/*
    pygame - Python Game Library
    Copyright (C) 2000-2001  Pete Shinners

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 of the License, or (at your option) any later version.

    This library 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
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

    Pete Shinners
    pete@shinners.org
*/

/* This will use PYGAMEAPI_EXTERN_SLOTS instead
 * of PYGAMEAPI_DEFINE_SLOTS for base modules.
 */
#ifndef _PYGAME_INTERNAL_H
#define _PYGAME_INTERNAL_H

#include "pgplatform.h"
/*
    If PY_SSIZE_T_CLEAN is defined before including Python.h, length is a
    Py_ssize_t rather than an int for all # variants of formats (s#, y#, etc.)
*/
#define PY_SSIZE_T_CLEAN
#include <Python.h>

/* Ensure PyPy-specific code is not in use when running on GraalPython (PR
 * #2580) */
#if defined(GRAALVM_PYTHON) && defined(PYPY_VERSION)
#undef PYPY_VERSION
#endif

#include <SDL.h>

/* SDL 1.2 constants removed from SDL 2 */
typedef enum {
    SDL_HWSURFACE = 0,
    SDL_RESIZABLE = SDL_WINDOW_RESIZABLE,
    SDL_ASYNCBLIT = 0,
    SDL_OPENGL = SDL_WINDOW_OPENGL,
    SDL_OPENGLBLIT = 0,
    SDL_ANYFORMAT = 0,
    SDL_HWPALETTE = 0,
    SDL_DOUBLEBUF = 0,
    SDL_FULLSCREEN = SDL_WINDOW_FULLSCREEN,
    SDL_HWACCEL = 0,
    SDL_SRCCOLORKEY = 0,
    SDL_RLEACCELOK = 0,
    SDL_SRCALPHA = 0,
    SDL_NOFRAME = SDL_WINDOW_BORDERLESS,
    SDL_GL_SWAP_CONTROL = 0,
    TIMER_RESOLUTION = 0
} PygameVideoFlags;

/* the wheel button constants were removed from SDL 2 */
typedef enum {
    PGM_BUTTON_LEFT = SDL_BUTTON_LEFT,
    PGM_BUTTON_RIGHT = SDL_BUTTON_RIGHT,
    PGM_BUTTON_MIDDLE = SDL_BUTTON_MIDDLE,
    PGM_BUTTON_WHEELUP = 4,
    PGM_BUTTON_WHEELDOWN = 5,
    PGM_BUTTON_X1 = SDL_BUTTON_X1 + 2,
    PGM_BUTTON_X2 = SDL_BUTTON_X2 + 2,
    PGM_BUTTON_KEEP = 0x80
} PygameMouseFlags;

typedef enum {
    /* Any SDL_* events here are for backward compatibility. */
    SDL_NOEVENT = 0,

    SDL_ACTIVEEVENT = SDL_USEREVENT,
    SDL_VIDEORESIZE,
    SDL_VIDEOEXPOSE,

    PGE_MIDIIN,
    PGE_MIDIOUT,
    PGE_KEYREPEAT, /* Special internal pygame event, for managing key-presses
                    */

    /* DO NOT CHANGE THE ORDER OF EVENTS HERE */
    PGE_WINDOWSHOWN,
    PGE_WINDOWHIDDEN,
    PGE_WINDOWEXPOSED,
    PGE_WINDOWMOVED,
    PGE_WINDOWRESIZED,
    PGE_WINDOWSIZECHANGED,
    PGE_WINDOWMINIMIZED,
    PGE_WINDOWMAXIMIZED,
    PGE_WINDOWRESTORED,
    PGE_WINDOWENTER,
    PGE_WINDOWLEAVE,
    PGE_WINDOWFOCUSGAINED,
    PGE_WINDOWFOCUSLOST,
    PGE_WINDOWCLOSE,
    PGE_WINDOWTAKEFOCUS,
    PGE_WINDOWHITTEST,
    PGE_WINDOWICCPROFCHANGED,
    PGE_WINDOWDISPLAYCHANGED,

    /* Here we define PGPOST_* events, events that act as a one-to-one
     * proxy for SDL events (and some extra events too!), the proxy is used
     * internally when pygame users use event.post()
     *
     * At a first glance, these may look redundant, but they are really
     * important, especially with event blocking. If proxy events are
     * not there, blocked events dont make it to our event filter, and
     * that can break a lot of stuff.
     *
     * IMPORTANT NOTE: Do not post events directly with these proxy types,
     * use the appropriate functions from event.c, that handle these proxy
     * events for you.
     * Proxy events are for internal use only */
    PGPOST_EVENTBEGIN, /* mark start of proxy-events */
    PGPOST_ACTIVEEVENT = PGPOST_EVENTBEGIN,
    PGPOST_APP_TERMINATING,
    PGPOST_APP_LOWMEMORY,
    PGPOST_APP_WILLENTERBACKGROUND,
    PGPOST_APP_DIDENTERBACKGROUND,
    PGPOST_APP_WILLENTERFOREGROUND,
    PGPOST_APP_DIDENTERFOREGROUND,
    PGPOST_AUDIODEVICEADDED,
    PGPOST_AUDIODEVICEREMOVED,
    PGPOST_CLIPBOARDUPDATE,
    PGPOST_CONTROLLERAXISMOTION,
    PGPOST_CONTROLLERBUTTONDOWN,
    PGPOST_CONTROLLERBUTTONUP,
    PGPOST_CONTROLLERDEVICEADDED,
    PGPOST_CONTROLLERDEVICEREMOVED,
    PGPOST_CONTROLLERDEVICEREMAPPED,
    PGPOST_CONTROLLERTOUCHPADDOWN,
    PGPOST_CONTROLLERTOUCHPADMOTION,
    PGPOST_CONTROLLERTOUCHPADUP,
    PGPOST_CONTROLLERSENSORUPDATE,
    PGPOST_DOLLARGESTURE,
    PGPOST_DOLLARRECORD,
    PGPOST_DROPFILE,
    PGPOST_DROPTEXT,
    PGPOST_DROPBEGIN,
    PGPOST_DROPCOMPLETE,
    PGPOST_FINGERMOTION,
    PGPOST_FINGERDOWN,
    PGPOST_FINGERUP,
    PGPOST_KEYDOWN,
    PGPOST_KEYMAPCHANGED,
    PGPOST_KEYUP,
    PGPOST_JOYAXISMOTION,
    PGPOST_JOYBALLMOTION,
    PGPOST_JOYHATMOTION,
    PGPOST_JOYBUTTONDOWN,
    PGPOST_JOYBUTTONUP,
    PGPOST_JOYDEVICEADDED,
    PGPOST_JOYDEVICEREMOVED,
    PGPOST_LOCALECHANGED,
    PGPOST_MIDIIN,
    PGPOST_MIDIOUT,
    PGPOST_MOUSEMOTION,
    PGPOST_MOUSEBUTTONDOWN,
    PGPOST_MOUSEBUTTONUP,
    PGPOST_MOUSEWHEEL,
    PGPOST_MULTIGESTURE,
    PGPOST_NOEVENT,
    PGPOST_QUIT,
    PGPOST_RENDER_TARGETS_RESET,
    PGPOST_RENDER_DEVICE_RESET,
    PGPOST_SYSWMEVENT,
    PGPOST_TEXTEDITING,
    PGPOST_TEXTINPUT,
    PGPOST_VIDEORESIZE,
    PGPOST_VIDEOEXPOSE,
    PGPOST_WINDOWSHOWN,
    PGPOST_WINDOWHIDDEN,
    PGPOST_WINDOWEXPOSED,
    PGPOST_WINDOWMOVED,
    PGPOST_WINDOWRESIZED,
    PGPOST_WINDOWSIZECHANGED,
    PGPOST_WINDOWMINIMIZED,
    PGPOST_WINDOWMAXIMIZED,
    PGPOST_WINDOWRESTORED,
    PGPOST_WINDOWENTER,
    PGPOST_WINDOWLEAVE,
    PGPOST_WINDOWFOCUSGAINED,
    PGPOST_WINDOWFOCUSLOST,
    PGPOST_WINDOWCLOSE,
    PGPOST_WINDOWTAKEFOCUS,
    PGPOST_WINDOWHITTEST,
    PGPOST_WINDOWICCPROFCHANGED,
    PGPOST_WINDOWDISPLAYCHANGED,

    PGE_USEREVENT, /* this event must stay in this position only */

    PG_NUMEVENTS =
        SDL_LASTEVENT /* Not an event. Indicates end of user events. */
} PygameEventCode;

/* SDL1 ACTIVEEVENT state attribute can take the following values */
/* These constant values are directly picked from SDL1 source */
#define SDL_APPMOUSEFOCUS 0x01
#define SDL_APPINPUTFOCUS 0x02
#define SDL_APPACTIVE 0x04

/* Surface flags: based on SDL 1.2 flags */
typedef enum {
    PGS_SWSURFACE = 0x00000000,
    PGS_HWSURFACE = 0x00000001,
    PGS_ASYNCBLIT = 0x00000004,

    PGS_ANYFORMAT = 0x10000000,
    PGS_HWPALETTE = 0x20000000,
    PGS_DOUBLEBUF = 0x40000000,
    PGS_FULLSCREEN = 0x80000000,
    PGS_SCALED = 0x00000200,

    PGS_OPENGL = 0x00000002,
    PGS_OPENGLBLIT = 0x0000000A,
    PGS_RESIZABLE = 0x00000010,
    PGS_NOFRAME = 0x00000020,
    PGS_SHOWN = 0x00000040,  /* Added from SDL 2 */
    PGS_HIDDEN = 0x00000080, /* Added from SDL 2 */

    PGS_HWACCEL = 0x00000100,
    PGS_SRCCOLORKEY = 0x00001000,
    PGS_RLEACCELOK = 0x00002000,
    PGS_RLEACCEL = 0x00004000,
    PGS_SRCALPHA = 0x00010000,
    PGS_PREALLOC = 0x01000000
} PygameSurfaceFlags;

// TODO Implement check below in a way that does not break CI
/* New buffer protocol (PEP 3118) implemented on all supported Py versions.
#if !defined(Py_TPFLAGS_HAVE_NEWBUFFER)
#error No support for PEP 3118/Py_TPFLAGS_HAVE_NEWBUFFER. Please use a
supported Python version. #endif */

#define RAISE(x, y) (PyErr_SetString((x), (y)), NULL)
#define DEL_ATTR_NOT_SUPPORTED_CHECK(name, value)                            \
    do {                                                                     \
        if (!value) {                                                        \
            PyErr_Format(PyExc_AttributeError, "Cannot delete attribute %s", \
                         name);                                              \
            return -1;                                                       \
        }                                                                    \
    } while (0)

#define DEL_ATTR_NOT_SUPPORTED_CHECK_NO_NAME(value)                           \
    do {                                                                      \
        if (!value) {                                                         \
            PyErr_SetString(PyExc_AttributeError, "Cannot delete attribute"); \
            return -1;                                                        \
        }                                                                     \
    } while (0)

/*
 * Initialization checks
 */

#define VIDEO_INIT_CHECK()            \
    if (!SDL_WasInit(SDL_INIT_VIDEO)) \
    return RAISE(pgExc_SDLError, "video system not initialized")

#define JOYSTICK_INIT_CHECK()            \
    if (!SDL_WasInit(SDL_INIT_JOYSTICK)) \
    return RAISE(pgExc_SDLError, "joystick system not initialized")

/* thread check */
#ifdef WITH_THREAD
#define PG_CHECK_THREADS() (1)
#else /* ~WITH_THREAD */
#define PG_CHECK_THREADS() \
    (RAISE(PyExc_NotImplementedError, "Python built without thread support"))
#endif /* ~WITH_THREAD */

#define PyType_Init(x) (((x).ob_type) = &PyType_Type)

/* CPython 3.6 had initial and undocumented FASTCALL support, but we play it
 * safe by not relying on implementation details */
#if PY_VERSION_HEX < 0x03070000

/* Macro for naming a pygame fastcall wrapper function */
#define PG_FASTCALL_NAME(func) _##func##_fastcall_wrap

/* used to forward declare compat functions */
#define PG_DECLARE_FASTCALL_FUNC(func, self_type) \
    static PyObject *PG_FASTCALL_NAME(func)(self_type * self, PyObject * args)

/* Using this macro on a function defined with the FASTCALL calling convention
 * adds a wrapper definition that uses regular python VARARGS convention.
 * Since it is guaranteed that the 'args' object is a tuple, we can directly
 * call PySequence_Fast_ITEMS and PyTuple_GET_SIZE on it (which are macros that
 * assume the same, and don't do error checking) */
#define PG_WRAP_FASTCALL_FUNC(func, self_type)                            \
    PG_DECLARE_FASTCALL_FUNC(func, self_type)                             \
    {                                                                     \
        return func(self, (PyObject *const *)PySequence_Fast_ITEMS(args), \
                    PyTuple_GET_SIZE(args));                              \
    }

#define PG_FASTCALL METH_VARARGS

#else /* PY_VERSION_HEX >= 0x03070000 */
/* compat macros are no-op on python versions that support fastcall */
#define PG_FASTCALL_NAME(func) func
#define PG_DECLARE_FASTCALL_FUNC(func, self_type)
#define PG_WRAP_FASTCALL_FUNC(func, self_type)

#define PG_FASTCALL METH_FASTCALL

#endif /* PY_VERSION_HEX >= 0x03070000 */

/*
 * event module internals
 */
struct pgEventObject {
    PyObject_HEAD int type;
    PyObject *dict;
};

/*
 * surflock module internals
 */
typedef struct {
    PyObject_HEAD PyObject *surface;
    PyObject *lockobj;
    PyObject *weakrefs;
} pgLifetimeLockObject;

/*
 * surface module internals
 */
struct pgSubSurface_Data {
    PyObject *owner;
    int pixeloffset;
    int offsetx, offsety;
};

/*
 * color module internals
 */
struct pgColorObject {
    PyObject_HEAD Uint8 data[4];
    Uint8 len;
};

/*
 * include public API
 */
#include "include/_pygame.h"

/* Slot counts.
 * Remember to keep these constants up to date.
 */

#define PYGAMEAPI_RECT_NUMSLOTS 5
#define PYGAMEAPI_JOYSTICK_NUMSLOTS 2
#define PYGAMEAPI_DISPLAY_NUMSLOTS 2
#define PYGAMEAPI_SURFACE_NUMSLOTS 4
#define PYGAMEAPI_SURFLOCK_NUMSLOTS 8
#define PYGAMEAPI_RWOBJECT_NUMSLOTS 7
#define PYGAMEAPI_PIXELARRAY_NUMSLOTS 2
#define PYGAMEAPI_COLOR_NUMSLOTS 5
#define PYGAMEAPI_MATH_NUMSLOTS 2
#define PYGAMEAPI_BASE_NUMSLOTS 24
#define PYGAMEAPI_EVENT_NUMSLOTS 6

#endif /* _PYGAME_INTERNAL_H */
