local InputContainer = require("ui/widget/container/inputcontainer")
local Event = require("ui/event")
local UIManager = require("ui/uimanager")

--[[
Wrapper Widget that manages focus for a whole dialog

supports a 2D model of active elements

e.g.:
	layout = {
		{ textinput, textinput },
		{ okbutton,  cancelbutton }
	}

this is a dialog with 2 rows. in the top row, there is the
single (!) widget <textinput>. when the focus is in this
group, left/right movement seems (!) to be doing nothing.

in the second row, there are two widgets and you can move
left/right. also, you can go up from both to reach <textinput>,
and from that go down and (depending on internat coordinates)
reach either <okbutton> or <cancelbutton>.

but notice that this does _not_ do the layout for you,
it rather defines an abstract layout.
]]
local FocusManager = InputContainer:new{
	selected = nil, -- defaults to x=1, y=1
	layout = nil, -- mandatory
	movement_allowed = { x = true, y = true }
}

function FocusManager:init()
	self.selected = { x = 1, y = 1 }
	self.key_events = {
		-- these will all generate the same event, just with different arguments
		FocusUp =    { {"Up"},    doc = "move focus up",    event = "FocusMove", args = {0, -1} },
		FocusDown =  { {"Down"},  doc = "move focus down",  event = "FocusMove", args = {0,  1} },
		FocusLeft =  { {"Left"},  doc = "move focus left",  event = "FocusMove", args = {-1, 0} },
		FocusRight = { {"Right"}, doc = "move focus right", event = "FocusMove", args = {1,  0} },
	}
end

function FocusManager:onFocusMove(args)
	local dx, dy = unpack(args)

	if (dx ~= 0 and not self.movement_allowed.x)
		or (dy ~= 0 and not self.movement_allowed.y) then
		return true
	end

	if not self.layout or not self.layout[self.selected.y] or not self.layout[self.selected.y][self.selected.x] then
		return true
	end
	local current_item = self.layout[self.selected.y][self.selected.x]
	while true do
		if self.selected.x + dx > #self.layout[self.selected.y]
		or self.selected.x + dx < 1 then
			break  -- abort when we run into horizontal borders
		end

		-- move cyclic in vertical direction
		if self.selected.y + dy > #self.layout then
			if not self:onWrapLast() then
				break
			end
		elseif self.selected.y + dy < 1 then
			if not self:onWrapFirst() then
				break
			end
		else
			self.selected.y = self.selected.y + dy
		end
		self.selected.x = self.selected.x + dx

		if self.layout[self.selected.y][self.selected.x] ~= current_item
		or not self.layout[self.selected.y][self.selected.x].is_inactive then
			-- we found a different object to focus
			current_item:handleEvent(Event:new("Unfocus"))
			self.layout[self.selected.y][self.selected.x]:handleEvent(Event:new("Focus"))
			-- trigger a repaint (we need to be the registered widget!)
			UIManager:setDirty(self, "partial")
			break
		end
	end

	return true
end

function FocusManager:onWrapFirst()
	self.selected.y = #self.layout
	return true
end

function FocusManager:onWrapLast()
	self.selected.y = 1
	return true
end

return FocusManager
