/*
 * synergy -- mouse and keyboard sharing utility
 * Copyright (C) 2002 Chris Schoeneman, Nick Bolton, Sorin Sbarnea
 * 
 * This package is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * found in the file COPYING that should have accompanied this file.
 * 
 * This package 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 this program.  If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef CSERVER_H
#define CSERVER_H

#include "CConfig.h"
#include "CClipboard.h"
#include "ClipboardTypes.h"
#include "KeyTypes.h"
#include "MouseTypes.h"
#include "CEvent.h"
#include "CStopwatch.h"
#include "stdmap.h"
#include "stdset.h"
#include "stdvector.h"
#include "INode.h"

class CBaseClientProxy;
class CEventQueueTimer;
class CPrimaryClient;
class CInputFilter;
class CScreen;

//! Synergy server
/*!
This class implements the top-level server algorithms for synergy.
*/
class CServer : public INode {
public:
	//! Lock cursor to screen data
	class CLockCursorToScreenInfo {
	public:
		enum State { kOff, kOn, kToggle };

		static CLockCursorToScreenInfo* alloc(State state = kToggle);

	public:
		State			m_state;
	};

	//! Switch to screen data
	class CSwitchToScreenInfo {
	public:
		static CSwitchToScreenInfo* alloc(const CString& screen);

	public:
		// this is a C-string;  this type is a variable size structure
		char			m_screen[1];
	};

	//! Switch in direction data
	class CSwitchInDirectionInfo {
	public:
		static CSwitchInDirectionInfo* alloc(EDirection direction);

	public:
		EDirection		m_direction;
	};

	//! Screen connected data
	class CScreenConnectedInfo {
	public:
		CScreenConnectedInfo(CString screen) : m_screen(screen) { }

	public:
		CString			m_screen; // was char[1]
	};

	//! Keyboard broadcast data
	class CKeyboardBroadcastInfo {
	public:
		enum State { kOff, kOn, kToggle };

		static CKeyboardBroadcastInfo* alloc(State state = kToggle);
		static CKeyboardBroadcastInfo* alloc(State state,
											const CString& screens);

	public:
		State			m_state;
		char			m_screens[1];
	};

	/*!
	Start the server with the configuration \p config and the primary
	client (local screen) \p primaryClient.  The client retains
	ownership of \p primaryClient.
	*/
	CServer(const CConfig& config, CPrimaryClient* primaryClient, CScreen* screen);
	~CServer();

	//! @name manipulators
	//@{

	//! Set configuration
	/*!
	Change the server's configuration.  Returns true iff the new
	configuration was accepted (it must include the server's name).
	This will disconnect any clients no longer in the configuration.
	*/
	bool				setConfig(const CConfig&);

	//! Add a client
	/*!
	Adds \p client to the server.  The client is adopted and will be
	destroyed when the client disconnects or is disconnected.
	*/
	void				adoptClient(CBaseClientProxy* client);

	//! Disconnect clients
	/*!
	Disconnect clients.  This tells them to disconnect but does not wait
	for them to actually do so.  The server sends the disconnected event
	when they're all disconnected (or immediately if none are connected).
	The caller can also just destroy this object to force the disconnection.
	*/
	void				disconnect();

	//! Notify of game device timing response
	void				gameDeviceTimingResp(UInt16 freq);

	//! Notify of game device feedback
	void				gameDeviceFeedback(GameDeviceID id, UInt16 m1, UInt16 m2);

	//@}
	//! @name accessors
	//@{

	//! Get number of connected clients
	/*!
	Returns the number of connected clients, including the server itself.
	*/
	UInt32				getNumClients() const;

	//! Get the list of connected clients
	/*!
	Set the \c list to the names of the currently connected clients.
	*/
	void				getClients(std::vector<CString>& list) const;

	//! Get error event type
	/*!
	Returns the error event type.  This is sent when the server fails
	for some reason.
	*/
	static CEvent::Type	getErrorEvent();

	//! Get connected event type
	/*!
	Returns the connected event type.  This is sent when a client screen
	has connected.  The event data is a \c CScreenConnectedInfo* that
	indicates the connected screen.
	*/
	static CEvent::Type	getConnectedEvent();

	//! Get disconnected event type
	/*!
	Returns the disconnected event type.  This is sent when all the
	clients have disconnected.
	*/
	static CEvent::Type	getDisconnectedEvent();

	//! Get switch to screen event type
	/*!
	Returns the switch to screen event type.  The server responds to this
	by switching screens.  The event data is a \c CSwitchToScreenInfo*
	that indicates the target screen.
	*/
	static CEvent::Type	getSwitchToScreenEvent();

	//! Get switch in direction event type
	/*!
	Returns the switch in direction event type.  The server responds to this
	by switching screens.  The event data is a \c CSwitchInDirectionInfo*
	that indicates the target direction.
	*/
	static CEvent::Type	getSwitchInDirectionEvent();

	//! Get keyboard broadcast event type
	/*!
	Returns the keyboard broadcast event type.  The server responds
	to this by turning on keyboard broadcasting or turning it off.  The
	event data is a \c CKeyboardBroadcastInfo*.
	*/
	static CEvent::Type getKeyboardBroadcastEvent();

	//! Get lock cursor event type
	/*!
	Returns the lock cursor event type.  The server responds to this
	by locking the cursor to the active screen or unlocking it.  The
	event data is a \c CLockCursorToScreenInfo*.
	*/
	static CEvent::Type	getLockCursorToScreenEvent();

	//! Get screen switched event type
	/*!
	Returns the screen switched event type.  This is raised when the
	screen has been switched to a client.
	*/
	static CEvent::Type	getScreenSwitchedEvent();

	//@}

private:
	// get canonical name of client
	CString				getName(const CBaseClientProxy*) const;

	// get the sides of the primary screen that have neighbors
	UInt32				getActivePrimarySides() const;

	// returns true iff mouse should be locked to the current screen
	// according to this object only, ignoring what the primary client
	// says.
	bool				isLockedToScreenServer() const;

	// returns true iff mouse should be locked to the current screen
	// according to this object or the primary client.
	bool				isLockedToScreen() const;

	// returns the jump zone of the client
	SInt32				getJumpZoneSize(CBaseClientProxy*) const;

	// change the active screen
	void				switchScreen(CBaseClientProxy*,
							SInt32 x, SInt32 y, bool forScreenSaver);

	// jump to screen
	void				jumpToScreen(CBaseClientProxy*);

	// convert pixel position to fraction, using x or y depending on the
	// direction.
	float				mapToFraction(CBaseClientProxy*, EDirection,
							SInt32 x, SInt32 y) const;

	// convert fraction to pixel position, writing only x or y depending
	// on the direction.
	void				mapToPixel(CBaseClientProxy*, EDirection, float f,
							SInt32& x, SInt32& y) const;

	// returns true if the client has a neighbor anywhere along the edge
	// indicated by the direction.
	bool				hasAnyNeighbor(CBaseClientProxy*, EDirection) const;

	// lookup neighboring screen, mapping the coordinate independent of
	// the direction to the neighbor's coordinate space.
	CBaseClientProxy*	getNeighbor(CBaseClientProxy*, EDirection,
							SInt32& x, SInt32& y) const;

	// lookup neighboring screen.  given a position relative to the
	// source screen, find the screen we should move onto and where.
	// if the position is sufficiently far from the source then we
	// cross multiple screens.  if there is no suitable screen then
	// return NULL and x,y are not modified.
	CBaseClientProxy*	mapToNeighbor(CBaseClientProxy*, EDirection,
							SInt32& x, SInt32& y) const;

	// adjusts x and y or neither to avoid ending up in a jump zone
	// after entering the client in the given direction.
	void				avoidJumpZone(CBaseClientProxy*, EDirection,
							SInt32& x, SInt32& y) const;

	// test if a switch is permitted.  this includes testing user
	// options like switch delay and tracking any state required to
	// implement them.  returns true iff a switch is permitted.
	bool				isSwitchOkay(CBaseClientProxy* dst, EDirection,
							SInt32 x, SInt32 y, SInt32 xActive, SInt32 yActive);

	// update switch state due to a mouse move at \p x, \p y that
	// doesn't switch screens.
	void				noSwitch(SInt32 x, SInt32 y);

	// stop switch timers
	void				stopSwitch();

	// start two tap switch timer
	void				startSwitchTwoTap();

	// arm the two tap switch timer if \p x, \p y is outside the tap zone
	void				armSwitchTwoTap(SInt32 x, SInt32 y);

	// stop the two tap switch timer
	void				stopSwitchTwoTap();

	// returns true iff the two tap switch timer is started
	bool				isSwitchTwoTapStarted() const;

	// returns true iff should switch because of two tap
	bool				shouldSwitchTwoTap() const;

	// start delay switch timer
	void				startSwitchWait(SInt32 x, SInt32 y);

	// stop delay switch timer
	void				stopSwitchWait();

	// returns true iff the delay switch timer is started
	bool				isSwitchWaitStarted() const;

	// returns the corner (EScreenSwitchCornerMasks) where x,y is on the
	// given client.  corners have the given size.
	UInt32				getCorner(CBaseClientProxy*,
							SInt32 x, SInt32 y, SInt32 size) const;

	// stop relative mouse moves
	void				stopRelativeMoves();

	// send screen options to \c client
	void				sendOptions(CBaseClientProxy* client) const;

	// process options from configuration
	void				processOptions();

	// event handlers
	void				handleShapeChanged(const CEvent&, void*);
	void				handleClipboardGrabbed(const CEvent&, void*);
	void				handleClipboardChanged(const CEvent&, void*);
	void				handleKeyDownEvent(const CEvent&, void*);
	void				handleKeyUpEvent(const CEvent&, void*);
	void				handleKeyRepeatEvent(const CEvent&, void*);
	void				handleButtonDownEvent(const CEvent&, void*);
	void				handleButtonUpEvent(const CEvent&, void*);
	void				handleMotionPrimaryEvent(const CEvent&, void*);
	void				handleMotionSecondaryEvent(const CEvent&, void*);
	void				handleWheelEvent(const CEvent&, void*);
	void				handleGameDeviceButtons(const CEvent&, void*);
	void				handleGameDeviceSticks(const CEvent&, void*);
	void				handleGameDeviceTriggers(const CEvent&, void*);
	void				handleGameDeviceTimingReq(const CEvent&, void*);
	void				handleScreensaverActivatedEvent(const CEvent&, void*);
	void				handleScreensaverDeactivatedEvent(const CEvent&, void*);
	void				handleSwitchWaitTimeout(const CEvent&, void*);
	void				handleClientDisconnected(const CEvent&, void*);
	void				handleClientCloseTimeout(const CEvent&, void*);
	void				handleSwitchToScreenEvent(const CEvent&, void*);
	void				handleSwitchInDirectionEvent(const CEvent&, void*);
	void				handleKeyboardBroadcastEvent(const CEvent&,void*);
	void				handleLockCursorToScreenEvent(const CEvent&, void*);
	void				handleFakeInputBeginEvent(const CEvent&, void*);
	void				handleFakeInputEndEvent(const CEvent&, void*);

	// event processing
	void				onClipboardChanged(CBaseClientProxy* sender,
							ClipboardID id, UInt32 seqNum);
	void				onScreensaver(bool activated);
	void				onKeyDown(KeyID, KeyModifierMask, KeyButton,
							const char* screens);
	void				onKeyUp(KeyID, KeyModifierMask, KeyButton,
							const char* screens);
	void				onKeyRepeat(KeyID, KeyModifierMask, SInt32, KeyButton);
	void				onMouseDown(ButtonID);
	void				onMouseUp(ButtonID);
	bool				onMouseMovePrimary(SInt32 x, SInt32 y);
	void				onMouseMoveSecondary(SInt32 dx, SInt32 dy);
	void				onMouseWheel(SInt32 xDelta, SInt32 yDelta);
	void				onGameDeviceButtons(GameDeviceID id, GameDeviceButton buttons);
	void				onGameDeviceSticks(GameDeviceID id, SInt16 x1, SInt16 y1, SInt16 x2, SInt16 y2);
	void				onGameDeviceTriggers(GameDeviceID id, UInt8 t1, UInt8 t2);
	void				onGameDeviceTimingReq();

	// add client to list and attach event handlers for client
	bool				addClient(CBaseClientProxy*);

	// remove client from list and detach event handlers for client
	bool				removeClient(CBaseClientProxy*);

	// close a client
	void				closeClient(CBaseClientProxy*, const char* msg);

	// close clients not in \p config
	void				closeClients(const CConfig& config);

	// close all clients whether they've completed the handshake or not,
	// except the primary client
	void				closeAllClients();

	// remove clients from internal state
	void				removeActiveClient(CBaseClientProxy*);
	void				removeOldClient(CBaseClientProxy*);

	// force the cursor off of \p client
	void				forceLeaveClient(CBaseClientProxy* client);

private:
	class CClipboardInfo {
	public:
		CClipboardInfo();

	public:
		CClipboard		m_clipboard;
		CString			m_clipboardData;
		CString			m_clipboardOwner;
		UInt32			m_clipboardSeqNum;
	};

	// the primary screen client
	CPrimaryClient*		m_primaryClient;

	// all clients (including the primary client) indexed by name
	typedef std::map<CString, CBaseClientProxy*> CClientList;
	typedef std::set<CBaseClientProxy*> CClientSet;
	CClientList			m_clients;
	CClientSet			m_clientSet;

	// all old connections that we're waiting to hangup
	typedef std::map<CBaseClientProxy*, CEventQueueTimer*> COldClients;
	COldClients			m_oldClients;

	// the client with focus
	CBaseClientProxy*	m_active;

	// the sequence number of enter messages
	UInt32				m_seqNum;

	// current mouse position (in absolute screen coordinates) on
	// whichever screen is active
	SInt32				m_x, m_y;

	// last mouse deltas.  this is needed to smooth out double tap
	// on win32 which reports bogus mouse motion at the edge of
	// the screen when using low level hooks, synthesizing motion
	// in the opposite direction the mouse actually moved.
	SInt32				m_xDelta, m_yDelta;
	SInt32				m_xDelta2, m_yDelta2;

	// current configuration
	CConfig				m_config;

	// input filter (from m_config);
	CInputFilter*		m_inputFilter;

	// clipboard cache
	CClipboardInfo		m_clipboards[kClipboardEnd];

	// state saved when screen saver activates
	CBaseClientProxy*	m_activeSaver;
	SInt32				m_xSaver, m_ySaver;

	// common state for screen switch tests.  all tests are always
	// trying to reach the same screen in the same direction.
	EDirection			m_switchDir;
	CBaseClientProxy*	m_switchScreen;

	// state for delayed screen switching
	double				m_switchWaitDelay;
	CEventQueueTimer*	m_switchWaitTimer;
	SInt32				m_switchWaitX, m_switchWaitY;

	// state for double-tap screen switching
	double				m_switchTwoTapDelay;
	CStopwatch			m_switchTwoTapTimer;
	bool				m_switchTwoTapEngaged;
	bool				m_switchTwoTapArmed;
	SInt32				m_switchTwoTapZone;

	// modifiers needed before switching
	bool				m_switchNeedsShift;
	bool				m_switchNeedsControl;
	bool				m_switchNeedsAlt;
	
	// relative mouse move option
	bool				m_relativeMoves;

	// flag whether or not we have broadcasting enabled and the screens to
	// which we should send broadcasted keys.
	bool				m_keyboardBroadcasting;
	CString				m_keyboardBroadcastingScreens;

	// screen locking (former scroll lock)
	bool				m_lockedToScreen;

	// server screen
	CScreen*			m_screen;

	static CEvent::Type	s_errorEvent;
	static CEvent::Type	s_connectedEvent;
	static CEvent::Type	s_disconnectedEvent;
	static CEvent::Type	s_switchToScreen;
	static CEvent::Type	s_switchInDirection;
	static CEvent::Type s_keyboardBroadcast;
	static CEvent::Type s_lockCursorToScreen;
	static CEvent::Type s_screenSwitched;
};

#endif
