('wLeftMotorSpeed', WORD),  # Speed of the left motor. Valid values are
        # in the range 0 to 65,535. Zero signifies no
        # motor use; 65,535 signifies 100 percent motor use.
        ('wRightMotorSpeed', WORD)  # Speed of the right motor. Valid values are
        # in the range 0 to 65,535.
        # Zero signifies no motor use; 65,535
        # signifies 100 percent motor use.
    ]
# Remarks
# The left motor is the low-frequency rumble motor.
# The right motor is the high-frequency rumble motor.
# The two motors are not the same, and they create different vibration effects.


#
# XINPUT_CAPABILITIES
#
class XINPUT_CAPABILITIES(ctypes.Structure):
    _fields_ = [
        ('Type', c_ubyte),
        ('SubType', c_ubyte),
        ('Flags', WORD),
        ('Gamepad', XINPUT_GAMEPAD),
        ('Vibration', XINPUT_VIBRATION)
    ]

class XINPUT_BATTERY_INFORMATION(ctypes.Structure):
    _fields_ = [
        ('BatteryType', c_ubyte),
        ('BatteryLevel', c_ubyte),
    ]

    #
    # XINPUT_KEYSTROKE
    #
    class XINPUT_KEYSTROKE(ctypes.Structure):
        _fields_ = [
            ('VirtualKey', WORD),
            ('Unicode', WCHAR),
            ('Flags', WORD),
            ('UserIndex', c_ubyte),
            ('HidCode', c_ubyte)
        ]


class GUID(ctypes.Structure):
    _fields_ = [
        ('Data1', DWORD),
        ('Data2', WORD),
        ('Data3', WORD),
        ('Data4', c_ubyte * 8)
    ]
