/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.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.
*/
#include "SDL_internal.h"

#ifdef SDL_JOYSTICK_GAMEINPUT

#include "../SDL_sysjoystick.h"
#include "../usb_ids.h"
#include "../../core/windows/SDL_windows.h"
#include "../../core/windows/SDL_gameinput.h"

// Default value for SDL_HINT_JOYSTICK_GAMEINPUT
#if defined(SDL_PLATFORM_GDK)
#define SDL_GAMEINPUT_DEFAULT true
#else
#define SDL_GAMEINPUT_DEFAULT false
#endif

// Enable sensor support in GameInput 2.0, once we have a device that can be used for testing
#if GAMEINPUT_API_VERSION >= 2
//#define GAMEINPUT_SENSOR_SUPPORT
#endif

enum
{
    SDL_GAMEPAD_BUTTON_GAMEINPUT_SHARE = 11
};

enum
{
    SDL_GAMEINPUT_RAWTYPE_NONE,
    SDL_GAMEINPUT_RAWTYPE_ROCK_BAND_GUITAR,
    SDL_GAMEINPUT_RAWTYPE_ROCK_BAND_DRUM_KIT,
    SDL_GAMEINPUT_RAWTYPE_GUITAR_HERO_LIVE_GUITAR,
    SDL_GAMEINPUT_RAWTYPE_LEGACY_ADAPTER,
};

typedef struct GAMEINPUT_InternalDevice
{
    IGameInputDevice *device;
    char path[(APP_LOCAL_DEVICE_ID_SIZE * 2) + 1];
    char *name;
    SDL_GUID guid;          // generated by SDL
    SDL_JoystickID device_instance; // generated by SDL
    const GameInputDeviceInfo *info;
    int raw_type;
    int steam_virtual_gamepad_slot;
    bool isAdded;
    bool isDeleteRequested;
} GAMEINPUT_InternalDevice;

typedef struct GAMEINPUT_InternalList
{
    GAMEINPUT_InternalDevice **devices;
    int count;
} GAMEINPUT_InternalList;

typedef struct joystick_hwdata
{
    GAMEINPUT_InternalDevice *devref;
    bool report_sensors;
    GameInputRumbleParams rumbleParams;
    GameInputCallbackToken system_button_callback_token;
} GAMEINPUT_InternalJoystickHwdata;

static GAMEINPUT_InternalList g_GameInputList = { NULL };
static IGameInput *g_pGameInput = NULL;
static GameInputCallbackToken g_GameInputCallbackToken = 0;
static Uint64 g_GameInputTimestampOffset;

extern "C"
{
    extern bool SDL_XINPUT_Enabled(void);
}

static bool GAMEINPUT_InternalIsGamepad(const GameInputDeviceInfo *info)
{
    if (info->supportedInput & GameInputKindGamepad) {
        return true;
    }
    return false;
}

static Uint8 GAMEINPUT_GetDeviceRawType(const GameInputDeviceInfo *info)
{
#if GAMEINPUT_API_VERSION >= 3
    GameInputKind supportedInput = info->supportedInput;
    if (supportedInput & GameInputKindRawDeviceReport) {
        switch (info->vendorId) {
            case USB_VENDOR_MADCATZ:
                switch (info->productId) {
                    case USB_PRODUCT_MADCATZ_XB1_STRATOCASTER_GUITAR:
                        return SDL_GAMEINPUT_RAWTYPE_ROCK_BAND_GUITAR;
                    case USB_PRODUCT_MADCATZ_XB1_DRUM_KIT:
                        return SDL_GAMEINPUT_RAWTYPE_ROCK_BAND_DRUM_KIT;
                    case USB_PRODUCT_MADCATZ_XB1_LEGACY_ADAPTER:
                        return SDL_GAMEINPUT_RAWTYPE_LEGACY_ADAPTER;
                    default:
                        break;
                }
                break;
            case USB_VENDOR_PDP:
                switch (info->productId) {
                    case USB_PRODUCT_PDP_XB1_JAGUAR_GUITAR:
                    case USB_PRODUCT_PDP_XB1_RIFFMASTER_GUITAR:
                        return SDL_GAMEINPUT_RAWTYPE_ROCK_BAND_GUITAR;
                    case USB_PRODUCT_PDP_XB1_DRUM_KIT:
                        return SDL_GAMEINPUT_RAWTYPE_ROCK_BAND_DRUM_KIT;
                    default:
                        break;
                }
                break;
            case USB_VENDOR_CRKD:
                switch (info->productId) {
                    case USB_PRODUCT_PDP_XB1_JAGUAR_GUITAR:
                        return SDL_GAMEINPUT_RAWTYPE_ROCK_BAND_GUITAR;
                    default:
                        break;
                }
                break;
            case USB_VENDOR_RED_OCTANE:
                switch (info->productId) {
                    case USB_PRODUCT_RED_OCTANE_XB1_GUITAR_HERO_LIVE_GUITAR:
                        return SDL_GAMEINPUT_RAWTYPE_GUITAR_HERO_LIVE_GUITAR;
                    default:
                        break;
                }
                break;
        }
    }
#endif // GAMEINPUT_API_VERSION >= 3
    return SDL_GAMEINPUT_RAWTYPE_NONE;
}
static Uint8 GAMEINPUT_GetDeviceSubtype(const GameInputDeviceInfo *info)
{
    GameInputKind supportedInput = info->supportedInput;
    Uint8 rawType = GAMEINPUT_GetDeviceRawType(info);
    if (rawType == SDL_GAMEINPUT_RAWTYPE_ROCK_BAND_GUITAR || rawType == SDL_GAMEINPUT_RAWTYPE_GUITAR_HERO_LIVE_GUITAR) {
        return SDL_JOYSTICK_TYPE_GUITAR;
    }
    if (rawType == SDL_GAMEINPUT_RAWTYPE_ROCK_BAND_DRUM_KIT) {
        return SDL_JOYSTICK_TYPE_DRUM_KIT;
    }
    if (supportedInput & GameInputKindRacingWheel) {
        return SDL_JOYSTICK_TYPE_WHEEL;
    }
    if (supportedInput & GameInputKindArcadeStick) {
        return SDL_JOYSTICK_TYPE_ARCADE_STICK;
    }
    if (supportedInput & GameInputKindFlightStick) {
        return SDL_JOYSTICK_TYPE_FLIGHT_STICK;
    }
    if (supportedInput & (GameInputKindGamepad | GameInputKindController)) {
        return SDL_JOYSTICK_TYPE_GAMEPAD;
    }
    // Other device subtypes don't have their own GameInputKind enum entries.
    return 0;
}

#if GAMEINPUT_API_VERSION >= 1
static int GetSteamVirtualGamepadSlot(const char *device_path)
{
    int slot = -1;

    // The format for the raw input device path is documented here:
    // https://partner.steamgames.com/doc/features/steam_controller/steam_input_gamepad_emulation_bestpractices
    (void)SDL_sscanf(device_path, "\\\\.\\pipe\\HID#VID_045E&PID_028E&IG_00#%*X&%*X&%*X#%d#%*u", &slot);
    return slot;
}
#endif // GAMEINPUT_API_VERSION >= 1

static bool GAMEINPUT_InternalAddOrFind(IGameInputDevice *pDevice)
{
    GAMEINPUT_InternalDevice **devicelist = NULL;
    GAMEINPUT_InternalDevice *elem = NULL;
    const GameInputDeviceInfo *info = NULL;
    Uint16 bus = SDL_HARDWARE_BUS_USB;
    Uint16 vendor = 0;
    Uint16 product = 0;
    Uint16 version = 0;
    const char *product_string = NULL;
    Uint8 driver_signature = 'g';
    Uint8 subtype = 0;
    int raw_type = SDL_GAMEINPUT_RAWTYPE_NONE;
    char tmp[4];
    int idx = 0;

    SDL_AssertJoysticksLocked();

#if GAMEINPUT_API_VERSION >= 1
    HRESULT hr = pDevice->GetDeviceInfo(&info);
    if (FAILED(hr)) {
        return WIN_SetErrorFromHRESULT("IGameInputDevice::GetDeviceInfo", hr);
    }
#else
    info = pDevice->GetDeviceInfo();
#endif
    if (false /*info->capabilities & GameInputDeviceCapabilityWireless*/) {
        bus = SDL_HARDWARE_BUS_BLUETOOTH;
    } else {
        bus = SDL_HARDWARE_BUS_USB;
    }
    vendor = info->vendorId;
    product = info->productId;
    //version = (info->firmwareVersion.major << 8) | info->firmwareVersion.minor;
    subtype = GAMEINPUT_GetDeviceSubtype(info);
    raw_type = GAMEINPUT_GetDeviceRawType(info);

#if GAMEINPUT_API_VERSION >= 1
    if (info->displayName) {
        product_string = info->displayName;
    }
#else
    if (info->displayName) {
        product_string = info->displayName->data;
    }
#endif

    if (SDL_ShouldIgnoreJoystick(vendor, product, version, product_string) ||
        SDL_JoystickHandledByAnotherDriver(&SDL_GAMEINPUT_JoystickDriver, vendor, product, version, product_string)) {
        return true;
    }

#if defined(SDL_JOYSTICK_DINPUT) && defined(SDL_HAPTIC_DINPUT)
    // This joystick backend currently doesn't provide a haptic backend, so fallback to DirectInput for haptic-capable devices.
    if (SDL_GetHintBoolean(SDL_HINT_JOYSTICK_DIRECTINPUT, true) && info->forceFeedbackMotorCount > 0 && pDevice->IsForceFeedbackMotorPoweredOn(0)) {
        return true;
    }
#endif

    if (!GAMEINPUT_InternalIsGamepad(info) && raw_type == SDL_GAMEINPUT_RAWTYPE_NONE) {
#if defined(SDL_JOYSTICK_DINPUT) || defined(SDL_JOYSTICK_XINPUT)
        if (SDL_GetHintBoolean(SDL_HINT_JOYSTICK_DIRECTINPUT, true) || SDL_XINPUT_Enabled()) {
            // Let other backends handle non-gamepad controllers to possibly avoid bugs and/or regressions.
            return true;
        }
#endif
        if (info->supportedInput & GameInputKindController) {
            // Maintain GUID compatibility with DirectInput controller mappings.
            driver_signature = 0;
            subtype = 0;
        } else {
            // This joystick backend currently doesn't provide proper reading of other joystick types.
            return true;
        }
    }

    for (idx = 0; idx < g_GameInputList.count; ++idx) {
        elem = g_GameInputList.devices[idx];
        if (elem && elem->device == pDevice) {
            // we're already added
            elem->isDeleteRequested = false;
            return true;
        }
    }

    elem = (GAMEINPUT_InternalDevice *)SDL_calloc(1, sizeof(*elem));
    if (!elem) {
        return false;
    }

    devicelist = (GAMEINPUT_InternalDevice **)SDL_realloc(g_GameInputList.devices, sizeof(elem) * (g_GameInputList.count + 1LL));
    if (!devicelist) {
        SDL_free(elem);
        return false;
    }

    // Generate a device path
    for (idx = 0; idx < APP_LOCAL_DEVICE_ID_SIZE; ++idx) {
        SDL_snprintf(tmp, SDL_arraysize(tmp), "%02hhX", info->deviceId.value[idx]);
        SDL_strlcat(elem->path, tmp, SDL_arraysize(elem->path));
    }

    pDevice->AddRef();
    elem->device = pDevice;
    elem->name = SDL_CreateJoystickName(vendor, product, NULL, product_string);
    elem->guid = SDL_CreateJoystickGUID(bus, vendor, product, version, NULL, product_string, driver_signature, subtype);
    elem->device_instance = SDL_GetNextObjectID();
    elem->info = info;
    elem->raw_type = raw_type;
#if GAMEINPUT_API_VERSION >= 1
    elem->steam_virtual_gamepad_slot = GetSteamVirtualGamepadSlot(info->pnpPath);
#else
    elem->steam_virtual_gamepad_slot = -1;
#endif

    g_GameInputList.devices = devicelist;
    g_GameInputList.devices[g_GameInputList.count++] = elem;

    return true;
}

static bool GAMEINPUT_InternalRemoveByIndex(int idx)
{
    GAMEINPUT_InternalDevice **devicelist = NULL;
    GAMEINPUT_InternalDevice *elem;
    int bytes = 0;

    SDL_AssertJoysticksLocked();

    if (idx < 0 || idx >= g_GameInputList.count) {
        return SDL_SetError("GAMEINPUT_InternalRemoveByIndex argument idx %d is out of range", idx);
    }

    elem = g_GameInputList.devices[idx];
    if (elem) {
        elem->device->Release();
        SDL_free(elem->name);
        SDL_free(elem);
    }
    g_GameInputList.devices[idx] = NULL;

    if (g_GameInputList.count == 1) {
        // last element in the list, free the entire list then
        SDL_free(g_GameInputList.devices);
        g_GameInputList.devices = NULL;
    } else {
        if (idx != g_GameInputList.count - 1) {
            bytes = sizeof(*devicelist) * (g_GameInputList.count - idx);
            SDL_memmove(&g_GameInputList.devices[idx], &g_GameInputList.devices[idx + 1], bytes);
        }
    }

    // decrement the count and return
    --g_GameInputList.count;
    return true;
}

static GAMEINPUT_InternalDevice *GAMEINPUT_InternalFindByIndex(int idx)
{
    // We're guaranteed that the index is in range when this is called
    SDL_AssertJoysticksLocked();
    return g_GameInputList.devices[idx];
}

static void CALLBACK GAMEINPUT_InternalJoystickDeviceCallback(
    _In_ GameInputCallbackToken callbackToken,
    _In_ void *context,
    _In_ IGameInputDevice *device,
    _In_ uint64_t timestamp,
    _In_ GameInputDeviceStatus currentStatus,
    _In_ GameInputDeviceStatus previousStatus)
{
    int idx = 0;
    GAMEINPUT_InternalDevice *elem = NULL;

    if (!device) {
        // This should never happen, but ignore it if it does
        return;
    }

    SDL_LockJoysticks();

    if (currentStatus & GameInputDeviceConnected) {
        GAMEINPUT_InternalAddOrFind(device);
    } else {
        for (idx = 0; idx < g_GameInputList.count; ++idx) {
            elem = g_GameInputList.devices[idx];
            if (elem && elem->device == device) {
                // will be deleted on the next Detect call
                elem->isDeleteRequested = true;
                break;
            }
        }
    }

    SDL_UnlockJoysticks();
}

static void GAMEINPUT_JoystickDetect(void);
static void GAMEINPUT_JoystickQuit(void);

static bool GAMEINPUT_IsRawGameInputEnabled(void)
{
#if GAMEINPUT_API_VERSION >= 3
    return SDL_GetHintBoolean(SDL_HINT_JOYSTICK_GAMEINPUT_RAW, true);
#else
    return false;
#endif
}

static bool GAMEINPUT_JoystickInit(void)
{
    HRESULT hr;

    if (!SDL_GetHintBoolean(SDL_HINT_JOYSTICK_GAMEINPUT, SDL_GAMEINPUT_DEFAULT) && !GAMEINPUT_IsRawGameInputEnabled()) {
        return true;
    }

    if (!SDL_InitGameInput(&g_pGameInput)) {
        return false;
    }

#if GAMEINPUT_API_VERSION >= 2
    // Allow background controller input
    // SDL manages focus policy at a higher level, so we can set this unconditionally.
    g_pGameInput->SetFocusPolicy(GameInputEnableBackgroundInput | GameInputEnableBackgroundGuideButton | GameInputEnableBackgroundShareButton);
#endif

    GameInputKind kind = GameInputKindUnknown;
    if (SDL_GetHintBoolean(SDL_HINT_JOYSTICK_GAMEINPUT, SDL_GAMEINPUT_DEFAULT)) {
        kind |= GameInputKindController;
    }
    if (GAMEINPUT_IsRawGameInputEnabled()) {
        kind |= GameInputKindRawDeviceReport;
    }

    hr = g_pGameInput->RegisterDeviceCallback(NULL,
                                           kind,
                                           GameInputDeviceConnected,
                                           GameInputBlockingEnumeration,
                                           NULL,
                                           GAMEINPUT_InternalJoystickDeviceCallback,
                                           &g_GameInputCallbackToken);
    if (FAILED(hr)) {
        GAMEINPUT_JoystickQuit();
        return WIN_SetErrorFromHRESULT("IGameInput::RegisterDeviceCallback", hr);
    }

    // Calculate the relative offset between SDL timestamps and GameInput timestamps
    Uint64 now = SDL_GetTicksNS();
    uint64_t timestampUS = g_pGameInput->GetCurrentTimestamp();
    g_GameInputTimestampOffset = (SDL_NS_TO_US(now) - timestampUS);

    GAMEINPUT_JoystickDetect();

    return true;
}

static int GAMEINPUT_JoystickGetCount(void)
{
    SDL_AssertJoysticksLocked();

    return g_GameInputList.count;
}

static void GAMEINPUT_JoystickDetect(void)
{
    int idx;
    GAMEINPUT_InternalDevice *elem = NULL;

    SDL_AssertJoysticksLocked();

    for (idx = 0; idx < g_GameInputList.count; ++idx) {
        elem = g_GameInputList.devices[idx];
        if (!elem) {
            continue;
        }

        if (!elem->isAdded) {
            SDL_PrivateJoystickAdded(elem->device_instance);
            elem->isAdded = true;
        }

        if (elem->isDeleteRequested || !(elem->device->GetDeviceStatus() & GameInputDeviceConnected)) {
            SDL_PrivateJoystickRemoved(elem->device_instance);
            GAMEINPUT_InternalRemoveByIndex(idx--);
        }
    }
}

static bool GAMEINPUT_JoystickIsDevicePresent(Uint16 vendor_id, Uint16 product_id, Uint16 version, const char *name)
{
    SDL_AssertJoysticksLocked();

    if (g_pGameInput) {
        if (vendor_id == USB_VENDOR_MICROSOFT &&
            product_id == USB_PRODUCT_XBOX_ONE_XBOXGIP_CONTROLLER) {
            // The Xbox One controller shows up as a hardcoded raw input VID/PID, which we definitely handle
            return true;
        }

        for (int i = 0; i < g_GameInputList.count; ++i) {
            GAMEINPUT_InternalDevice *elem = g_GameInputList.devices[i];
            if (elem && vendor_id == elem->info->vendorId && product_id == elem->info->productId) {
                return true;
            }
        }
    }
    return false;
}

static const char *GAMEINPUT_JoystickGetDeviceName(int device_index)
{
    return GAMEINPUT_InternalFindByIndex(device_index)->name;
}

static const char *GAMEINPUT_JoystickGetDevicePath(int device_index)
{
    // APP_LOCAL_DEVICE_ID as a hex string, since it's required for some association callbacks
    return GAMEINPUT_InternalFindByIndex(device_index)->path;
}

static int GAMEINPUT_JoystickGetDeviceSteamVirtualGamepadSlot(int device_index)
{
    return GAMEINPUT_InternalFindByIndex(device_index)->steam_virtual_gamepad_slot;
}

static int GAMEINPUT_JoystickGetDevicePlayerIndex(int device_index)
{
    return -1;
}

static void GAMEINPUT_JoystickSetDevicePlayerIndex(int device_index, int player_index)
{
}

static SDL_GUID GAMEINPUT_JoystickGetDeviceGUID(int device_index)
{
    return GAMEINPUT_InternalFindByIndex(device_index)->guid;
}

static SDL_JoystickID GAMEINPUT_JoystickGetDeviceInstanceID(int device_index)
{
    return GAMEINPUT_InternalFindByIndex(device_index)->device_instance;
}

static void GAMEINPUT_UpdatePowerInfo(SDL_Joystick *joystick, IGameInputDevice *device)
{
#if 0
    GameInputBatteryState battery_state;
    SDL_PowerState state;
    int percent = 0;

    SDL_zero(battery_state);
    IGameInputDevice_GetBatteryState(device, &battery_state);

    switch (battery_state.status) {
    case GameInputBatteryNotPresent:
        state = SDL_POWERSTATE_NO_BATTERY;
        break;
    case GameInputBatteryDischarging:
        state = SDL_POWERSTATE_ON_BATTERY;
        break;
    case GameInputBatteryIdle:
        state = SDL_POWERSTATE_CHARGED;
        break;
    case GameInputBatteryCharging:
        state = SDL_POWERSTATE_CHARGING;
        break;
    default:
        state = SDL_POWERSTATE_UNKNOWN;
        break;
    }
    if (battery_state.fullChargeCapacity > 0.0f) {
        percent = (int)SDL_roundf((battery_state.remainingCapacity / battery_state.fullChargeCapacity) * 100.0f);
    }
    SDL_SendJoystickPowerInfo(joystick, state, percent);
#endif
}

#if GAMEINPUT_API_VERSION >= 1
static void CALLBACK GAMEINPUT_InternalSystemButtonCallback(
    _In_ GameInputCallbackToken callbackToken,
    _In_ void * context,
    _In_ IGameInputDevice * device,
    _In_ uint64_t timestampUS,
    _In_ GameInputSystemButtons currentButtons,
    _In_ GameInputSystemButtons previousButtons)
{
    SDL_Joystick *joystick = (SDL_Joystick *)context;

    GameInputSystemButtons changedButtons = (previousButtons ^ currentButtons);
    if (changedButtons) {
        Uint64 timestamp = SDL_US_TO_NS(timestampUS + g_GameInputTimestampOffset);

        SDL_LockJoysticks();
        if (changedButtons & GameInputSystemButtonGuide) {
            bool down = ((currentButtons & GameInputSystemButtonGuide) != 0);
            SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_GUIDE, down);
        }
        if (changedButtons & GameInputSystemButtonShare) {
            bool down = ((currentButtons & GameInputSystemButtonShare) != 0);
            SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_GAMEINPUT_SHARE, down);
        }
        SDL_UnlockJoysticks();
    }
}
#endif // GAMEINPUT_API_VERSION >= 1

static bool GAMEINPUT_JoystickOpen(SDL_Joystick *joystick, int device_index)
{
    GAMEINPUT_InternalDevice *elem = GAMEINPUT_InternalFindByIndex(device_index);
    const GameInputDeviceInfo *info = elem->info;
    GAMEINPUT_InternalJoystickHwdata *hwdata = NULL;

    if (!elem) {
        return false;
    }

    hwdata = (GAMEINPUT_InternalJoystickHwdata *)SDL_calloc(1, sizeof(*hwdata));
    if (!hwdata) {
        return false;
    }

    hwdata->devref = elem;

    joystick->hwdata = hwdata;
    if (GAMEINPUT_InternalIsGamepad(info) || GAMEINPUT_GetDeviceRawType(info) != SDL_GAMEINPUT_RAWTYPE_NONE) {
        joystick->naxes = 6;
        joystick->nbuttons = 11;
        joystick->nhats = 1;

#if GAMEINPUT_API_VERSION >= 1
        if (info->supportedSystemButtons != GameInputSystemButtonNone) {
            if (info->supportedSystemButtons & GameInputSystemButtonShare) {
                ++joystick->nbuttons;
            }

            g_pGameInput->RegisterSystemButtonCallback(elem->device, (GameInputSystemButtonGuide | GameInputSystemButtonShare), joystick, GAMEINPUT_InternalSystemButtonCallback, &hwdata->system_button_callback_token);
        }
#endif // GAMEINPUT_API_VERSION >= 1
    } else {
#if GAMEINPUT_API_VERSION >= 3
        joystick->naxes = info->controllerInfo->controllerAxisCount;
        joystick->nbuttons = info->controllerInfo->controllerButtonCount;
        joystick->nhats = info->controllerInfo->controllerSwitchCount;
#else
        joystick->naxes = info->controllerAxisCount;
        joystick->nbuttons = info->controllerButtonCount;
        joystick->nhats = info->controllerSwitchCount;
#endif // GAMEINPUT_API_VERSION >= 3
    }

    if (info->supportedRumbleMotors & (GameInputRumbleLowFrequency | GameInputRumbleHighFrequency)) {
        SDL_SetBooleanProperty(SDL_GetJoystickProperties(joystick), SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN, true);
    }
    if (info->supportedRumbleMotors & (GameInputRumbleLeftTrigger | GameInputRumbleRightTrigger)) {
        SDL_SetBooleanProperty(SDL_GetJoystickProperties(joystick), SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN, true);
    }

#ifdef GAMEINPUT_SENSOR_SUPPORT
    if (info->supportedInput & GameInputKindSensors) {
        // FIXME: What's the sensor update rate?
        if (info->sensorsInfo->supportedSensors & GameInputSensorsGyrometer) {
            SDL_PrivateJoystickAddSensor(joystick, SDL_SENSOR_GYRO, 250.0f);
        }
        if (info->sensorsInfo->supportedSensors & GameInputSensorsAccelerometer) {
            SDL_PrivateJoystickAddSensor(joystick, SDL_SENSOR_ACCEL, 250.0f);
        }
    }
#endif
    return true;
}

static bool GAMEINPUT_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
    // don't check for caps here, since SetRumbleState doesn't return any result - we don't need to check it
    GAMEINPUT_InternalJoystickHwdata *hwdata = joystick->hwdata;
    GameInputRumbleParams *params = &hwdata->rumbleParams;
    params->lowFrequency = (float)low_frequency_rumble / (float)SDL_MAX_UINT16;
    params->highFrequency = (float)high_frequency_rumble / (float)SDL_MAX_UINT16;
    hwdata->devref->device->SetRumbleState(params);
    return true;
}

static bool GAMEINPUT_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble)
{
    // don't check for caps here, since SetRumbleState doesn't return any result - we don't need to check it
    GAMEINPUT_InternalJoystickHwdata *hwdata = joystick->hwdata;
    GameInputRumbleParams *params = &hwdata->rumbleParams;
    params->leftTrigger = (float)left_rumble / (float)SDL_MAX_UINT16;
    params->rightTrigger = (float)right_rumble / (float)SDL_MAX_UINT16;
    hwdata->devref->device->SetRumbleState(params);
    return true;
}

static bool GAMEINPUT_JoystickSetLED(SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue)
{
    return SDL_Unsupported();
}

static bool GAMEINPUT_JoystickSendEffect(SDL_Joystick *joystick, const void *data, int size)
{
    return SDL_Unsupported();
}

static bool GAMEINPUT_JoystickSetSensorsEnabled(SDL_Joystick *joystick, bool enabled)
{
    joystick->hwdata->report_sensors = enabled;
    return true;
}

static void GAMEINPUT_GuitarUpdate(SDL_Joystick *joystick, IGameInputReading *reading, Uint64 timestamp)
{
    IGameInputRawDeviceReport* rawState;
    if (reading->GetRawReport(&rawState)) {
        static WORD s_GuitarButtons[] = {
            0x0010,  // SDL_GAMEPAD_BUTTON_SOUTH
            0x0020,  // SDL_GAMEPAD_BUTTON_EAST
            0x0040,  // SDL_GAMEPAD_BUTTON_WEST
            0x0080,  // SDL_GAMEPAD_BUTTON_NORTH
            0x0008,  // SDL_GAMEPAD_BUTTON_BACK
            0,       // The guide button is not available
            0x0004,  // SDL_GAMEPAD_BUTTON_START
            0,       // right joystick click unavailable
            0x4000,  // SDL_GAMEPAD_BUTTON_RIGHT_STICK
            0x1000,  // SDL_GAMEPAD_BUTTON_LEFT_SHOULDER
            0,       // right shoulder unavailable
        };
        Uint8 btnidx = 0, hat = 0;
        uint8_t rawData[40];
        SDL_memset(rawData, 0, sizeof(rawData));
        size_t len = rawState->GetRawData(sizeof(rawData), rawData);
        uint16_t buttons = rawData[0] | rawData[1] << 8;
        if (len >= 10) {
            for (btnidx = 0; btnidx < SDL_arraysize(s_GuitarButtons); ++btnidx) {
                WORD button_mask = s_GuitarButtons[btnidx];
                if (!button_mask) {
                    continue;
                }
                bool down = ((buttons & button_mask) != 0);
                SDL_SendJoystickButton(timestamp, joystick, btnidx, down);
            }
            if (buttons & 0x0100) {
                hat |= SDL_HAT_UP;
            }
            if (buttons & 0x0200) {
                hat |= SDL_HAT_DOWN;
            }
            if (buttons & 0x0400) {
                hat |= SDL_HAT_LEFT;
            }
            if (buttons & 0x0800) {
                hat |= SDL_HAT_RIGHT;
            }
            SDL_SendJoystickHat(timestamp, joystick, 0, hat);
            SDL_SendJoystickAxis(timestamp, joystick, SDL_GAMEPAD_AXIS_RIGHTX, (rawData[3] * 257) - 32768);
            // PS3 RB guitars had tilt on right shoulder
            SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, rawData[2] >= 0xD0);
            // PS3 RB guitars send L2 when using solo buttons
            SDL_SendJoystickAxis(timestamp, joystick, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, (rawData[6]) ? 32767 : -32768);
            // Align pickup selector mappings with PS3 instruments
            static const Sint16 effects_mappings[] = {-26880, -13568, -1792, 11008, 24576};
            SDL_SendJoystickAxis(timestamp, joystick, SDL_GAMEPAD_AXIS_RIGHTY, effects_mappings[rawData[4] >> 4]);
        }
    }
}

static void GAMEINPUT_GamepadUpdate(SDL_Joystick *joystick, IGameInputReading *reading, Uint64 timestamp) {
    GameInputGamepadState state;
    static WORD s_XInputButtons[] = {
        GameInputGamepadA,               // SDL_GAMEPAD_BUTTON_SOUTH
        GameInputGamepadB,               // SDL_GAMEPAD_BUTTON_EAST
        GameInputGamepadX,               // SDL_GAMEPAD_BUTTON_WEST
        GameInputGamepadY,               // SDL_GAMEPAD_BUTTON_NORTH
        GameInputGamepadView,            // SDL_GAMEPAD_BUTTON_BACK
        0,                               // The guide button is not available
        GameInputGamepadMenu,            // SDL_GAMEPAD_BUTTON_START
        GameInputGamepadLeftThumbstick,  // SDL_GAMEPAD_BUTTON_LEFT_STICK
        GameInputGamepadRightThumbstick, // SDL_GAMEPAD_BUTTON_RIGHT_STICK
        GameInputGamepadLeftShoulder,    // SDL_GAMEPAD_BUTTON_LEFT_SHOULDER
        GameInputGamepadRightShoulder,   // SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER
    };
    Uint8 btnidx = 0, hat = 0;

    if (reading->GetGamepadState(&state)) {
        for (btnidx = 0; btnidx < SDL_arraysize(s_XInputButtons); ++btnidx) {
            WORD button_mask = s_XInputButtons[btnidx];
            if (!button_mask) {
                continue;
            }
            bool down = ((state.buttons & button_mask) != 0);
            SDL_SendJoystickButton(timestamp, joystick, btnidx, down);
        }

        if (state.buttons & GameInputGamepadDPadUp) {
            hat |= SDL_HAT_UP;
        }
        if (state.buttons & GameInputGamepadDPadDown) {
            hat |= SDL_HAT_DOWN;
        }
        if (state.buttons & GameInputGamepadDPadLeft) {
            hat |= SDL_HAT_LEFT;
        }
        if (state.buttons & GameInputGamepadDPadRight) {
            hat |= SDL_HAT_RIGHT;
        }
        SDL_SendJoystickHat(timestamp, joystick, 0, hat);

#define CONVERT_AXIS(v) (Sint16)(((v) < 0.0f) ? ((v)*32768.0f) : ((v)*32767.0f))
        SDL_SendJoystickAxis(timestamp, joystick, SDL_GAMEPAD_AXIS_LEFTX, CONVERT_AXIS(state.leftThumbstickX));
        SDL_SendJoystickAxis(timestamp, joystick, SDL_GAMEPAD_AXIS_LEFTY, CONVERT_AXIS(-state.leftThumbstickY));
        SDL_SendJoystickAxis(timestamp, joystick, SDL_GAMEPAD_AXIS_RIGHTX, CONVERT_AXIS(state.rightThumbstickX));
        SDL_SendJoystickAxis(timestamp, joystick, SDL_GAMEPAD_AXIS_RIGHTY, CONVERT_AXIS(-state.rightThumbstickY));
#undef CONVERT_AXIS
#define CONVERT_TRIGGER(v) (Sint16)((v)*65535.0f - 32768.0f)
        SDL_SendJoystickAxis(timestamp, joystick, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, CONVERT_TRIGGER(state.leftTrigger));
        SDL_SendJoystickAxis(timestamp, joystick, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, CONVERT_TRIGGER(state.rightTrigger));
#undef CONVERT_TRIGGER
    }
}

static void GAMEINPUT_ControllerUpdate(SDL_Joystick *joystick, IGameInputReading *reading, Uint64 timestamp)
{
    bool *button_state = SDL_stack_alloc(bool, joystick->nbuttons);
    float *axis_state = SDL_stack_alloc(float, joystick->naxes);
    GameInputSwitchPosition *switch_state = SDL_stack_alloc(GameInputSwitchPosition, joystick->nhats);

    if (button_state) {
        uint32_t i;
        uint32_t button_count = reading->GetControllerButtonState(joystick->nbuttons, button_state);
        for (i = 0; i < button_count; ++i) {
            SDL_SendJoystickButton(timestamp, joystick, (Uint8)i, button_state[i]);
        }
        SDL_stack_free(button_state);
    }

#define CONVERT_AXIS(v) (Sint16)((v)*65535.0f - 32768.0f)
    if (axis_state) {
        uint32_t i;
        uint32_t axis_count = reading->GetControllerAxisState(joystick->naxes, axis_state);
        for (i = 0; i < axis_count; ++i) {
            SDL_SendJoystickAxis(timestamp, joystick, (Uint8)i, CONVERT_AXIS(axis_state[i]));
        }
        SDL_stack_free(axis_state);
    }
#undef CONVERT_AXIS

    if (switch_state) {
        uint32_t i;
        uint32_t switch_count = reading->GetControllerSwitchState(joystick->nhats, switch_state);
        for (i = 0; i < switch_count; ++i) {
            Uint8 hat;
            switch (switch_state[i]) {
            case GameInputSwitchUp:
                hat = SDL_HAT_UP;
                break;
            case GameInputSwitchUpRight:
                hat = SDL_HAT_UP | SDL_HAT_RIGHT;
                break;
            case GameInputSwitchRight:
                hat = SDL_HAT_RIGHT;
                break;
            case GameInputSwitchDownRight:
                hat = SDL_HAT_DOWN | SDL_HAT_RIGHT;
                break;
            case GameInputSwitchDown:
                hat = SDL_HAT_DOWN;
                break;
            case GameInputSwitchDownLeft:
                hat = SDL_HAT_DOWN | SDL_HAT_LEFT;
                break;
            case GameInputSwitchLeft:
                hat = SDL_HAT_LEFT;
                break;
            case GameInputSwitchUpLeft:
                hat = SDL_HAT_UP | SDL_HAT_LEFT;
                break;
            case GameInputSwitchCenter:
            default:
                hat = SDL_HAT_CENTERED;
                break;
            }
            SDL_SendJoystickHat(timestamp, joystick, (Uint8)i, hat);
        }
        SDL_stack_free(switch_state);
    }
}

static void GAMEINPUT_JoystickUpdate(SDL_Joystick *joystick)
{
    GAMEINPUT_InternalJoystickHwdata *hwdata = joystick->hwdata;
    GAMEINPUT_InternalDevice *internal_device = hwdata->devref;
    IGameInputDevice *device = hwdata->devref->device;
    const GameInputDeviceInfo *info = hwdata->devref->info;
    IGameInputReading *reading = NULL;
    Uint64 timestamp;
    HRESULT hr;

    hr = g_pGameInput->GetCurrentReading(info->supportedInput, device, &reading);
    if (FAILED(hr)) {
        // don't SetError here since there can be a legitimate case when there's no reading avail
        return;
    }

    timestamp = SDL_US_TO_NS(reading->GetTimestamp() + g_GameInputTimestampOffset);
    if (internal_device->raw_type == SDL_GAMEINPUT_RAWTYPE_ROCK_BAND_GUITAR) {
        GAMEINPUT_GuitarUpdate(joystick, reading, timestamp);
    } else if (GAMEINPUT_InternalIsGamepad(info)) {
        GAMEINPUT_GamepadUpdate(joystick, reading, timestamp);
    } else {
        GAMEINPUT_ControllerUpdate(joystick, reading, timestamp);
    }

#ifdef GAMEINPUT_SENSOR_SUPPORT
    if (hwdata->report_sensors) {
        GameInputSensorsState sensor_state;

        if (reading->GetSensorsState(&sensor_state)) {
            if ((info->sensorsInfo->supportedSensors & GameInputSensorsGyrometer) != 0) {
                float data[3] = {
                    sensor_state.angularVelocityInRadPerSecX,
                    sensor_state.angularVelocityInRadPerSecY,
                    sensor_state.angularVelocityInRadPerSecZ
                };
                SDL_SendJoystickSensor(timestamp, joystick, SDL_SENSOR_GYRO, timestamp, data, SDL_arraysize(data));
            }
            if ((info->sensorsInfo->supportedSensors & GameInputSensorsAccelerometer) != 0) {
                float data[3] = {
                    sensor_state.accelerationInGX * SDL_STANDARD_GRAVITY,
                    sensor_state.accelerationInGY * SDL_STANDARD_GRAVITY,
                    sensor_state.accelerationInGZ * SDL_STANDARD_GRAVITY
                };
                SDL_SendJoystickSensor(timestamp, joystick, SDL_SENSOR_ACCEL, timestamp, data, SDL_arraysize(data));
            }
        }
    }
#endif // GAMEINPUT_SENSOR_SUPPORT

    reading->Release();

    // FIXME: We can poll this at a much lower rate
    GAMEINPUT_UpdatePowerInfo(joystick, device);
}

static void GAMEINPUT_JoystickClose(SDL_Joystick *joystick)
{
    GAMEINPUT_InternalJoystickHwdata *hwdata = joystick->hwdata;

    if (hwdata->system_button_callback_token) {
#if GAMEINPUT_API_VERSION >= 1
        g_pGameInput->UnregisterCallback(hwdata->system_button_callback_token);
#else
        g_pGameInput->UnregisterCallback(hwdata->system_button_callback_token, 10000);
#endif
    }
    SDL_free(hwdata);

    joystick->hwdata = NULL;
}

static void GAMEINPUT_JoystickQuit(void)
{
    if (g_pGameInput) {
        // free the callback
        if (g_GameInputCallbackToken) {
#if GAMEINPUT_API_VERSION >= 1
            g_pGameInput->UnregisterCallback(g_GameInputCallbackToken);
#else
            g_pGameInput->UnregisterCallback(g_GameInputCallbackToken, 10000);
#endif
            g_GameInputCallbackToken = 0;
        }

        // free the list
        while (g_GameInputList.count > 0) {
            GAMEINPUT_InternalRemoveByIndex(0);
        }

        SDL_QuitGameInput();
        g_pGameInput = NULL;
    }
}

static bool GAMEINPUT_JoystickGetGamepadMapping(int device_index, SDL_GamepadMapping *out)
{
    GAMEINPUT_InternalDevice *elem = GAMEINPUT_InternalFindByIndex(device_index);

    if (!GAMEINPUT_InternalIsGamepad(elem->info) && elem->raw_type == SDL_GAMEINPUT_RAWTYPE_NONE) {
        return false;
    }

    out->a.kind = EMappingKind_Button;
    out->a.target = SDL_GAMEPAD_BUTTON_SOUTH;

    out->b.kind = EMappingKind_Button;
    out->b.target = SDL_GAMEPAD_BUTTON_EAST;

    out->x.kind = EMappingKind_Button;
    out->x.target = SDL_GAMEPAD_BUTTON_WEST;

    out->y.kind = EMappingKind_Button;
    out->y.target = SDL_GAMEPAD_BUTTON_NORTH;

    out->back.kind = EMappingKind_Button;
    out->back.target = SDL_GAMEPAD_BUTTON_BACK;

#if GAMEINPUT_API_VERSION >= 1
    if (elem->info->supportedSystemButtons & GameInputSystemButtonGuide) {
        out->guide.kind = EMappingKind_Button;
        out->guide.target = SDL_GAMEPAD_BUTTON_GUIDE;
    }

    if (elem->info->supportedSystemButtons & GameInputSystemButtonShare) {
        out->misc1.kind = EMappingKind_Button;
        out->misc1.target = SDL_GAMEPAD_BUTTON_GAMEINPUT_SHARE;
    }
#endif // GAMEINPUT_API_VERSION >= 1

    out->start.kind = EMappingKind_Button;
    out->start.target = SDL_GAMEPAD_BUTTON_START;

    out->leftstick.kind = EMappingKind_Button;
    out->leftstick.target = SDL_GAMEPAD_BUTTON_LEFT_STICK;

    out->rightstick.kind = EMappingKind_Button;
    out->rightstick.target = SDL_GAMEPAD_BUTTON_RIGHT_STICK;

    out->leftshoulder.kind = EMappingKind_Button;
    out->leftshoulder.target = SDL_GAMEPAD_BUTTON_LEFT_SHOULDER;

    out->rightshoulder.kind = EMappingKind_Button;
    out->rightshoulder.target = SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER;

    out->dpup.kind = EMappingKind_Hat;
    out->dpup.target = SDL_HAT_UP;

    out->dpdown.kind = EMappingKind_Hat;
    out->dpdown.target = SDL_HAT_DOWN;

    out->dpleft.kind = EMappingKind_Hat;
    out->dpleft.target = SDL_HAT_LEFT;

    out->dpright.kind = EMappingKind_Hat;
    out->dpright.target = SDL_HAT_RIGHT;

    out->leftx.kind = EMappingKind_Axis;
    out->leftx.target = SDL_GAMEPAD_AXIS_LEFTX;

    out->lefty.kind = EMappingKind_Axis;
    out->lefty.target = SDL_GAMEPAD_AXIS_LEFTY;

    out->rightx.kind = EMappingKind_Axis;
    out->rightx.target = SDL_GAMEPAD_AXIS_RIGHTX;

    out->righty.kind = EMappingKind_Axis;
    out->righty.target = SDL_GAMEPAD_AXIS_RIGHTY;

    out->lefttrigger.kind = EMappingKind_Axis;
    out->lefttrigger.target = SDL_GAMEPAD_AXIS_LEFT_TRIGGER;

    out->righttrigger.kind = EMappingKind_Axis;
    out->righttrigger.target = SDL_GAMEPAD_AXIS_RIGHT_TRIGGER;

    return true;
}


SDL_JoystickDriver SDL_GAMEINPUT_JoystickDriver =
{
    GAMEINPUT_JoystickInit,
    GAMEINPUT_JoystickGetCount,
    GAMEINPUT_JoystickDetect,
    GAMEINPUT_JoystickIsDevicePresent,
    GAMEINPUT_JoystickGetDeviceName,
    GAMEINPUT_JoystickGetDevicePath,
    GAMEINPUT_JoystickGetDeviceSteamVirtualGamepadSlot,
    GAMEINPUT_JoystickGetDevicePlayerIndex,
    GAMEINPUT_JoystickSetDevicePlayerIndex,
    GAMEINPUT_JoystickGetDeviceGUID,
    GAMEINPUT_JoystickGetDeviceInstanceID,
    GAMEINPUT_JoystickOpen,
    GAMEINPUT_JoystickRumble,
    GAMEINPUT_JoystickRumbleTriggers,
    GAMEINPUT_JoystickSetLED,
    GAMEINPUT_JoystickSendEffect,
    GAMEINPUT_JoystickSetSensorsEnabled,
    GAMEINPUT_JoystickUpdate,
    GAMEINPUT_JoystickClose,
    GAMEINPUT_JoystickQuit,
    GAMEINPUT_JoystickGetGamepadMapping
};


#endif // SDL_JOYSTICK_GAMEINPUT
