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/* DreemGL is a collaboration between Teeming Society & Samsung Electronics, sponsored by Samsung and others.
   Copyright 2015-2016 Teeming Society. Licensed under the Apache License, Version 2.0 (the "License"); You may not use this file except in compliance with the License.
   You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing,
   software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   See the License for the specific language governing permissions and limitations under the License.*/

// Pointer emits events that unify mouse and touch interactions.

define.class('$system/base/node', function(){

        var TAPSPEED = 150
        var TAPDIST = 5

        this.atConstructor = function(){}

        // Internal: Pointer list with helper methods.
        var PointerList = function () {
                Array.call(this)
        }
        PointerList.prototype = Object.create( Array.prototype )
        PointerList.prototype.constructor = PointerList

        // Internal: Finds first unused id in sorted pointer list
        PointerList.prototype.getAvailableId = function () {
                var id = 0
                for (var i = 0; i < this.length; i++) {
                        if (this[i].id === id) id += 1
                }
                return id
        }

        // Internal: Finds closest pointer ID in the list to a specified pointer
        PointerList.prototype.getClosest = function (pointer) {
                var closest, dist, closestdist = Infinity
                for (var i = 0; i < this.length; i++) {
                        dist = vec2.distance(pointer.position, this[i].position)
                        if (dist < closestdist) {
                                closest = this[i]
                                closestdist = dist
                        }
                }
                return closest !== undefined ? closest : undefined
        }

        // Internal: Returns a pointer with specified ID
        PointerList.prototype.getById = function (id) {
                for (var i = 0; i < this.length; i++) {
                        if (this[i].id === id) {
                                return this[i]
                        }
                }
        }

        // Internal: Removes specified pointer from the list
        PointerList.prototype.removePointer = function (pointer) {
                for (var i = this.length; i--;) {
                        if (this[i].id === pointer.id) {
                                this.splice(i, 1)
                                return
                        }
                }
        }

        // Internal: Adds pointer to the list or replaces it if ID match is found
        PointerList.prototype.setPointer = function (pointer) {
                for (var i = this.length; i--;) {
                        if (this[i].id === pointer.id) {
                                this.splice(i, 1, new Pointer(pointer, pointer.id, pointer.view))
                                return
                        }
                }
                this.push(new Pointer(pointer, pointer.id, pointer.view))
                this.sort(function(a, b) {
                        if (a.id < b.id) return -1
                        if (a.id > b.id) return 1
                        return 0
                })
        }

        // Internal: Iterates over all views associated with the pointer list and
        // calls specified callback with the view and filtered pointers as arguments
        PointerList.prototype.forEachView = function (callback) {
                var views = []
                for (var i = 0; i < this.length; i++) {
                        if (this[i].view && views.indexOf(this[i].view) == -1) {
                                views.push(this[i].view)
                        }
                }
                for (var i = 0; i < views.length; i++) {
                        var pointers = []
                        for (var j = 0; j < this.length; j++) {
                                if (this[j].view === views[i] && pointers.indexOf(this[j]) == -1) {
                                        pointers.push(this[j])
                                }
                        }
                        callback(views[i], pointers)
                }
        }

        // Internal: Returns pointer object.
        // It calculats deltas, min and max is reference pointer is provided.
        var Pointer = function(pointer, id, view) {
                // TODO(aki): add start value
                this.id = id
                this.view = view
                this.value = pointer.value
                this.position = pointer.position
                this.button = pointer.button
                this.shift = pointer.shift
                this.alt = pointer.alt
                this.ctrl = pointer.ctrl
                this.meta = pointer.meta
                this.touch = pointer.touch
                this.delta = pointer.delta || vec2()
                this.min = pointer.min || vec2()
                this.max = pointer.max || vec2()
                this.dt = pointer.dt || 0
                this.movement = pointer.movement || vec2()
                this.isover = pointer.isover
                this.pick = pointer.pick
                this.clicker = pointer.clicker
                this.t = Date.now()
                if (pointer.wheel !== undefined) this.wheel = pointer.wheel
        }

        Pointer.prototype.addDelta = function(refpointer) {
                this.delta = vec2(this.position[0] - refpointer.position[0], this.position[1] - refpointer.position[1])
                this.min = vec2(min(this.position[0], refpointer.position[0]), min(this.position[1], refpointer.position[1]))
                this.max = vec2(max(this.position[0], refpointer.position[0]), max(this.position[1], refpointer.position[1]))
                this.dt = this.t - refpointer.t
        }

        Pointer.prototype.addMovement = function(refpointer) {
                this.movement = vec2(this.position[0] - refpointer.position[0], this.position[1] - refpointer.position[1])
        }

        // Adds click count to pointer
        Pointer.prototype.setClicker = function(list) {
                this.clicker = 0
                for (var i = 0; i < list.length; i++) {
                        if (this.t - list[i].t < TAPSPEED * (i + 1)) this.clicker += 1
                }
        }


        // TODO(aki): initialize per instance
        this.attributes = {
                // List of pointers that are captured.
                first:Config({type: Array, value: new PointerList()}),
                // List of pointers at the moment of capture.
                start:Config({type: Array, value: new PointerList()}),
                // List of captured pointers while moving.
                move:Config({type: Array, value: new PointerList()}),
                // List of pointers released from capture.
                end:Config({type: Array, value: new PointerList()}),
                // List of pointers that satisfy tap criteria at the moment of release.
                tap:Config({type: Array, value: new PointerList()}),
                // List of uncaptured pointers in movinf state (should apply only to mouse).
                hover:Config({type: Array, value: new PointerList()}),
                // List of pointers that entered a view.
                over:Config({type: Array, value: new PointerList()}),
                // List of pointers that exited a view.
                out:Config({type: Array, value: new PointerList()}),
                // List of pointers that emitted wheel event (should apply only to mouse).
                wheel:Config({type: Array, value: new PointerList()}),
                // list of previous taps
                clickerstash:Config({type: Array, value: []})
        }

        this.emitPointerList = function(pointerlist, eventname) {
                pointerlist.forEachView(function(view, pointers) {
                        pointers.forEach(function(pointer) {
                                // delete pointer.view
                                this.emit(eventname, {view: view, pointer: pointer})
                        }.bind(this))
                        this.emit(eventname, {view: view, pointers: pointers})
                }.bind(this))
        }

        // Internal: emits `start` event.
        // TODO(aki): down with button 2 seems to trigger end and tap. Investigate.
        this.setstart = function(pointerlist) {

                // scan for handoff hooks on in flight pointers
                for (var i = 0; i < this._start.length; i++) {
                        var start = this._start[i]

                        if (start.atHandOver){
                                var id = start.atHandOver(pointerlist)
                                if (id >= 0){
                                        // we got a handoff of a particular pointer
                                        pointerlist[id].handovered = start.view
                                }
                        }
                }

                this._start.length = 0

                var pick = function(view){
                        var id = this._first.getAvailableId()
                        var pointer = new Pointer(pointerlist[i], id, view)
                        // Add pointer to clicker stash for counting
                        this._clickerstash.unshift(pointer)
                        this._clickerstash.length = min(this._clickerstash.length, 5)
                        pointer.setClicker(this._clickerstash)
                        // set pointer lists
                        this._start.setPointer(pointer)
                        this._first.setPointer(pointer)
                        this._move.setPointer(pointer)
                }.bind(this)

                for (var i = 0; i < pointerlist.length; i++) {
                        // if a pointer is handoffed use that view instead
                        if (pointerlist[i].handovered) pick(pointerlist[i].handovered)
                        else this.device.pickScreen(pointerlist[i].position, pick, true)
                }
                this.emitPointerList(this._start, 'start')
        }

        // Internal: emits `move` event.
        this.setmove = function(pointerlist) {
                this._wheel.length = 0
                for (var i = 0; i < pointerlist.length; i++) {
                        var previous = this._move.getClosest(pointerlist[i])
                        if(!previous){
                                console.log('pointer lost!')
                                continue
                        }
                        var start = this._start.getById(previous.id)
                        var first = this._first.getById(previous.id)

                        var pointer = new Pointer(pointerlist[i], previous.id, first.view)
                        pointer.addDelta(first)
                        pointer.addMovement(previous || first)

                        // emit event hooks
                        if (start){
                                if (start.pickview){
                                        this.device.pickScreen(pointerlist[i].position, function(view){
                                                pointer.pick = view
                                        }.bind(this), true)
                                }
                                if (start.atMove) start.atMove(pointerlist[i], pointerlist[i].value, start)
                        }
                        this._move.setPointer(pointer)
                }
                this.emitPointerList(this._move, 'move')
        }

        // Internal: emits `end` event.
        // Emits `tap` event if conditions are met.
        this.setend = function(pointerlist) {
                this._end.length = 0
                this._tap.length = 0
                for (var i = 0; i < pointerlist.length; i++) {
                        var closest = this._move.getClosest(pointerlist[i])
                        if(!closest){
                                console.log('pointer lost!')
                                continue
                        }
                        // emit event hooks
                        var start = this._start.getById(closest.id)
                        if (start){
                                if (start.atEnd) start.atEnd(pointerlist[i], pointerlist[i].value, start)
                        }

                        this.device.pickScreen(pointerlist[i].position, function(view){
                                var previous = this._move.getClosest(pointerlist[i])
                                var first = this._first.getById(previous.id)

                                var pointer = new Pointer(pointerlist[i], previous.id, first.view)
                                pointer.addDelta(first)
                                pointer.setClicker(this._clickerstash)
                                pointer.isover = pointer.view === view
                                this._first.removePointer(first)
                                this._end.setPointer(pointer)
                                this._move.removePointer(pointer)
                                if (pointer.dt < TAPSPEED && vec2.len(pointer.delta) < TAPDIST){
                                        this._tap.setPointer(pointer)
                                }
                        }.bind(this), true)

                }

                this.emitPointerList(this._end, 'end')
                this.emitPointerList(this._tap, 'tap')
        }

        // Internal: emits `hover` event.
        this.sethover = function(pointerlist) {
                this._over.length = 0
                this._out.length = 0
                this.device.pickScreen(pointerlist[0].position, function(view){
                        var previous = this._hover.getById(0)
                        if (previous) previous = new Pointer(previous, 0, previous.view)
                        var pointer = new Pointer(pointerlist[0], 0, view)
                        this._hover.setPointer(pointer)
                        // TODO(aki): entering child view triggers out event. Consider adding pointer-events: 'none'
                        if (!previous || previous.view !== pointer.view) {
                                if (pointer.view) {
                                        this._over.setPointer(pointer)
                                }
                                if (previous) {
                                        this._out.setPointer(previous)
                                }
                        }
                        // TODO(aki): fix hover, over, out and drag API
                        this.emitPointerList(this._hover, 'hover')
                        this.emitPointerList(this._over, 'over')
                        this.emitPointerList(this._out, 'out')
                }.bind(this))
        }


        // TODO(aki): implement over/out on touch start/end
        // Internal: emits `over` event.
        this.setover = function() {}

        // TODO(aki): implement over/out on touch start/end
        // Internal: emits `out` event.
        this.setout = function() {}

        // Internal: emits `wheel` event.
        this.setwheel = function(pointerlist) {
                var dist = Infinity
                // Hack to prevent screen picking when mouse is not moving
                if (this._wheel[0]) {
                        dist = vec2.distance(pointerlist[0].position, this._wheel[0].position)
                }
                if (dist > 0) {
                        if (this._start[0]) {
                                // Prevent continuous picking when dragging.
                                // TODO(aki): optimize the mousewheel picking below.
                                var pointer = new Pointer(pointerlist[0], 0, this._start[0].view)
                                pointer.value = pointer.wheel
                                this._wheel.setPointer(pointer)
                        } else {
                                this.device.pickScreen(pointerlist[0].position, function(view){
                                        var pointer = new Pointer(pointerlist[0], 0, view)
                                        pointer.value = pointer.wheel
                                        this._wheel.setPointer(pointer)
                                }.bind(this), true)
                        }
                } else {
                        var pointer = new Pointer(pointerlist[0], 0, this._wheel[0].view)
                        pointer.value = pointer.wheel
                        this._wheel.setPointer(pointer)
                }
                this.emitPointerList(this._wheel, 'wheel')
        }

})