---------------------------------------------------------------
-- Mouse state handler
---------------------------------------------------------------
-- Used to control mouse state depending on different scenarios
-- and allows customization to how the mouse and camera should
-- behave.

local _, db = ...;
local Mouse = CPAPI.CreateEventHandler({'Frame', '$parentMouseHandler', ConsolePort}, {
	'UPDATE_BINDINGS';
	'ACTIONBAR_SHOWGRID';
})

---------------------------------------------------------------
-- Upvalues since these will be called/checked frequently
---------------------------------------------------------------
local GameTooltip, UIParent, WorldFrame = GameTooltip, UIParent, WorldFrame;
local GetBindingAction, CreateKeyChord = GetBindingAction, CreateKeyChordStringUsingMetaKeyState;
local NewTimer, GetMouseFocus = C_Timer.NewTimer, GetMouseFocus;
local UnitExists, GetSpellInfo = UnitExists, GetSpellInfo;
local UnitCastingInfo, UnitChannelInfo = UnitCastingInfo, UnitChannelInfo;

---------------------------------------------------------------
-- Consts
---------------------------------------------------------------
local CAST_INFO_SPELLID_OFFSET = 9;
local SPELLID_CAST_TIME_OFFSET = 4;
local LCLICK_BINDING = 'CAMERAORSELECTORMOVE';
local RCLICK_BINDING = 'TURNORACTION';


---------------------------------------------------------------
-- Helpers: predicate evaluators
---------------------------------------------------------------
-- These functions are used to write clear, dynamic statements
-- on combinations of different events. Without these, compound
-- boolean expressions would be hard to understand.
-- Args: button ID, followed by list of predicates.

local function is(_, pred, ...)
	if pred == nil then return true end
	return pred(_) and is(_, ...)
end

local function isnt(...)
	return not is(...)
end

local function either(_, pred,  ...)
	if pred == nil then return end
	return pred(_) or either(_, ...)
end

---------------------------------------------------------------
-- Timer
---------------------------------------------------------------
function Mouse:SetTimer(callback, time)
	self:ClearTimer(callback)
	if ( time > 0 ) then
		self[callback] = NewTimer(time, function()
			callback(self)
		end)
	end
end

function Mouse:ClearTimer(callback)
	if self[callback] then
		self[callback]:Cancel()
		self[callback] = nil;
	end
end

---------------------------------------------------------------
-- Console variables
---------------------------------------------------------------
local CVar_FaceMove = db.Data.Cvar('GamePadFaceMovement')
local CVar_Center   = db.Data.Cvar('GamePadCursorCentering')
local CVar_LClick   = db.Data.Cvar('GamePadCursorLeftClick')
local CVar_RClick   = db.Data.Cvar('GamePadCursorRightClick')
local Keys_Escape   = db.Data.Select()

function Mouse:UPDATE_BINDINGS()
	Keys_Escape:SetOptions(db.Gamepad:GetBindingKey('TOGGLEGAMEMENU'))
end

function Mouse:ACTIONBAR_SHOWGRID()
	self:SetFreeCursor()
end

-- Temporary solution to fix problems with casters unable to face
-- their intended target because of face movement.
function Mouse:UNIT_SPELLCAST_START()
	if self.faceMovementVehicleOverride then return end;
	if (self.faceMovementValue == nil) then
		self.faceMovementValue = CVar_FaceMove:Get()
		CVar_FaceMove:Set(0)
	end
end

function Mouse:UNIT_SPELLCAST_STOP()
	if self.faceMovementVehicleOverride then return end;
	if (self.faceMovementValue ~= nil) then
		CVar_FaceMove:Set(self.faceMovementValue)
		self.faceMovementValue = nil;
	end
end

function Mouse:UNIT_ENTERING_VEHICLE()
	if (self.faceMovementVehicleOverride == nil) then
		self:UNIT_SPELLCAST_STOP()
		self.faceMovementVehicleOverride = CVar_FaceMove:Get()
		CVar_FaceMove:Set(0)
	end
end

function Mouse:UNIT_EXITING_VEHICLE()
	if (self.faceMovementVehicleOverride ~= nil) then
		CVar_FaceMove:Set(self.faceMovementVehicleOverride)
		self.faceMovementVehicleOverride = nil;
	end
end

Mouse.UNIT_SPELLCAST_CHANNEL_START = Mouse.UNIT_SPELLCAST_START;
Mouse.UNIT_SPELLCAST_CHANNEL_STOP  = Mouse.UNIT_SPELLCAST_STOP;

---------------------------------------------------------------
-- Predicates (should always return boolean)
---------------------------------------------------------------
local GamePadControl = IsGamePadFreelookEnabled;
local CursorControl  = IsGamePadCursorControlEnabled;
local MenuFrameOpen  = IsOptionFrameOpen;
local SpellTargeting = SpellIsTargeting;
---------------------------------------------------------------
local IsActionBound = function(button, binding)
	local action = GetBindingAction(CreateKeyChord(button))
	return (action == '' or action == binding)
end
local LeftClick = function(button)
	return CVar_LClick:IsValue(button) and IsActionBound(button, LCLICK_BINDING)
end;
local RightClick = function(button)
	return CVar_RClick:IsValue(button) and IsActionBound(button, RCLICK_BINDING)
end
---------------------------------------------------------------
local MenuBinding    = function(button) return Keys_Escape:IsOption(CreateKeyChord(button)) end;
local CursorCentered = function() return CVar_Center:Get(true) end;
local TooltipShowing = function() return GameTooltip:IsOwned(UIParent) and GameTooltip:GetAlpha() == 1 end;
local WorldInteract  = function() return TooltipShowing() and GetMouseFocus() == WorldFrame end;
local MouseOver      = function() return UnitExists('mouseover') or WorldInteract() end;

---------------------------------------------------------------
-- Compounded queries
---------------------------------------------------------------
function Mouse:ShouldSetFreeCursor(_)
	return is(_, LeftClick) and isnt(_, SpellTargeting) and either(_, GamePadControl, CursorCentered)
end

function Mouse:ShouldSetCenteredCursor(_)
	return is(_, RightClick, GamePadControl) and isnt(_, CursorCentered)
end

function Mouse:ShouldClearCenteredCursor(_)
	return is(_, RightClick, GamePadControl, CursorCentered) and isnt(_, MouseOver)
end

function Mouse:ShouldFreeCenteredCursor(_)
	return is(_, MenuBinding, GamePadControl, CursorCentered) and isnt(_, MouseOver)
end

function Mouse:ShouldSetCursorWhenMenuIsOpen(_)
	return is(_, MenuBinding, MenuFrameOpen) and isnt(_, CursorControl)
end

---------------------------------------------------------------
-- Base control functions
---------------------------------------------------------------
function Mouse:SetCentered(enabled)
	CVar_Center:Set(db('mouseAlwaysCentered') or enabled)
	return self
end

function Mouse:SetCursorControl(enabled)
	SetGamePadCursorControl(enabled)
	return self
end

function Mouse:SetFreeLook(enabled)
	SetGamePadFreeLook(enabled)
	return self
end

function Mouse:SetPropagation(enabled)
	self:SetPropagateKeyboardInput(enabled)
	return self
end

---------------------------------------------------------------
-- Compounded control functions
---------------------------------------------------------------
function Mouse:SetFreeCursor()
	return self
		:SetCentered(false)
		:SetCursorControl(true)
		:SetPropagation(false)
end

function Mouse:SetCenteredCursor()
	self:SetTimer(self.AttemptClearCenteredCursor, db('mouseAutoClearCenter'))
	return self
		:SetCentered(true)
		:SetCursorControl(false)
end

function Mouse:ClearCenteredCursor()
	self:ClearTimer(self.AttemptClearCenteredCursor)
	return self
		:SetCentered(false)
		:SetCursorControl(false)
end

function Mouse:AttemptClearCenteredCursor(_)
	-- TODO: timeout should happen after mouseover ends
	if is(_, MouseOver) then
		return self:SetTimer(self.AttemptClearCenteredCursor, db('mouseAutoClearCenter'))
	end
	return self:ClearCenteredCursor()
end

---------------------------------------------------------------
-- Handlers
---------------------------------------------------------------
function Mouse:OnGamePadButtonDown(button)
	if self:ShouldSetFreeCursor(button) then
		return self:SetFreeCursor()
	end
	if self:ShouldSetCenteredCursor(button) then
		return self:SetCenteredCursor()
	end
	if self:ShouldClearCenteredCursor(button) then
		return self:ClearCenteredCursor()
	end
	--[[
	if self:ShouldFreeCenteredCursor(button) then
		return self:SetCentered(false):SetCursorControl(true)
	end
	if self:ShouldSetCursorWhenMenuIsOpen(button) then
		return self:SetPropagation(false):SetCursorControl(true)
	end]]
	return self:SetPropagation(true)
end

---------------------------------------------------------------
-- Handler on/off
---------------------------------------------------------------
function Mouse:SetEnabled(enabled)
	self:EnableGamePadButton(enabled)
	if enabled then
		SetCVar('GamePadCursorAutoEnable', 0)
		SetCVar('GamePadCursorCenteredEmulation', 0)
	end
end

function Mouse:OnDataLoaded()
	self:SetEnabled(db('mouseHandlingEnabled'))
	for i, event in ipairs({
		'UNIT_SPELLCAST_CHANNEL_START';
		'UNIT_SPELLCAST_CHANNEL_STOP';
		'UNIT_SPELLCAST_START';
		'UNIT_SPELLCAST_STOP';
		'UNIT_ENTERING_VEHICLE';
		'UNIT_EXITING_VEHICLE';
	}) do self:RegisterUnitEvent(event, 'player') end
end

db:RegisterCallback('Settings/mouseHandlingEnabled', Mouse.SetEnabled, Mouse)
Mouse:SetScript('OnGamePadButtonDown', Mouse.OnGamePadButtonDown)
Mouse:EnableGamePadButton(false)
Mouse:SetPropagation(true)