// input framework
// - rlyeh, public domain
//
// multi-touch(emscripten) port based on code by @procedural (MIT-0 licensed)

// gotta love linux
#ifdef __linux
#undef KEY_ESC
#undef KEY_TICK
#undef KEY_1
#undef KEY_2
#undef KEY_3
#undef KEY_4
#undef KEY_5
#undef KEY_6
#undef KEY_7
#undef KEY_8
#undef KEY_9
#undef KEY_0
#undef KEY_BS
#undef KEY_TAB
#undef KEY_Q
#undef KEY_W
#undef KEY_E
#undef KEY_R
#undef KEY_T
#undef KEY_Y
#undef KEY_U
#undef KEY_I
#undef KEY_O
#undef KEY_P
#undef KEY_CAPS
#undef KEY_A
#undef KEY_S
#undef KEY_D
#undef KEY_F
#undef KEY_G
#undef KEY_H
#undef KEY_J
#undef KEY_K
#undef KEY_L
#undef KEY_ENTER
#undef KEY_LSHIFT
#undef KEY_Z
#undef KEY_X
#undef KEY_C
#undef KEY_V
#undef KEY_B
#undef KEY_N
#undef KEY_M
#undef KEY_RSHIFT
#undef KEY_UP
#undef KEY_LCTRL
#undef KEY_LALT
#undef KEY_SPACE
#undef KEY_RALT
#undef KEY_RCTRL
#undef KEY_LEFT
#undef KEY_DOWN
#undef KEY_RIGHT
#undef KEY_INS
#undef KEY_HOME
#undef KEY_PGUP
#undef KEY_DEL
#undef KEY_END
#undef KEY_PGDN
#undef KEY_LMETA
#undef KEY_RMETA
#undef KEY_MENU
#undef KEY_PRINT
#undef KEY_PAUSE
#undef KEY_SCROLL
#undef KEY_NUMLOCK
#undef KEY_MINUS
#undef KEY_EQUAL
#undef KEY_LSQUARE
#undef KEY_RSQUARE
#undef KEY_SEMICOLON
#undef KEY_QUOTE
#undef KEY_HASH
#undef KEY_BAR
#undef KEY_COMMA
#undef KEY_DOT
#undef KEY_SLASH
#undef KEY_F1
#undef KEY_F2
#undef KEY_F3
#undef KEY_F4
#undef KEY_F5
#undef KEY_F6
#undef KEY_F7
#undef KEY_F8
#undef KEY_F9
#undef KEY_F10
#undef KEY_F11
#undef KEY_F12
#undef KEY_PAD1
#undef KEY_PAD2
#undef KEY_PAD3
#undef KEY_PAD4
#undef KEY_PAD5
#undef KEY_PAD6
#undef KEY_PAD7
#undef KEY_PAD8
#undef KEY_PAD9
#undef KEY_PAD0
#undef KEY_PADADD
#undef KEY_PADSUB
#undef KEY_PADMUL
#undef KEY_PADDIV
#undef KEY_PADDOT
#undef KEY_PADENTER
#undef MOUSE_L
#undef MOUSE_M
#undef MOUSE_R
#undef GAMEPAD_CONNECTED
#undef GAMEPAD_A
#undef GAMEPAD_B
#undef GAMEPAD_X
#undef GAMEPAD_Y
#undef GAMEPAD_UP
#undef GAMEPAD_DOWN
#undef GAMEPAD_LEFT
#undef GAMEPAD_RIGHT
#undef GAMEPAD_MENU
#undef GAMEPAD_START
#undef GAMEPAD_LB
#undef GAMEPAD_RB
#undef GAMEPAD_LTHUMB
#undef GAMEPAD_RTHUMB
#undef WINDOW_BLUR
#undef WINDOW_FOCUS
#undef WINDOW_CLOSE
#undef WINDOW_MINIMIZE
#undef WINDOW_MAXIMIZE
#undef WINDOW_FULLSCREEN
#undef WINDOW_WINDOWED
#undef GAMEPAD_LPAD
#undef GAMEPAD_LPAD
#undef GAMEPAD_LPADY
#undef GAMEPAD_RPAD
#undef GAMEPAD_RPAD
#undef GAMEPAD_RPADY
#undef GAMEPAD_LT
#undef GAMEPAD_RT
#undef GAMEPAD_BATTERY
#undef MOUSE
#undef MOUSE
#undef MOUSE_Y
#undef MOUSE_W
#undef TOUCH_X1
#undef TOUCH_Y1
#undef TOUCH_X2
#undef TOUCH_Y2
#undef WINDOW_RESIZE
#undef WINDOW_RESIZE
#undef WINDOW_RESIZEY
#undef WINDOW_ORIENTATION
#undef WINDOW_BATTERY
#undef GAMEPAD_GUID
#undef GAMEPAD_NAME
#endif

static int controller_id = 0;
static int controller_cycle[4] = {0};

static struct controller_t {
    const char* strings[2];
    float floats[7+3+4+4];
    char  bits[104+3+15+7];
} controller[4] = {0}, frame[4][60] = {{0},{0},{0},{0}};

static struct controller_t *input_logger(int position, int advance) {
    int *cycle = &controller_cycle[controller_id];
    position += (*cycle += advance);
    position = position >= 0 ? position % 60 : 60-1 + ((position+1) % 60);
    return &frame[controller_id][position];
}

void input_mappings(const char *filename) {
#if !is(ems) // emscripten: no glfwUpdateGamepadMappings() available
    char* mappings = vfs_read(filename);
    if( mappings ) { glfwUpdateGamepadMappings(mappings); /*REALLOC(mappings, 0);*/ }
#endif
}

void input_init() {
    do_once {
        input_mappings("gamecontrollerdb.txt");
    }
    #if 0 // deprecated
    void input_update();
    window_hook(input_update, NULL);
    #endif
}

static int any_key = 0;
int input_anykey() {
    return any_key;
}

void input_update() {
    struct controller_t *c = &controller[0]; // @fixme

    char *bits = &c->bits[0];
    float *floats = c->floats; floats -= GAMEPAD_LPADX;
    const char **strings = c->strings; strings -= GAMEPAD_GUID;
    float mouse_wheel_old = floats[MOUSE_W];

    struct controller_t clear = {0};
    *c = clear;
    for( int i = 0; i < countof(c->strings); ++i ) c->strings[i] = "";

    struct GLFWwindow *win = window_handle();
    // glfwSetInputMode(win, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE);
    double mx, my;
    glfwGetCursorPos(win, &mx, &my);
    floats[MOUSE_X] = mx;
    floats[MOUSE_Y] = my;
    struct nk_glfw* glfw = glfwGetWindowUserPointer(win); // from nuklear, because it is overriding glfwSetScrollCallback()
    floats[MOUSE_W] = !glfw ? 0 : mouse_wheel_old + (float)glfw->scroll_bak.x + (float)glfw->scroll_bak.y;
    glfw->scroll_bak.x = glfw->scroll_bak.y = 0;

    // Dear Win32 users,
    // - Touchpad cursor freezing when any key is being pressed?
    // If using Alps/Elantech/Dell/Toshiba touchpad driver or similar, ensure to disable TouchGuard, TouchCheck, PalmTracking, etc.
    // - Touchpad button not clicking when any key is being pressed?
    // Change Touchpad settings on Windows10 from HighSentivity (default) to MostSensitivity.
    // - Apparently, a sane solution is just to never bind FIRE/JUMP actions to LMB/RMB buttons, and bind actions to keys instead.
    bits[MOUSE_L] = (glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
    bits[MOUSE_M] = (glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
    bits[MOUSE_R] = (glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);

    #define k2(VK,GLFW) [KEY_##VK] = GLFW_KEY_##GLFW
    #define k(VK) k2(VK,VK)
    int table[] = {
        k2(ESC,ESCAPE),
        k2(TICK,GRAVE_ACCENT), k(1),k(2),k(3),k(4),k(5),k(6),k(7),k(8),k(9),k(0), k2(BS,BACKSPACE),
        k(TAB),                k(Q),k(W),k(E),k(R),k(T),k(Y),k(U),k(I),k(O),k(P),
        k2(CAPS,CAPS_LOCK),      k(A),k(S),k(D),k(F),k(G),k(H),k(J),k(K),k(L), k(ENTER),
        k2(LSHIFT,LEFT_SHIFT),       k(Z),k(X),k(C),k(V),k(B),k(N),k(M),  k2(RSHIFT,RIGHT_SHIFT),                      k(UP),
        k2(LCTRL,LEFT_CONTROL),k2(LALT,LEFT_ALT), k(SPACE), k2(RALT,RIGHT_ALT),k2(RCTRL,RIGHT_CONTROL), k(LEFT),k(DOWN),k(RIGHT),

        k(F1),k(F2),k(F3),k(F4),k(F5),k(F6),k(F7),k(F8),k(F9),k(F10),k(F11),k(F12), k2(PRINT,PRINT_SCREEN),k(PAUSE),
        k2(INS,INSERT),k(HOME),k2(PGUP,PAGE_UP), k2(DEL,DELETE),k(END), k2(PGDN,PAGE_DOWN),
    };
    #undef k
    #undef k2
    any_key = 0;
    for(int i = 0; i < countof(table); ++i) {
#if is(ems)
        if( table[i] ) any_key |= (bits[i] = glfwGetKey(win, table[i] ) == GLFW_PRESS);
#else
        any_key |= (bits[i] = glfwGetKeys(win)[ table[i] ]);
#endif
    }
    // special cases: plain shift/alt/ctrl enums will also check right counterparts
    any_key |= (bits[KEY_ALT] |= glfwGetKey(win, table[KEY_RALT] ) == GLFW_PRESS);
    any_key |= (bits[KEY_CTRL] |= glfwGetKey(win, table[KEY_RCTRL] ) == GLFW_PRESS);
    any_key |= (bits[KEY_SHIFT] |= glfwGetKey(win, table[KEY_RSHIFT] ) == GLFW_PRESS);

#if is(ems)
    {
        int jid = 0; // @fixme
        EmscriptenGamepadEvent state = {0};

        if( emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS ) {
            if( emscripten_get_gamepad_status(jid, &state) == EMSCRIPTEN_RESULT_SUCCESS ) {
                // hardcoded for Xbox controller
                if( state.numAxes >= 4 && state.numButtons >= 16 ) {

                    bits[GAMEPAD_CONNECTED] = 1; // !!state.connected
                    strings[GAMEPAD_GUID] = va("%s", state.id);
                    strings[GAMEPAD_NAME] = va("emscripten %s", state.mapping);
                    floats[GAMEPAD_BATTERY] = 100;

                    // e.digitalButton[i], e.analogButton[i]

                    bits[GAMEPAD_A] = state.analogButton[0]; // cross
                    bits[GAMEPAD_B] = state.analogButton[1]; // circle
                    bits[GAMEPAD_X] = state.analogButton[2]; // square
                    bits[GAMEPAD_Y] = state.analogButton[3]; // triangle

                    bits[GAMEPAD_UP] = state.analogButton[12];
                    bits[GAMEPAD_DOWN] = state.analogButton[13];
                    bits[GAMEPAD_LEFT] = state.analogButton[14];
                    bits[GAMEPAD_RIGHT] = state.analogButton[15];

                    bits[GAMEPAD_LB] = state.analogButton[4];
                    bits[GAMEPAD_RB] = state.analogButton[5];
                    bits[GAMEPAD_MENU] = state.analogButton[8];
                    bits[GAMEPAD_START] = state.analogButton[9];

                    bits[GAMEPAD_LTHUMB] = state.analogButton[10];
                    bits[GAMEPAD_RTHUMB] = state.analogButton[11];

                    floats[GAMEPAD_LT] = state.analogButton[6];
                    floats[GAMEPAD_RT] = state.analogButton[7];

                    floats[GAMEPAD_LPADX] = state.axis[0];
                    floats[GAMEPAD_LPADY] = -state.axis[1];

                    floats[GAMEPAD_RPADX] = state.axis[2];
                    floats[GAMEPAD_RPADY] = -state.axis[3];
                }
            }
        }

        if( 0 && ui_panel("emspad", 0)) {
            for(int i = 0; i <= 5; ++i )
            ui_label(va("axis #%d: %5.2f", i, (float)state.axis[i]));

            for(int i = 0; i <= 15; ++i )
            ui_label(va("button #%d: %d %5.2f", i, state.digitalButton[i], (float)state.analogButton[i]));

            ui_panel_end();
        }
    }
#else
    int jid = GLFW_JOYSTICK_1 + 0; // @fixme
    if( glfwGetGamepadName(jid) ) { // glfwJoystickPresent(jid) && glfwJoystickIsGamepad(jid) ) {
        bits[GAMEPAD_CONNECTED] = 1;
        strings[GAMEPAD_GUID] = glfwGetJoystickGUID(jid);
        strings[GAMEPAD_NAME] = glfwGetGamepadName(jid);
        floats[GAMEPAD_BATTERY] = 100; //glfwJoystickCurrentPowerLevel(jid);

        GLFWgamepadstate state;
        if (glfwGetGamepadState(jid, &state)) {
            bits[GAMEPAD_A] = state.buttons[GLFW_GAMEPAD_BUTTON_A]; // cross
            bits[GAMEPAD_B] = state.buttons[GLFW_GAMEPAD_BUTTON_B]; // circle
            bits[GAMEPAD_X] = state.buttons[GLFW_GAMEPAD_BUTTON_X]; // square
            bits[GAMEPAD_Y] = state.buttons[GLFW_GAMEPAD_BUTTON_Y]; // triangle

            bits[GAMEPAD_UP] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_UP];
            bits[GAMEPAD_DOWN] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_DOWN];
            bits[GAMEPAD_LEFT] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_LEFT];
            bits[GAMEPAD_RIGHT] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_RIGHT];

            bits[GAMEPAD_LB] = state.buttons[GLFW_GAMEPAD_BUTTON_LEFT_BUMPER];
            bits[GAMEPAD_RB] = state.buttons[GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER];
            bits[GAMEPAD_MENU] = state.buttons[GLFW_GAMEPAD_BUTTON_BACK];
            bits[GAMEPAD_START] = state.buttons[GLFW_GAMEPAD_BUTTON_START]; // _GUIDE

            bits[GAMEPAD_LTHUMB] = state.buttons[GLFW_GAMEPAD_BUTTON_LEFT_THUMB];
            bits[GAMEPAD_RTHUMB] = state.buttons[GLFW_GAMEPAD_BUTTON_RIGHT_THUMB];

            floats[GAMEPAD_LT] = input_filter_positive(state.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER]); // [-1..+1] -> [0..1]
            floats[GAMEPAD_RT] = input_filter_positive(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER]); // [-1..+1] -> [0..1]

            floats[GAMEPAD_LPADX] = state.axes[GLFW_GAMEPAD_AXIS_LEFT_X];
            floats[GAMEPAD_LPADY] = -state.axes[GLFW_GAMEPAD_AXIS_LEFT_Y];

            floats[GAMEPAD_RPADX] = state.axes[GLFW_GAMEPAD_AXIS_RIGHT_X];
            floats[GAMEPAD_RPADY] = -state.axes[GLFW_GAMEPAD_AXIS_RIGHT_Y];
        }
    }
#endif

    *input_logger(0,+1) = controller[0];
}

int input_use(int id) {
    return controller_id >= 0 && controller_id <= 3 ? controller_id = id, 1 : 0;
}

float input_frame( int vk, int frame ) {
    if( controller_id > 0 ) return 0; // @fixme
    struct controller_t *c = input_logger(frame, +0);
    if(vk < GAMEPAD_LPADX) return c->bits[vk]; // if in bits...
    if(vk < GAMEPAD_GUID) return c->floats[vk - GAMEPAD_LPADX]; // if in floats...
    return 0.f; // NAN?
}
vec2 input_frame2( int vk, int frame ) {
    return vec2( input_frame(vk, frame), input_frame(vk+1, frame) );
}

const char *input_string( int vk ) {
    int frame = 0;
    if( controller_id > 0 ) return ""; // @fixme
    struct controller_t *c = input_logger(frame, +0);
    return vk >= GAMEPAD_GUID ? c->strings[vk - GAMEPAD_GUID] : ""; // if in strings...
}

// --- sugars

float input_diff( int vk ) {
    return input_frame(vk, 0) - input_frame(vk, -1);
}
vec2 input_diff2( int vk ) {
    return vec2( input_diff(vk), input_diff(vk+1) );
}
float input( int vk ) {
    return input_frame( vk, 0 );
}
vec2 input2( int vk ) {
    return vec2( input_frame(vk, 0), input_frame(vk+1, 0) );
}

// --- events

const float MS2FRAME = 0.06f; // 60 hz/1000 ms

int event( int vk ) {
    float v = input_frame(vk,0);
    return (v * v) > 0;
}
int input_chord2( int vk1, int vk2 ) {
    return event(vk1) && event(vk2);
}
int input_chord3( int vk1, int vk2, int vk3 ) {
    return event(vk1) && input_chord2(vk2, vk3);
}
int input_chord4( int vk1, int vk2, int vk3, int vk4 ) {
    return event(vk1) && input_chord3(vk2, vk3, vk4);
}
int input_down( int vk ) {
    return input_diff(vk) > 0; // input_frame(vk,-1) <= 0 && input_frame(vk,0) > 0;
}
int input_held( int vk ) {
    return input_diff(vk) == 0 && input_frame(vk,0) > 0; // input_frame(vk,-1) > 0 && input_frame(vk,0) > 0;
}
int input_up( int vk ) {
    return input_diff(vk) < 0; // input_frame(vk,-1) > 0 && input_frame(vk,0) <= 0;
}
int input_idle( int vk ) {
    return input_diff(vk) == 0 && input_frame(vk,0) <= 0; // input_frame(vk,-1) <= 0 && input_frame(vk,0) <= 0;
}
int input_repeat( int vk, int ms ) { // @fixme: broken
    assert((unsigned)ms <= 1000);
    return input_frame(vk,-ms * MS2FRAME ) > 0 && input_frame(vk,-ms * MS2FRAME /2) > 0 && input_frame(vk,0) > 0;
}
int input_click( int vk, int ms ) { // @fixme: broken
    assert((unsigned)ms <= 1000);
    return input_frame(vk,-ms * MS2FRAME ) <= 0 && input_frame(vk,-ms * MS2FRAME /2) > 0 && input_frame(vk,0) <= 0;
}
int input_click2( int vk, int ms ) { // @fixme: broken
    assert((unsigned)ms <= 1000);
    return input_frame(vk,-ms * MS2FRAME ) <= 0 && input_frame(vk,-ms * MS2FRAME *3/4) > 0
    && input_frame(vk,-ms * MS2FRAME *2/4) <= 0 && input_frame(vk,-ms * MS2FRAME *1/4) > 0 && input_frame(vk,0) <= 0;
}

#undef MS2FRAME

// --- filters

float input_filter_positive( float v ) { // [-1..1] -> [0..1]
    return ( v + 1 ) * 0.5f;
}
vec2  input_filter_positive2( vec2 v ) { // [-1..1] -> [0..1]
    return scale2(inc2(v,1), 0.5f);
}

vec2 input_filter_deadzone( vec2 v, float deadzone ) {
    assert(deadzone > 0);
    float mag = sqrt( v.x*v.x + v.y*v.y );
    float nx = v.x / mag, ny = v.y / mag, k = (mag - deadzone) / (1 - deadzone);
    if( k > 1 ) k = 1; // clamp
    // k = k * k; // uncomment for a smoother curve
    return mag < deadzone ? vec2(0, 0) : vec2(nx * k, ny * k);
}

vec2 input_filter_deadzone_4way( vec2 v, float deadzone ) {
    assert(deadzone > 0);
    float v0 = v.x*v.x < deadzone*deadzone ? 0 : v.x;
    float v1 = v.y*v.y < deadzone*deadzone ? 0 : v.y;
    return vec2(v0, v1);
}

int input_enum(const char *vk) {
    static map(char*,int) m = 0;
    do_once {
        map_init_str(m);
        #define k(VK) map_find_or_add(m, STRINGIZE(VK), KEY_##VK); map_find_or_add(m, STRINGIZE(KEY_##VK), KEY_##VK);
        k(ESC)
        k(TICK)  k(1) k(2) k(3) k(4) k(5) k(6) k(7) k(8) k(9) k(0)     k(BS)
        k(TAB)    k(Q) k(W) k(E) k(R) k(T) k(Y) k(U) k(I) k(O) k(P)
        k(CAPS)       k(A) k(S) k(D) k(F) k(G) k(H) k(J) k(K) k(L)  k(ENTER)
        k(LSHIFT)        k(Z) k(X) k(C) k(V) k(B) k(N) k(M)        k(RSHIFT)             k(UP)
        k(LCTRL) k(LALT)                 k(SPACE)           k(RALT) k(RCTRL)    k(LEFT) k(DOWN) k(RIGHT)

        k(F1) k(F2) k(F3) k(F4) k(F5) k(F6) k(F7) k(F8) k(F9) k(F10) k(F11) k(F12)  k(PRINT) k(PAUSE)
        k(INS) k(HOME) k(PGUP)  k(DEL) k(END)  k(PGDN)

        k(ALT) k(CTRL) k(SHIFT)
        #undef k
    };
    int *found = map_find(m, (char*)vk);
    return found ? *found : -1;
}

int input_eval(const char *expression) {
    if( expression && expression[0] ) {
        return eval(expression) > 0;
    }
    return 0;
}

// converts keyboard code to its latin char (if any)
char input_keychar(unsigned code) {
    #define k2(VK,GLFW) [KEY_##VK] = GLFW_KEY_##GLFW
    #define k(VK) k2(VK,VK)
    int table[256] = {
        k2(ESC,ESCAPE),
        k2(TICK,GRAVE_ACCENT), k(1),k(2),k(3),k(4),k(5),k(6),k(7),k(8),k(9),k(0), k2(BS,BACKSPACE),
        k(TAB),                k(Q),k(W),k(E),k(R),k(T),k(Y),k(U),k(I),k(O),k(P),
        k2(CAPS,CAPS_LOCK),      k(A),k(S),k(D),k(F),k(G),k(H),k(J),k(K),k(L), k(ENTER),
        k2(LSHIFT,LEFT_SHIFT),       k(Z),k(X),k(C),k(V),k(B),k(N),k(M),  k2(RSHIFT,RIGHT_SHIFT),                k(UP),
        k2(LCTRL,LEFT_CONTROL),k2(LALT,LEFT_ALT), k(SPACE), k2(RALT,RIGHT_ALT),k2(RCTRL,RIGHT_CONTROL), k(LEFT),k(DOWN),k(RIGHT),

        k(F1),k(F2),k(F3),k(F4),k(F5),k(F6),k(F7),k(F8),k(F9),k(F10),k(F11),k(F12), k2(PRINT,PRINT_SCREEN),k(PAUSE),
        k2(INS,INSERT),k(HOME),k2(PGUP,PAGE_UP), k2(DEL,DELETE),k(END), k2(PGDN,PAGE_DOWN),
    };
    #undef k
    #undef k2

    code = table[ code & 255 ];

    const char* name = glfwGetKeyName(code, 0);
    if( name && strlen(name) == 1 ) {
        return *name >= 'A' && *name <= 'Z' ? name[0] - 'A' + 'a' : name[0];
    }

    if( code >= GLFW_KEY_0 && code <= GLFW_KEY_9 ) return code - GLFW_KEY_0 + '0';
    if( code >= GLFW_KEY_A && code <= GLFW_KEY_Z ) return code - GLFW_KEY_A + 'a';
    switch(code) {
        default: break;
        case GLFW_KEY_APOSTROPHE:    return '\'';
        case GLFW_KEY_BACKSLASH:     return '\\';
        case GLFW_KEY_COMMA:         return ',';
        case GLFW_KEY_EQUAL:         return '=';
        case GLFW_KEY_GRAVE_ACCENT:  return '`';
        case GLFW_KEY_LEFT_BRACKET:  return '[';
        case GLFW_KEY_MINUS:         return '-';
        case GLFW_KEY_PERIOD:        return '.';
        case GLFW_KEY_RIGHT_BRACKET: return ']';
        case GLFW_KEY_SEMICOLON:     return ';';
        case GLFW_KEY_SLASH:         return '/';
        //case GLFW_KEY_WORLD_1:     return non-US #1;
        //case GLFW_KEY_WORLD_2:     return non-US #2;
    }

    return '\0';
}

// -- multi-touch input
// multi-touch(emscripten) port based on code by @procedural (MIT-0 licensed)

#if !is(ems)

void touch_init() {}
void touch_flush() {}
void input_touch_area(unsigned button, vec2 from, vec2 to)  {}
vec2 input_touch(unsigned button, float sensitivity) { return vec2(0,0); }
vec2 input_touch_delta_from_origin(unsigned button, float sensitivity) { return vec2(0,0); }
vec2 input_touch_delta(unsigned button, float sensitivity) { return vec2(0,0); }
bool input_touch_active() { return false; }

#else

static struct touch {
    bool init;
    vec2 move, cached, origin, prev;
    vec4 area;
} touch[2] = {0};

static EM_BOOL touch_move(int eventType, const EmscriptenTouchEvent *e, void *userData) {
    for( int i = 0; i < (int)e->numTouches; ++i) {
        if( !e->touches[i].isChanged ) continue;
        int j = e->touches[i].identifier;
        if( j >= countof(touch) ) continue;

        touch[j].cached = vec2(e->touches[i].clientX, e->touches[i].clientY);
        if (!touch[j].init) touch[j].init = 1, touch[j].origin = touch[j].prev = touch[j].move = touch[j].cached;
    }

    return EM_TRUE;
}

static EM_BOOL touch_end(int eventType, const EmscriptenTouchEvent *e, void *userData) {
    for( int i = 0; i < (int)e->numTouches; ++i) {
        if( !e->touches[i].isChanged ) continue;
        int j = e->touches[i].identifier;
        if( j >= countof(touch) ) continue;

        //memset(&touch[j], 0, sizeof(touch[j]));
        touch[j].init = false;
        touch[j].move = touch[j].cached = touch[j].origin = touch[j].prev = vec2(0,0);
    }

    return EM_TRUE;
}

void input_touch_area(unsigned button, vec2 from_ndc, vec2 to_ndc) {
    if( button >= countof(touch) ) return;
    touch[button].area = vec4( from_ndc.x, from_ndc.y, to_ndc.x, to_ndc.y );
}

void touch_init() {
    memset(touch, 0, sizeof(touch));

    // default areas: left screen (button #0) and right_screen (button #1)
    input_touch_area(0, vec2(0.0,0.0), vec2(0.5,1.0));
    input_touch_area(1, vec2(0.5,0.0), vec2(1.0,1.0));

    emscripten_set_touchstart_callback("#canvas", 0, EM_FALSE, &touch_move);
    emscripten_set_touchmove_callback("#canvas", 0, EM_FALSE, &touch_move);
    emscripten_set_touchend_callback("#canvas", 0, EM_FALSE, &touch_end);
}

void touch_flush() {
    for( int j = 0; j < countof(touch); ++j) {
        touch[j].prev = touch[j].move;
        touch[j].move = touch[j].cached;
    }
}

static
unsigned input_locate_button(unsigned button) {
    // locate button in user-defined areas
    vec2 c = window_canvas();
    for( int j = 0; j < countof(touch); ++j ) {
        if( touch[j].init )
        if( touch[j].origin.x >= (touch[button].area.x * c.x) )
        if( touch[j].origin.y >= (touch[button].area.y * c.y) )
        if( touch[j].origin.x <= (touch[button].area.z * c.x) )
        if( touch[j].origin.y <= (touch[button].area.w * c.y) )
            return j;
    }
    return ~0u;
}

vec2 input_touch(unsigned button, float sensitivity) {
    button = input_locate_button(button);
    if( button >= countof(touch) ) return vec2(0,0);
    return touch[button].init ? touch[button].move : vec2(0,0);
}

vec2 input_touch_delta(unsigned button, float sensitivity) {
    button = input_locate_button(button);
    if( button >= countof(touch) ) return vec2(0,0);
    return touch[button].init ? scale2( sub2(touch[button].move, touch[button].prev), sensitivity ) : vec2(0,0);
}

vec2 input_touch_delta_from_origin(unsigned button, float sensitivity) {
    button = input_locate_button(button);
    if( button >= countof(touch) ) return vec2(0,0);
    return touch[button].init ? scale2( sub2(touch[button].move, touch[button].origin), sensitivity ) : vec2(0,0);
}

bool input_touch_active() {
    for( int j = 0; j < countof(touch); ++j ) {
        if( touch[j].init ) return true;
    }
    return false;
}

#endif // !is(ems)

int ui_mouse() {
    ui_label2_float("X", input(MOUSE_X));
    ui_label2_float("Y", input(MOUSE_Y));
    ui_label2_float("Wheel", input(MOUSE_W));
    ui_separator();
    ui_label2_bool("Left", input(MOUSE_L));
    ui_label2_bool("Middle", input(MOUSE_M));
    ui_label2_bool("Right", input(MOUSE_R));
    ui_separator();
    for( int i = 0; i <= CURSOR_SW_AUTO; ++i ) if(ui_button(va("Cursor shape #%d", i))) window_cursor_shape(i);

    return 0;
}

int ui_keyboard() {
    char *keys[] = {
        "F1","F2","F3","F4","F5","F6","F7","F8","F9","F10","F11","F12",
        "ESC",
        "TICK","1","2","3","4","5","6","7","8","9","0","BS",
        "TAB","Q","W","E","R","T","Y","U","I","O","P",
        "CAPS","A","S","D","F","G","H","J","K","L","ENTER",
        "LSHIFT","Z","X","C","V","B","N","M","RSHIFT","^",
        "LCTRL","LALT","SPACE","RALT","RCTRL","<","V",">",
    };

    float rows[] = {
        12,
        1,
        12,
        11,
        11,
        10,
        8
    };

    for( int row = 0, k = 0; row < countof(rows); ++row ) {
        static char *buf = 0; if(buf) *buf = 0;
        for( int col = 0; col < rows[row]; ++col, ++k ) {
            assert( input_enum(keys[k]) == input_enum(va("KEY_%s", keys[k])) );
            strcatf(&buf, input(input_enum(keys[k])) ? "[%s]" : " %s ", keys[k]);
        }
        ui_label(buf);
    }

    return 0;
}

int ui_gamepad(int gamepad_id) {
    input_use(gamepad_id);

    bool connected = !!input(GAMEPAD_CONNECTED);

    ui_label2("Name", connected ? input_string(GAMEPAD_NAME) : "(Not connected)");

    if( !connected ) ui_disable();

    ui_separator();

    ui_label2_bool("A", input(GAMEPAD_A) );
    ui_label2_bool("B", input(GAMEPAD_B) );
    ui_label2_bool("X", input(GAMEPAD_X) );
    ui_label2_bool("Y", input(GAMEPAD_Y) );
    ui_label2_bool("Up", input(GAMEPAD_UP) );
    ui_label2_bool("Down", input(GAMEPAD_DOWN) );
    ui_label2_bool("Left", input(GAMEPAD_LEFT) );
    ui_label2_bool("Right", input(GAMEPAD_RIGHT) );
    ui_label2_bool("Menu", input(GAMEPAD_MENU) );
    ui_label2_bool("Start", input(GAMEPAD_START) );

    ui_separator();

    ui_label2_float("Left pad x", input(GAMEPAD_LPADX) );
    ui_label2_float("Left pad y", input(GAMEPAD_LPADY) );
    ui_label2_float("Left trigger", input(GAMEPAD_LT) );
    ui_label2_bool("Left bumper", input(GAMEPAD_LB) );
    ui_label2_bool("Left thumb", input(GAMEPAD_LTHUMB) );

    vec2 v = input_filter_deadzone( input2(GAMEPAD_LPADX), 0.1f );
    ui_label2_float("Filtered pad x", v.x);
    ui_label2_float("Filtered pad y", v.y);

    ui_separator();

    ui_label2_float("Right pad x", input(GAMEPAD_RPADX) );
    ui_label2_float("Right pad y", input(GAMEPAD_RPADY) );
    ui_label2_float("Right trigger", input(GAMEPAD_RT) );
    ui_label2_bool("Right bumper", input(GAMEPAD_RB) );
    ui_label2_bool("Right thumb", input(GAMEPAD_RTHUMB) );

    vec2 w = input_filter_deadzone( input2(GAMEPAD_RPADX), 0.1f );
    ui_label2_float("Filtered pad x", w.x);
    ui_label2_float("Filtered pad y", w.y);

    ui_enable();

    input_use(0);
    return 0;
}

int ui_gamepads() {
    for( int i = 0; i < 4; ++i ) ui_gamepad(i);

    return 0;
}