// Copyright 2014 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

#include "ui/events/ozone/evdev/keyboard_evdev.h"

#include "base/single_thread_task_runner.h"
#include "base/threading/thread_task_runner_handle.h"
#include "ui/events/event.h"
#include "ui/events/event_constants.h"
#include "ui/events/event_modifiers.h"
#include "ui/events/event_utils.h"
#include "ui/events/keycodes/dom/dom_code.h"
#include "ui/events/keycodes/dom/keycode_converter.h"
#include "ui/events/ozone/evdev/keyboard_util_evdev.h"
#include "ui/events/ozone/layout/keyboard_layout_engine.h"
#include "ui/events/ozone/layout/keyboard_layout_engine_manager.h"
#include "ui/events/ozone/layout/layout_util.h"

namespace ui {

KeyboardEvdev::KeyboardEvdev(EventModifiers* modifiers,
                             KeyboardLayoutEngine* keyboard_layout_engine,
                             const EventDispatchCallback& callback)
    : callback_(callback),
      modifiers_(modifiers),
      keyboard_layout_engine_(keyboard_layout_engine),
      auto_repeat_handler_(this),
      weak_ptr_factory_(this) {}

KeyboardEvdev::~KeyboardEvdev() {
}

void KeyboardEvdev::OnKeyChange(unsigned int key,
                                bool down,
                                bool suppress_auto_repeat,
                                base::TimeTicks timestamp,
                                int device_id) {
  if (key > KEY_MAX)
    return;

  bool was_down = key_state_.test(key);
  bool is_repeat = down && was_down;
  if (!down && !was_down)
    return;  // Key already released.

  key_state_.set(key, down);
  auto_repeat_handler_.UpdateKeyRepeat(key, down, suppress_auto_repeat,
                                       device_id);
  DispatchKey(key, down, is_repeat, timestamp, device_id);
}

void KeyboardEvdev::SetCapsLockEnabled(bool enabled) {
  modifiers_->SetModifierLock(MODIFIER_CAPS_LOCK, enabled);
}

bool KeyboardEvdev::IsCapsLockEnabled() {
  return (modifiers_->GetModifierFlags() & EF_CAPS_LOCK_ON) != 0;
}

bool KeyboardEvdev::IsAutoRepeatEnabled() {
  return auto_repeat_handler_.IsAutoRepeatEnabled();
}

void KeyboardEvdev::SetAutoRepeatEnabled(bool enabled) {
  auto_repeat_handler_.SetAutoRepeatEnabled(enabled);
}

void KeyboardEvdev::SetAutoRepeatRate(const base::TimeDelta& delay,
                                      const base::TimeDelta& interval) {
  auto_repeat_handler_.SetAutoRepeatRate(delay, interval);
}

void KeyboardEvdev::GetAutoRepeatRate(base::TimeDelta* delay,
                                      base::TimeDelta* interval) {
  auto_repeat_handler_.GetAutoRepeatRate(delay, interval);
}

bool KeyboardEvdev::SetCurrentLayoutByName(const std::string& layout_name) {
  bool result = keyboard_layout_engine_->SetCurrentLayoutByName(layout_name);
  RefreshModifiers();
  return result;
}

void KeyboardEvdev::FlushInput(base::OnceClosure closure) {
  // Post a task behind any pending key releases in the message loop
  // FIFO. This ensures there's no spurious repeats during periods of UI
  // thread jank.
  base::ThreadTaskRunnerHandle::Get()->PostTask(FROM_HERE, std::move(closure));
}

void KeyboardEvdev::UpdateModifier(int modifier_flag, bool down) {
  if (modifier_flag == EF_NONE)
    return;

  int modifier = EventModifiers::GetModifierFromEventFlag(modifier_flag);
  if (modifier == MODIFIER_NONE)
    return;

  // TODO post-X11: Revise remapping to not use EF_MOD3_DOWN.
  // Currently EF_MOD3_DOWN means that the CapsLock key is currently down,
  // and EF_CAPS_LOCK_ON means the caps lock state is enabled (and the
  // key may or may not be down, but usually isn't). There does need to
  // to be two different flags, since the physical CapsLock key is subject
  // to remapping, but the caps lock state (which can be triggered in a
  // variety of ways) is not.
  if (modifier == MODIFIER_CAPS_LOCK)
    modifiers_->UpdateModifier(MODIFIER_MOD3, down);
  else
    modifiers_->UpdateModifier(modifier, down);
}

void KeyboardEvdev::RefreshModifiers() {
  // Release all keyboard modifiers.
  modifiers_->ResetKeyboardModifiers();
  // Press modifiers for currently held keys.
  for (int key = 0; key < KEY_CNT; ++key) {
    if (!key_state_.test(key))
      continue;
    DomCode dom_code =
        KeycodeConverter::NativeKeycodeToDomCode(EvdevCodeToNativeCode(key));
    if (dom_code == DomCode::NONE)
      continue;
    DomKey dom_key;
    KeyboardCode keycode;
    if (!keyboard_layout_engine_->Lookup(dom_code, EF_NONE, &dom_key, &keycode))
      continue;
    int flag = ModifierDomKeyToEventFlag(dom_key);
    if (flag == EF_NONE)
      continue;
    UpdateModifier(flag, true);
  }
}

void KeyboardEvdev::DispatchKey(unsigned int key,
                                bool down,
                                bool repeat,
                                base::TimeTicks timestamp,
                                int device_id) {
  DomCode dom_code =
      KeycodeConverter::NativeKeycodeToDomCode(EvdevCodeToNativeCode(key));
  if (dom_code == DomCode::NONE)
    return;
  int flags = modifiers_->GetModifierFlags();
  DomKey dom_key;
  KeyboardCode key_code;
  if (!keyboard_layout_engine_->Lookup(dom_code, flags, &dom_key, &key_code))
    return;
  if (!repeat) {
    int flag = ModifierDomKeyToEventFlag(dom_key);
    UpdateModifier(flag, down);
  }

  KeyEvent event(down ? ET_KEY_PRESSED : ET_KEY_RELEASED, key_code, dom_code,
                 modifiers_->GetModifierFlags(), dom_key, timestamp);
  event.set_source_device_id(device_id);
  callback_.Run(&event);
}

}  // namespace ui
