/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

#include "extdll.h"
#include "basemenu.h"
#include "utils.h"
#include "../cl_dll/kbutton.h"
#include "menu_btnsbmp_table.h"
#include "menu_strings.h"

#define ART_BANNER			"gfx/shell/head_advanced"

#define ID_BACKGROUND		0
#define ID_BANNER			1

#define ID_DONE			2
#define ID_SENSITIVITY		3
#define ID_CROSSHAIR		4
#define ID_INVERTMOUSE		5
#define ID_MOUSELOOK		6
#define ID_LOOKSPRING		7
#define ID_LOOKSTRAFE		8
#define ID_MOUSEFILTER		9
#define ID_AUTOAIM			10

typedef struct
{
	menuFramework_s	menu;

	menuBitmap_s	background;
	menuBitmap_s	banner;

	menuPicButton_s	done;

	menuCheckBox_s	crosshair;
	menuCheckBox_s	invertMouse;
	menuCheckBox_s	mouseLook;
	menuCheckBox_s	lookSpring;
	menuCheckBox_s	lookStrafe;
	menuCheckBox_s	mouseFilter;
	menuCheckBox_s	autoaim;
	menuSlider_s	sensitivity;
} uiAdvControls_t;

static uiAdvControls_t	uiAdvControls;

/*
=================
UI_AdvControls_UpdateConfig
=================
*/
static void UI_AdvControls_UpdateConfig( void )
{
	if( uiAdvControls.invertMouse.enabled && CVAR_GET_FLOAT( "m_pitch" ) > 0 )
		CVAR_SET_FLOAT( "m_pitch", -CVAR_GET_FLOAT( "m_pitch" ));
	else if( !uiAdvControls.invertMouse.enabled && CVAR_GET_FLOAT( "m_pitch" ) < 0 )
		CVAR_SET_FLOAT( "m_pitch", fabs( CVAR_GET_FLOAT( "m_pitch" )));

	CVAR_SET_FLOAT( "crosshair", uiAdvControls.crosshair.enabled );
	CVAR_SET_FLOAT( "lookspring", uiAdvControls.lookSpring.enabled );
	CVAR_SET_FLOAT( "lookstrafe", uiAdvControls.lookStrafe.enabled );
	CVAR_SET_FLOAT( "m_filter", uiAdvControls.mouseFilter.enabled );
	CVAR_SET_FLOAT( "sv_aim", uiAdvControls.autoaim.enabled );
	CVAR_SET_FLOAT( "sensitivity", (uiAdvControls.sensitivity.curValue * 20.0f) + 0.1f );

	if( uiAdvControls.mouseLook.enabled )
	{
		uiAdvControls.lookSpring.generic.flags |= QMF_GRAYED;
		uiAdvControls.lookStrafe.generic.flags |= QMF_GRAYED;
		CLIENT_COMMAND( TRUE, "+mlook" );
	}
	else
	{
		uiAdvControls.lookSpring.generic.flags &= ~QMF_GRAYED;
		uiAdvControls.lookStrafe.generic.flags &= ~QMF_GRAYED;
		CLIENT_COMMAND( TRUE, "-mlook" );
	}
}

/*
=================
UI_AdvControls_GetConfig
=================
*/
static void UI_AdvControls_GetConfig( void )
{
	kbutton_t	*mlook;

	if( CVAR_GET_FLOAT( "m_pitch" ) < 0 )
		uiAdvControls.invertMouse.enabled = true;

	if( CVAR_GET_FLOAT( "crosshair" ))
		uiAdvControls.crosshair.enabled = 1;

	mlook = (kbutton_s *)Key_GetState( "in_mlook" );
	if( mlook && mlook->state & 1 )
		uiAdvControls.mouseLook.enabled = 1;

	if( CVAR_GET_FLOAT( "lookspring" ))
		uiAdvControls.lookSpring.enabled = 1;

	if( CVAR_GET_FLOAT( "lookstrafe" ))
		uiAdvControls.lookStrafe.enabled = 1;

	if( CVAR_GET_FLOAT( "m_filter" ))
		uiAdvControls.mouseFilter.enabled = 1;

	if( CVAR_GET_FLOAT( "sv_aim" ))
		uiAdvControls.autoaim.enabled = 1;

	uiAdvControls.sensitivity.curValue = (CVAR_GET_FLOAT( "sensitivity" ) - 0.1f) / 20.0f;

	if( uiAdvControls.mouseLook.enabled )
	{
		uiAdvControls.lookSpring.generic.flags |= QMF_GRAYED;
		uiAdvControls.lookStrafe.generic.flags |= QMF_GRAYED;
	}
	else
	{
		uiAdvControls.lookSpring.generic.flags &= ~QMF_GRAYED;
		uiAdvControls.lookStrafe.generic.flags &= ~QMF_GRAYED;
	}
}

/*
=================
UI_AdvControls_Callback
=================
*/
static void UI_AdvControls_Callback( void *self, int event )
{
	menuCommon_s	*item = (menuCommon_s *)self;

	switch( item->id )
	{
	case ID_CROSSHAIR:
	case ID_INVERTMOUSE:
	case ID_MOUSELOOK:
	case ID_LOOKSPRING:
	case ID_LOOKSTRAFE:
	case ID_MOUSEFILTER:
	case ID_AUTOAIM:
		if( event == QM_PRESSED )
			((menuCheckBox_s *)self)->focusPic = UI_CHECKBOX_PRESSED;
		else ((menuCheckBox_s *)self)->focusPic = UI_CHECKBOX_FOCUS;
		break;
	}

	if( event == QM_CHANGED )
	{
		UI_AdvControls_UpdateConfig();
		return;
	}

	if( event != QM_ACTIVATED )
		return;

	switch( item->id )
	{
	case ID_DONE:
		UI_PopMenu();
		break;
	}
}

/*
=================
UI_AdvControls_Init
=================
*/
static void UI_AdvControls_Init( void )
{
	memset( &uiAdvControls, 0, sizeof( uiAdvControls_t ));

	uiAdvControls.menu.vidInitFunc = UI_AdvControls_Init;

	uiAdvControls.background.generic.id = ID_BACKGROUND;
	uiAdvControls.background.generic.type = QMTYPE_BITMAP;
	uiAdvControls.background.generic.flags = QMF_INACTIVE;
	uiAdvControls.background.generic.x = 0;
	uiAdvControls.background.generic.y = 0;
	uiAdvControls.background.generic.width = 1024;
	uiAdvControls.background.generic.height = 768;
	uiAdvControls.background.pic = ART_BACKGROUND;

	uiAdvControls.banner.generic.id = ID_BANNER;
	uiAdvControls.banner.generic.type = QMTYPE_BITMAP;
	uiAdvControls.banner.generic.flags = QMF_INACTIVE|QMF_DRAW_ADDITIVE;
	uiAdvControls.banner.generic.x = UI_BANNER_POSX;
	uiAdvControls.banner.generic.y = UI_BANNER_POSY;
	uiAdvControls.banner.generic.width = UI_BANNER_WIDTH;
	uiAdvControls.banner.generic.height = UI_BANNER_HEIGHT;
	uiAdvControls.banner.pic = ART_BANNER;

	uiAdvControls.done.generic.id	= ID_DONE;
	uiAdvControls.done.generic.type = QMTYPE_BM_BUTTON;
	uiAdvControls.done.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW; 
	uiAdvControls.done.generic.x = 72;
	uiAdvControls.done.generic.y = 680;
	uiAdvControls.done.generic.name = "Done";
	uiAdvControls.done.generic.statusText = "Save changes and go back to the Customize Menu";
	uiAdvControls.done.generic.callback = UI_AdvControls_Callback;

	UI_UtilSetupPicButton( &uiAdvControls.done, PC_DONE );

	uiAdvControls.crosshair.generic.id = ID_CROSSHAIR;
	uiAdvControls.crosshair.generic.type = QMTYPE_CHECKBOX;
	uiAdvControls.crosshair.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_NOTIFY|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
	uiAdvControls.crosshair.generic.x = 72;
	uiAdvControls.crosshair.generic.y = 230;
	uiAdvControls.crosshair.generic.name = "Crosshair";
	uiAdvControls.crosshair.generic.callback = UI_AdvControls_Callback;
	uiAdvControls.crosshair.generic.statusText = "Enable the weapon aiming crosshair";

	uiAdvControls.invertMouse.generic.id = ID_INVERTMOUSE;
	uiAdvControls.invertMouse.generic.type = QMTYPE_CHECKBOX;
	uiAdvControls.invertMouse.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_NOTIFY|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
	uiAdvControls.invertMouse.generic.x = 72;
	uiAdvControls.invertMouse.generic.y = 280;
	uiAdvControls.invertMouse.generic.name = MenuStrings[HINT_REVERSE_MOUSE];
	uiAdvControls.invertMouse.generic.callback = UI_AdvControls_Callback;
	uiAdvControls.invertMouse.generic.statusText = "Reverse mouse up/down axis";

	uiAdvControls.mouseLook.generic.id = ID_MOUSELOOK;
	uiAdvControls.mouseLook.generic.type = QMTYPE_CHECKBOX;
	uiAdvControls.mouseLook.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_NOTIFY|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
	uiAdvControls.mouseLook.generic.x = 72;
	uiAdvControls.mouseLook.generic.y = 330;
	uiAdvControls.mouseLook.generic.name = "Mouse look";
	uiAdvControls.mouseLook.generic.callback = UI_AdvControls_Callback;
	uiAdvControls.mouseLook.generic.statusText = "Use the mouse to look around instead of using the mouse to move";

	uiAdvControls.lookSpring.generic.id = ID_LOOKSPRING;
	uiAdvControls.lookSpring.generic.type = QMTYPE_CHECKBOX;
	uiAdvControls.lookSpring.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_NOTIFY|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
	uiAdvControls.lookSpring.generic.x = 72;
	uiAdvControls.lookSpring.generic.y = 380;
	uiAdvControls.lookSpring.generic.name = "Look spring";
	uiAdvControls.lookSpring.generic.callback = UI_AdvControls_Callback;
	uiAdvControls.lookSpring.generic.statusText = "Causes the screen to 'spring' back to looking straight ahead when you\nmove forward";

	uiAdvControls.lookStrafe.generic.id = ID_LOOKSTRAFE;
	uiAdvControls.lookStrafe.generic.type = QMTYPE_CHECKBOX;
	uiAdvControls.lookStrafe.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_NOTIFY|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
	uiAdvControls.lookStrafe.generic.x = 72;
	uiAdvControls.lookStrafe.generic.y = 430;
	uiAdvControls.lookStrafe.generic.name = "Look strafe";
	uiAdvControls.lookStrafe.generic.callback = UI_AdvControls_Callback;
	uiAdvControls.lookStrafe.generic.statusText = "In combination with your mouse look modifier, causes left-right movements\nto strafe instead of turn";

	uiAdvControls.mouseFilter.generic.id = ID_MOUSEFILTER;
	uiAdvControls.mouseFilter.generic.type = QMTYPE_CHECKBOX;
	uiAdvControls.mouseFilter.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_NOTIFY|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
	uiAdvControls.mouseFilter.generic.x = 72;
	uiAdvControls.mouseFilter.generic.y = 480;
	uiAdvControls.mouseFilter.generic.name = "Mouse filter";
	uiAdvControls.mouseFilter.generic.callback = UI_AdvControls_Callback;
	uiAdvControls.mouseFilter.generic.statusText = "Average mouse inputs over the last two frames to smooth out movements";

	uiAdvControls.autoaim.generic.id = ID_AUTOAIM;
	uiAdvControls.autoaim.generic.type = QMTYPE_CHECKBOX;
	uiAdvControls.autoaim.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_NOTIFY|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
	uiAdvControls.autoaim.generic.x = 72;
	uiAdvControls.autoaim.generic.y = 530;
	uiAdvControls.autoaim.generic.name = "Autoaim";
	uiAdvControls.autoaim.generic.callback = UI_AdvControls_Callback;
	uiAdvControls.autoaim.generic.statusText = "Let game to help you aim at enemies";

	uiAdvControls.sensitivity.generic.id = ID_SENSITIVITY;
	uiAdvControls.sensitivity.generic.type = QMTYPE_SLIDER;
	uiAdvControls.sensitivity.generic.flags = QMF_PULSEIFFOCUS|QMF_DROPSHADOW;
	uiAdvControls.sensitivity.generic.name = MenuStrings[HINT_MOUSE_SENSE];
	uiAdvControls.sensitivity.generic.x = 72;
	uiAdvControls.sensitivity.generic.y = 625;
	uiAdvControls.sensitivity.generic.callback = UI_AdvControls_Callback;
	uiAdvControls.sensitivity.generic.statusText = "Set in-game mouse sensitivity";
	uiAdvControls.sensitivity.minValue = 0.0;
	uiAdvControls.sensitivity.maxValue = 1.0;
	uiAdvControls.sensitivity.range = 0.05f;

	UI_AdvControls_GetConfig();

	UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.background );
	UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.banner );
	UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.done );
	UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.crosshair );
	UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.invertMouse );
	UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.mouseLook );
	UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.lookSpring );
	UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.lookStrafe );
	UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.mouseFilter );
	UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.autoaim );
	UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.sensitivity );
}

/*
=================
UI_AdvControls_Precache
=================
*/
void UI_AdvControls_Precache( void )
{
	PIC_Load( ART_BACKGROUND );
	PIC_Load( ART_BANNER );
}

/*
=================
UI_AdvControls_Menu
=================
*/
void UI_AdvControls_Menu( void )
{
	UI_AdvControls_Precache();
	UI_AdvControls_Init();

	UI_AdvControls_UpdateConfig();
	UI_PushMenu( &uiAdvControls.menu );
}