#include <stdint.h>
#include "keyboard.h"
#include "action.h"
#include "util.h"
#include "action_layer.h"

#ifdef DEBUG_ACTION
#include "debug.h"
#else
#include "nodebug.h"
#endif


/** \brief Default Layer State
 */
uint32_t default_layer_state = 0;

/** \brief Default Layer State Set At user Level
 *
 * Run user code on default layer state change
 */
__attribute__((weak))
uint32_t default_layer_state_set_user(uint32_t state) {
  return state;
}

/** \brief Default Layer State Set At Keyboard Level
 *
 *  Run keyboard code on default layer state change
 */
__attribute__((weak))
uint32_t default_layer_state_set_kb(uint32_t state) {
  return default_layer_state_set_user(state);
}

/** \brief Default Layer State Set
 *
 * Static function to set the default layer state, prints debug info and clears keys
 */
static void default_layer_state_set(uint32_t state) {
  state = default_layer_state_set_kb(state);
  debug("default_layer_state: ");
  default_layer_debug(); debug(" to ");
  default_layer_state = state;
  default_layer_debug(); debug("\n");
#ifdef STRICT_LAYER_RELEASE
  clear_keyboard_but_mods(); // To avoid stuck keys
#else
  clear_keyboard_but_mods_and_keys(); // Don't reset held keys
#endif
}

/** \brief Default Layer Print
 *
 * Print out the hex value of the 32-bit default layer state, as well as the value of the highest bit.
 */
void default_layer_debug(void) {
  dprintf("%08lX(%u)", default_layer_state, biton32(default_layer_state));
}

/** \brief Default Layer Set
 *
 * Sets the default layer state.
 */
void default_layer_set(uint32_t state) {
  default_layer_state_set(state);
}

#ifndef NO_ACTION_LAYER
/** \brief Default Layer Or
 *
 * Turns on the default layer based on matching bits between specifed layer and existing layer state
 */
void default_layer_or(uint32_t state) {
  default_layer_state_set(default_layer_state | state);
}
/** \brief Default Layer And
 *
 * Turns on default layer based on matching enabled bits between specifed layer and existing layer state
 */
void default_layer_and(uint32_t state) {
  default_layer_state_set(default_layer_state & state);
}
/** \brief Default Layer Xor
 *
 * Turns on default layer based on non-matching bits between specifed layer and existing layer state
 */
void default_layer_xor(uint32_t state) {
  default_layer_state_set(default_layer_state ^ state);
}
#endif


#ifndef NO_ACTION_LAYER
/** \brief Keymap Layer State
 */
uint32_t layer_state = 0;

/** \brief Layer state set user
 *
 * Runs user code on layer state change
 */
__attribute__((weak))
uint32_t layer_state_set_user(uint32_t state) {
  return state;
}

/** \brief Layer state set keyboard
 *
 * Runs keyboard code on layer state change
 */
__attribute__((weak))
uint32_t layer_state_set_kb(uint32_t state) {
  return layer_state_set_user(state);
}

/** \brief Layer state set
 *
 * Sets the layer to match the specifed state (a bitmask)
 */
void layer_state_set(uint32_t state) {
  state = layer_state_set_kb(state);
  dprint("layer_state: ");
  layer_debug(); dprint(" to ");
  layer_state = state;
  layer_debug(); dprintln();
#ifdef STRICT_LAYER_RELEASE
  clear_keyboard_but_mods(); // To avoid stuck keys
#else
  clear_keyboard_but_mods_and_keys(); // Don't reset held keys
#endif
}

/** \brief Layer clear
 *
 * Turn off all layers
 */
void layer_clear(void) {
  layer_state_set(0);
}

/** \brief Layer state is
 *
 * Return whether the given state is on (it might still be shadowed by a higher state, though)
 */
bool layer_state_is(uint8_t layer) {
  return layer_state_cmp(layer_state, layer);
}

/** \brief Layer state compare
 *
 * Used for comparing layers {mostly used for unit testing}
 */
bool layer_state_cmp(uint32_t cmp_layer_state, uint8_t layer) {
  if (!cmp_layer_state) { return layer == 0; }
  return (cmp_layer_state & (1UL<<layer)) != 0;
}

/** \brief Layer move
 *
 * Turns on the given layer and turn off all other layers
 */
void layer_move(uint8_t layer) {
  layer_state_set(1UL<<layer);
}

/** \brief Layer on
 *
 * Turns on given layer
 */
void layer_on(uint8_t layer) {
  layer_state_set(layer_state | (1UL<<layer));
}

/** \brief Layer off
 *
 * Turns off given layer
 */
void layer_off(uint8_t layer) {
  layer_state_set(layer_state & ~(1UL<<layer));
}

/** \brief Layer invert
 *
 * Toggle the given layer (set it if it's unset, or unset it if it's set)
 */
void layer_invert(uint8_t layer) {
  layer_state_set(layer_state ^ (1UL<<layer));
}

/** \brief Layer or
 *
 * Turns on layers based on matching bits between specifed layer and existing layer state
 */
void layer_or(uint32_t state) {
  layer_state_set(layer_state | state);
}
/** \brief Layer and
 *
 * Turns on layers based on matching enabled bits between specifed layer and existing layer state
 */
void layer_and(uint32_t state) {
  layer_state_set(layer_state & state);
}
/** \brief Layer xor
 *
 * Turns on layers based on non-matching bits between specifed layer and existing layer state
 */
void layer_xor(uint32_t state) {
  layer_state_set(layer_state ^ state);
}

/** \brief Layer debug printing
 *
 * Print out the hex value of the 32-bit layer state, as well as the value of the highest bit.
 */
void layer_debug(void) {
  dprintf("%08lX(%u)", layer_state, biton32(layer_state));
}
#endif

#if !defined(NO_ACTION_LAYER) && !defined(STRICT_LAYER_RELEASE)
/** \brief source layer cache
 */

uint8_t source_layers_cache[(MATRIX_ROWS * MATRIX_COLS + 7) / 8][MAX_LAYER_BITS] = {{0}};

/** \brief update source layers cache
 *
 * Updates the cached keys when changing layers
 */
void update_source_layers_cache(keypos_t key, uint8_t layer) {
  const uint8_t key_number = key.col + (key.row * MATRIX_COLS);
  const uint8_t storage_row = key_number / 8;
  const uint8_t storage_bit = key_number % 8;

  for (uint8_t bit_number = 0; bit_number < MAX_LAYER_BITS; bit_number++) {
    source_layers_cache[storage_row][bit_number] ^=
      (-((layer & (1U << bit_number)) != 0)
        ^ source_layers_cache[storage_row][bit_number])
      & (1U << storage_bit);
  }
}

/** \brief read source layers cache
 *
 * reads the cached keys stored when the layer was changed
 */
uint8_t read_source_layers_cache(keypos_t key) {
  const uint8_t key_number = key.col + (key.row * MATRIX_COLS);
  const uint8_t storage_row = key_number / 8;
  const uint8_t storage_bit = key_number % 8;
  uint8_t layer = 0;

  for (uint8_t bit_number = 0; bit_number < MAX_LAYER_BITS; bit_number++) {
    layer |=
      ((source_layers_cache[storage_row][bit_number]
        & (1U << storage_bit)) != 0)
      << bit_number;
  }

  return layer;
}
#endif

/** \brief Store or get action (FIXME: Needs better summary)
 *
 * Make sure the action triggered when the key is released is the same
 * one as the one triggered on press. It's important for the mod keys
 * when the layer is switched after the down event but before the up
 * event as they may get stuck otherwise.
 */
action_t store_or_get_action(bool pressed, keypos_t key) {
#if !defined(NO_ACTION_LAYER) && !defined(STRICT_LAYER_RELEASE)
  if (disable_action_cache) {
    return layer_switch_get_action(key);
  }

  uint8_t layer;

  if (pressed) {
    layer = layer_switch_get_layer(key);
    update_source_layers_cache(key, layer);
  }
  else {
    layer = read_source_layers_cache(key);
  }
  return action_for_key(layer, key);
#else
  return layer_switch_get_action(key);
#endif
}


/** \brief Layer switch get layer
 *
 * Gets the layer based on key info
 */
int8_t layer_switch_get_layer(keypos_t key) {
#ifndef NO_ACTION_LAYER
  action_t action;
  action.code = ACTION_TRANSPARENT;

  uint32_t layers = layer_state | default_layer_state;
  /* check top layer first */
  for (int8_t i = 31; i >= 0; i--) {
    if (layers & (1UL<<i)) {
      action = action_for_key(i, key);
      if (action.code != ACTION_TRANSPARENT) {
          return i;
      }
    }
  }
  /* fall back to layer 0 */
  return 0;
#else
  return biton32(default_layer_state);
#endif
}

/** \brief Layer switch get layer
 *
 * Gets action code based on key position
 */
action_t layer_switch_get_action(keypos_t key) {
  return action_for_key(layer_switch_get_layer(key), key);
}