using System;
using System.Collections.Generic;
namespace Assistance {
public class KeyHistory<T> where T: IComparable, new() {
public class Holder: IDisposable {
public readonly KeyHistory<T> history;
public readonly long ticks;
public readonly double timeOffset;
private readonly long heldTicks;
private bool disposed = false;
public Holder(KeyHistory<T> history, long ticks, double timeOffset = 0.0) {
this.history = history;
this.ticks = ticks;
this.timeOffset = timeOffset;
heldTicks = history.hold(ticks);
}
public Holder offset(double timeOffset) {
return Geometry.isEqual(timeOffset, 0.0)
? this
: new Holder(history, ticks, this.timeOffset + timeOffset);
}
public KeyState<T>.Holder get(double time) {
long dticks = (long)Math.Ceiling(Timer.frequency*(time + timeOffset));
KeyState<T> state = history.get(ticks + dticks);
return new KeyState<T>.Holder(state, ticks, timeOffset + time);
}
public void Dispose() {
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing) {
if (disposed) return;
history.release(heldTicks);
disposed = true;
}
~Holder()
{ Dispose(false); }
}
private readonly List<KeyState<T>> states = new List<KeyState<T>>() { new KeyState<T>() };
private readonly List<long> locks = new List<long>();
public KeyState<T> current
{ get { return states[ states.Count - 1 ]; } }
public KeyState<T> change(bool press, T value, long ticks) {
states.Add(current.change(press, value, ticks));
autoRemove();
return current;
}
public KeyState<T> press(T value, long ticks)
{ return change(true, value, ticks); }
public KeyState<T> release(T value, long ticks)
{ return change(false, value, ticks); }
private int findLock(long ticks) {
// locks[a] <= ticks < locks[b]
int a = 0;
int b = states.Count - 1;
if (locks[a] < ticks) return -1;
if (ticks >= locks[b]) return b;
while(true) {
int c = (a + b)/2;
if (a == c) break;
if (ticks < locks[c]) b = c; else a = c;
}
return a;
}
private void autoRemove() {
long ticks = locks.Count > 0 ? locks[0] : long.MaxValue;
while(states.Count > 1 && (states[0].ticks < ticks || states[0].isEmpty))
states.RemoveAt(0);
}
private long hold(long ticks) {
long heldTicks = Math.Max(ticks, states[0].ticks);
locks.Insert(findLock(heldTicks) + 1, heldTicks);
return heldTicks;
}
private void release(long heldTicks) {
int i = findLock(heldTicks);
if (i >= 0 && locks[i] == heldTicks) locks.RemoveAt(i);
autoRemove();
}
private KeyState<T> get(long ticks) {
// state[a].ticks <= ticks < state[b].ticks
int a = 0;
int b = states.Count - 1;
if (states[a].ticks < ticks) return new KeyState<T>();
if (ticks >= states[b].ticks) return states[b];
while(true) {
int c = (a + b)/2;
if (a == c) break;
if (ticks < states[c].ticks) b = c; else a = c;
}
return states[a];
}
}
}