using UnityEngine.InputSystem.Utilities;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.Scripting;
////TODO: enforce memory layout of TouchControl to be that of TouchState (build that into the layout system? "freeze"/final layout?)
namespace UnityEngine.InputSystem.Controls
{
    /// 
    /// A control representing a touch contact.
    /// 
    /// 
    /// Note that unlike most other control types, TouchControls do not have
    /// a flexible memory layout. They are hardwired to  and
    /// will not work correctly with a different memory layouts. Additional fields may
    /// be appended to the struct but what's there in the struct has to be located
    /// at exactly those memory addresses.
    /// 
    [InputControlLayout(stateType = typeof(TouchState))]
    public class TouchControl : InputControl
    {
        /// 
        /// Button that indicates whether there is currently an ongoing touch
        /// contact on the control. When touch is ongoing, button will be 1,
        /// otherwise button will be 0.
        /// 
        /// Control representing an ongoing touch contact.
        /// 
        /// This control simply monitors  and will read as 1 whenever
        /// the phase is , ,
        /// or .
        /// 
        /// 
        public TouchPressControl press { get; set; }
        /// 
        /// Gets the index of the display that was touched.
        /// 
        /// 
        public IntegerControl displayIndex { get; set; }
        /// 
        /// The ID of the touch contact as reported by the underlying system.
        /// 
        /// Control reading out the ID of the touch.
        /// 
        /// Each touch contact that is made with the screen receives its own unique ID which is
        /// normally assigned by the underlying platform.
        ///
        /// Note a platform may reuse touch IDs after their respective touches have finished.
        /// This means that the guarantee of uniqueness is only made with respect to currently
        /// ongoing touches.
        /// 
        /// 
        public IntegerControl touchId { get; set; }
        /// 
        /// Absolute screen-space position on the touch surface.
        /// 
        /// Control representing the screen-space of the touch.
        /// 
        public Vector2Control position { get; set; }
        /// 
        /// Screen-space motion delta of the touch.
        /// 
        /// Control representing the screen-space motion delta of the touch.
        /// 
        /// This is either supplied directly by the underlying platform or computed on the
        /// fly by  from the last known position of the touch.
        ///
        /// Note that deltas have behaviors attached to them different from most other
        /// controls. See  for details.
        /// 
        /// 
        public DeltaControl delta { get; set; }
        /// 
        /// Normalized pressure of the touch against the touch surface.
        /// 
        /// Control representing the pressure level of the touch.
        /// 
        /// Not all touchscreens are pressure-sensitive. If unsupported, this control will remain
        /// at default value.
        ///
        /// In general, touch pressure is supported on mobile platforms only.
        ///
        /// Note that it is possible for the value to go above 1 even though it is considered normalized. The reason is
        /// that calibration on the system can put the maximum pressure point below the physically supported maximum value.
        /// 
        /// 
        /// 
        public AxisControl pressure { get; set; }
        /// 
        /// Screen-space radius of the touch.
        /// 
        /// Control representing the horizontal and vertical extents of the touch contact.
        /// 
        /// If supported by the device, this reports the size of the touch contact based on its
        ///  center point. If not supported, this will be default(Vector2).
        /// 
        /// 
        public Vector2Control radius { get; set; }
        /// 
        /// Current phase of the touch.
        /// 
        /// Control representing the current phase of the touch.
        /// 
        /// This will be  if no touch has been registered on the control
        /// yet or if the control has been reset to its default state.
        /// 
        /// 
        public TouchPhaseControl phase { get; set; }
        /// 
        /// Whether the touch comes from a source other than direct contact with the touch surface.
        /// 
        /// Control indicating whether the touch was generated indirectly.
        /// 
        /// Indirect touches can be generated with a stylus, for example.
        /// 
        public ButtonControl indirectTouch { get; set; }
        /// 
        /// Whether the touch has performed a tap.
        /// 
        /// Control that indicates whether the touch has tapped the screen.
        /// 
        /// A tap is defined as a touch that begins and ends within  and
        /// stays within  of its . If this
        /// is the case for a touch, this button is set to 1 at the time the touch goes to 
        /// .
        ///
        /// The button resets to 0 only when another touch is started on the control or when the control
        /// is reset.
        /// 
        /// 
        /// 
        public ButtonControl tap { get; set; }
        /// 
        /// Number of times that the touch has been tapped in succession.
        /// 
        /// Control that indicates how many taps have been performed one after the other.
        /// 
        /// Successive taps have to come within  for them
        /// to increase the tap count. I.e. if a new tap finishes within that time after 
        /// of the previous touch, the tap count is increased by one. If more than 
        /// passes after a tap with no successive tap, the tap count is reset to zero.
        /// 
        public IntegerControl tapCount { get; set; }
        /// 
        /// Time in seconds on the same timeline as Time.realTimeSinceStartup when the touch began.
        /// 
        /// Control representing the start time of the touch.
        /// 
        /// This is the value of  when the touch starts with
        ///  .
        /// 
        /// 
        public DoubleControl startTime { get; set; }
        /// 
        /// Screen-space position where the touch started.
        /// 
        /// Control representing the start position of the touch.
        /// 
        public Vector2Control startPosition { get; set; }
        /// 
        /// Whether a touch on the control is currently is progress.
        /// 
        /// If true, a touch is in progress, i.e. has a  of
        /// , , or .
        public bool isInProgress
        {
            get
            {
                switch (phase.value)
                {
                    case TouchPhase.Began:
                    case TouchPhase.Moved:
                    case TouchPhase.Stationary:
                        return true;
                }
                return false;
            }
        }
        /// 
        /// Default-initialize the touch control.
        /// 
        /// 
        /// Sets the  to "TOUC".
        /// 
        public TouchControl()
        {
            m_StateBlock.format = new FourCC('T', 'O', 'U', 'C');
        }
        /// 
        protected override void FinishSetup()
        {
            press = GetChildControl("press");
            displayIndex = GetChildControl("displayIndex");
            touchId = GetChildControl("touchId");
            position = GetChildControl("position");
            delta = GetChildControl("delta");
            pressure = GetChildControl("pressure");
            radius = GetChildControl("radius");
            phase = GetChildControl("phase");
            indirectTouch = GetChildControl("indirectTouch");
            tap = GetChildControl("tap");
            tapCount = GetChildControl("tapCount");
            startTime = GetChildControl("startTime");
            startPosition = GetChildControl("startPosition");
            ////TODO: throw if state layouts of the controls doesn't match TouchState
            base.FinishSetup();
        }
        /// 
        public override unsafe TouchState ReadUnprocessedValueFromState(void* statePtr)
        {
            var valuePtr = (TouchState*)((byte*)statePtr + (int)m_StateBlock.byteOffset);
            return *valuePtr;
        }
        /// 
        public override unsafe void WriteValueIntoState(TouchState value, void* statePtr)
        {
            var valuePtr = (TouchState*)((byte*)statePtr + (int)m_StateBlock.byteOffset);
            UnsafeUtility.MemCpy(valuePtr, UnsafeUtility.AddressOf(ref value), UnsafeUtility.SizeOf());
        }
    }
}