using System;
namespace Assistance {
public class KeyState<T> where T: IComparable, new() {
public struct Holder {
public KeyState<T> state;
public long ticks;
public double timeOffset;
public Holder(KeyState<T> state, long ticks = 0, double timeOffset = 0.0) {
this.state = state;
this.ticks = ticks;
this.timeOffset = timeOffset;
}
public KeyState<T> find(T value)
{ return state == null ? null : state.find(value); }
public bool isEmpty
{ get { return state == null || state.isEmpty; } }
public bool isPressed(T value)
{ return find(value) != null; }
public double howLongPressed(T value) {
KeyState<T> state = find(value);
return state == null ? 0.0
: Math.Max(Timer.step, (ticks - state.ticks)*Timer.step + timeOffset);
}
}
public static readonly T none = new T();
public static readonly KeyState<T> empty = new KeyState<T>();
public readonly KeyState<T> previous;
public readonly long ticks;
public readonly T value;
public KeyState(): this(null, 0, none) { }
private KeyState(KeyState<T> previous, long ticks, T value) {
this.previous = previous;
this.ticks = ticks;
this.value = value;
}
public KeyState<T> find(T value) {
if (value.CompareTo(none) == 0)
return null;
if (value.CompareTo(this.value) == 0)
return this;
if (previous == null)
return null;
return previous.find(value);
}
private KeyState<T> makeChainWithout(KeyState<T> ks) {
if (this == ks || previous == null) return previous;
return new KeyState<T>(previous.makeChainWithout(ks), ticks, value);
}
public KeyState<T> change(bool press, T value, long ticks) {
if (value.CompareTo(none) == 0)
return this;
if (ticks <= this.ticks)
ticks = this.ticks + 1;
KeyState<T> p = find(value);
if (press) {
if (p != null) return this;
return new KeyState<T>(isEmpty ? null : this, ticks, value);
}
if (p == null) return this;
KeyState<T> chain = makeChainWithout(p);
return chain == null ? new KeyState<T>() : chain;
}
public bool isEmpty
{ get { return value.CompareTo(none) == 0 && (previous == null || previous.isEmpty); } }
public bool isPressed(T value)
{ return find(value) != null; }
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); }
}
}