/*
 *  Copyright (C) 2015-2018 Team Kodi
 *  This file is part of Kodi - https://kodi.tv
 *
 *  SPDX-License-Identifier: GPL-2.0-or-later
 *  See LICENSES/README.md for more information.
 */

#pragma once

#include "input/mouse/interfaces/IMouseInputHandler.h"

namespace KODI
{
namespace MOUSE
{
  class IMouseInputProvider;
}

namespace GAME
{
  class CGameClient;

  /*!
   * \ingroup games
   * \brief Handles mouse events for games.
   *
   * Listens to mouse events and forwards them to the games (as game_input_event).
   */
  class CGameClientMouse : public MOUSE::IMouseInputHandler
  {
  public:
    /*!
     * \brief Constructor registers for mouse events at CInputManager.
     * \param gameClient The game client implementation.
     * \param controllerId The controller profile used for input
     * \param dllStruct The emulator or game to which the events are sent.
     * \param inputProvider The interface providing us with mouse input.
     */
    CGameClientMouse(CGameClient &gameClient,
                     std::string controllerId,
                     MOUSE::IMouseInputProvider *inputProvider);

    /*!
     * \brief Destructor unregisters from mouse events from CInputManager.
     */
    virtual ~CGameClientMouse();

    // implementation of IMouseInputHandler
    virtual std::string ControllerID(void) const override;
    virtual bool OnMotion(const std::string& relpointer, int dx, int dy) override;
    virtual bool OnButtonPress(const std::string& button) override;
    virtual void OnButtonRelease(const std::string& button) override;

  private:
    // Construction parameters
    CGameClient &m_gameClient;
    const std::string m_controllerId;
    MOUSE::IMouseInputProvider *const m_inputProvider;
  };
}
}
