/*
 * Copyright © 2009-2020 Frictional Games
 *
 * This file is part of Amnesia: The Dark Descent.
 *
 * Amnesia: The Dark Descent 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 3 of the License, or
 * (at your option) any later version.

 * Amnesia: The Dark Descent 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 Amnesia: The Dark Descent.  If not, see <https://www.gnu.org/licenses/>.
 */

#ifndef HPL_MOUSE_SDL_H
#define HPL_MOUSE_SDL_H

#include <vector>
#include "input/Mouse.h"


namespace hpl {

	class iLowLevelGraphics;
	class cLowLevelInputSDL;

	class cMouseSDL : public iMouse
	{
	public:
		cMouseSDL(cLowLevelInputSDL *apLowLevelInputSDL);

		bool ButtonIsDown(eMouseButton);

		void Update();

		/**
		* \todo Fix so it works and handles screen size
		* \return
		*/
		cVector2l GetAbsPosition();

		/**
		 * \todo Fix so it works and handles screen size
		 * \return
		 */
		cVector2l GetRelPosition();

		void Reset();

	private:
		bool mbFirstTime;

		cVector2l mvMouseAbsPos;
		cVector2l mvMouseRelPos;

		std::vector<bool> mvMButtonArray;

		cLowLevelInputSDL *mpLowLevelInputSDL;

		bool mbWheelUpMoved;
		bool mbWheelDownMoved;
	};

};

#endif // HPL_MOUSE_SDL_H
