//========= Copyright 1996-2008, Valve LLC, All rights reserved. ============
//
// Purpose: Main class for the game engine -- win32 implementation
//
// $NoKeywords: $
//=============================================================================

#include "stdafx.h"

#include <map>
#include <queue>
#include <sys/time.h>
#include <unistd.h>

#include <GL/glew.h>

#include "gameenginesdl.h"

CGameEngineGL *g_engine;		// dxabstract will use this.. it is set by the engine constructor

IGameEngine *CreateGameEngineSDL( )
{
	static CGameEngineGL* s_pGameEngine = NULL;
	
	if (!s_pGameEngine)
	{
		s_pGameEngine = new CGameEngineGL( );
	}
	
	return s_pGameEngine;
}

void OutputDebugString( const char *pchMsg )
{
	fprintf( stderr, "%s", pchMsg );
}

struct Packet_t
{
	uint32 unSize;
	void *pData;
};

class CVoiceContext 
{
public:
	CVoiceContext() 
	{
		alGenBuffers( ARRAYSIZE(m_buffers), m_buffers );
		alGenSources( 1, &m_nSource );
		
		alSourcei( m_nSource, AL_LOOPING, AL_FALSE );
		
		for (int i = 0; i < ARRAYSIZE(m_buffers); i++ )
			alSourcei( m_nSource, AL_BUFFER, m_buffers[i] ); 
		
		m_nNextFreeBuffer = 0;
	}
	virtual ~CVoiceContext()
	{
		// 
	}

	ALuint m_buffers[4];
	ALuint m_nSource;
	size_t m_nNextFreeBuffer;
	std::queue<Packet_t> m_pending;
};

/* Quick utility function for texture creation */
static int
power_of_two(int input)
{
    int value = 1;

    while (value < input) {
        value <<= 1;
    }
    return value;
}

//-----------------------------------------------------------------------------
// Purpose: Constructor for game engine instance
//-----------------------------------------------------------------------------
CGameEngineGL::CGameEngineGL( )
{
	g_engine = this;
	
	m_bEngineReadyForUse = false;
	m_bShuttingDown = false;
	m_window = NULL;
	m_context = NULL;
	m_nWindowWidth = 0;
	m_nWindowHeight = 0;
	m_ulPreviousGameTickCount = 0;
	m_ulGameTickCount = 0;
	m_unVoiceChannelCount = 0;

	m_hTextureWhite = 0;
	m_nNextFontHandle = 1;
	m_nNextTextureHandle = 1;
	m_hLastTexture = 0;

	m_rgflPointsData = new GLfloat[ 3*POINT_BUFFER_TOTAL_SIZE ];
	m_rgflPointsColorData = new GLubyte[ 4*POINT_BUFFER_TOTAL_SIZE ];
	m_dwPointsToFlush = 0;

	m_rgflLinesData = new GLfloat[ 6*LINE_BUFFER_TOTAL_SIZE ];
	m_rgflLinesColorData = new GLubyte[ 8*LINE_BUFFER_TOTAL_SIZE ];
	m_dwLinesToFlush = 0;

	m_rgflQuadsData = new GLfloat [ 12*QUAD_BUFFER_TOTAL_SIZE ];
	m_rgflQuadsColorData = new GLubyte[ 16*QUAD_BUFFER_TOTAL_SIZE ];
	m_rgflQuadsTextureData = new GLfloat[ 8*QUAD_BUFFER_TOTAL_SIZE ];
	m_dwQuadsToFlush = 0;

	TTF_Init();

	if( !BInitializeGraphics() )
	{
		OutputDebugString( "!! Initializing graphics failed\n" );
		return;
	}

	if ( !BInitializeAudio() )
	{
		OutputDebugString( "!! Initializing audio failed\n" );
		return;
	}

	m_bEngineReadyForUse = true;
}


//-----------------------------------------------------------------------------
// Purpose: Shutdown the game engine
//-----------------------------------------------------------------------------
void CGameEngineGL::Shutdown()
{
	// Flag that we are shutting down so the frame loop will stop running
	m_bShuttingDown = true;

	if ( m_context ) {
		SDL_GL_DeleteContext( m_context );
	}

	if ( m_window ) {
		SDL_DestroyWindow( m_window );
	}

	if ( m_rgflPointsData )
	{
		delete[] m_rgflPointsData;
		m_rgflPointsData = NULL;
	}

	if ( m_rgflPointsColorData )
	{
		delete[] m_rgflPointsColorData;
		m_rgflPointsColorData = NULL;
	}

	if ( m_rgflLinesData )
	{
		delete[] m_rgflLinesData;
		m_rgflLinesData = NULL;
	}

	if ( m_rgflLinesColorData )
	{
		delete[] m_rgflLinesColorData;
		m_rgflLinesColorData = NULL;
	}

	if ( m_rgflQuadsData )
	{
		delete[] m_rgflQuadsData;
		m_rgflQuadsData = NULL;
	}

	if ( m_rgflQuadsColorData )
	{
		delete[] m_rgflQuadsColorData;
		m_rgflQuadsColorData = NULL;
	}

	if ( m_rgflQuadsTextureData )
	{
		delete[] m_rgflQuadsTextureData;
		m_rgflQuadsTextureData = NULL;
	}

	std::map<HGAMEFONT, TTF_Font *>::const_iterator i;
	for (i = m_MapGameFonts.begin(); i != m_MapGameFonts.end(); ++i)
	{
		TTF_CloseFont( i->second );
	}
	m_MapGameFonts.clear();

	TTF_Quit();

	m_MapStrings.clear();
	m_MapTextures.clear();
	
	m_dwLinesToFlush = 0;
	m_dwPointsToFlush = 0;
	m_dwQuadsToFlush = 0;
}


//-----------------------------------------------------------------------------
// Purpose: Initialize voice/audio interfaces
//-----------------------------------------------------------------------------
bool CGameEngineGL::BInitializeAudio()
{
	m_palDevice = alcOpenDevice(NULL);
	if ( m_palDevice ) 
	{
		m_palContext = alcCreateContext( m_palDevice, NULL );
		alcMakeContextCurrent( m_palContext );
		return true;
	}
	return false;
}

//-----------------------------------------------------------------------------
// Purpose: Initialize the GL rendering interfaces and default state
//-----------------------------------------------------------------------------
#define D3DADAPTER_DEFAULT 0

bool CGameEngineGL::BInitializeGraphics()
{
	int windowX = SDL_WINDOWPOS_CENTERED;
	int windowY = SDL_WINDOWPOS_CENTERED;
	int nWindowWidth, nWindowHeight;
	nWindowWidth = m_nWindowWidth = 1024;
	nWindowHeight = m_nWindowHeight = 768;

	SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
	SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );

	m_window = SDL_CreateWindow( "SteamworksExample",
					windowX,
					windowY,
					nWindowWidth,
					nWindowHeight,
					SDL_WINDOW_OPENGL );
	if ( !m_window ) {
		OutputDebugString( "Couldn't create SDL window: " );
		OutputDebugString( SDL_GetError() );
		OutputDebugString( "\n" );
		return false;
	}

	m_context = SDL_GL_CreateContext( m_window );
	if ( !m_context ) {
		OutputDebugString( "Couldn't create OpenGL context: " );
		OutputDebugString( SDL_GetError() );
		OutputDebugString( "\n" );
		return false;
	}
	
	GLenum err = glewInit();
	if( err != GLEW_OK )
	{
		fprintf(stderr, "glewInit failed with %s\n", glewGetErrorString( err ) );
		return false;
	}

	SDL_GL_SetSwapInterval( 1 );

	// Clear any errors
	glGetError();

	glClearDepth( 1.0f );
	glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );

	glEnable( GL_BLEND );
	glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

	glDisable( GL_CULL_FACE );
	glDisable( GL_ALPHA_TEST );
	glDisable( GL_STENCIL_TEST );
	glDisable( GL_SCISSOR_TEST );
	glDisable( GL_LIGHTING );
	glDisable( GL_DEPTH_TEST );
	glDisable( GL_FOG );

	glDepthMask( GL_FALSE );

	// We always need these two
	glEnableClientState( GL_COLOR_ARRAY );
	glEnableClientState( GL_VERTEX_ARRAY );

	// This we'll enable as needed
	glDisableClientState( GL_TEXTURE_COORD_ARRAY );

	glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glTranslatef( 0, 0, 0 );
	
	glMatrixMode( GL_TEXTURE );
	glLoadIdentity();
	glTranslatef( 0, 0, 0 );

	glDepthRange( 0.0f, 1.0f );
	
	AdjustViewport();

	return true;
}

void CGameEngineGL::AdjustViewport()
{
	SDL_GetWindowSize( m_window, &m_nWindowWidth, &m_nWindowHeight );
	glBindFramebuffer(GL_FRAMEBUFFER, 0 );

	// Perspective
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho( 0, m_nWindowWidth, m_nWindowHeight, 0, -1.0f, 1.0f );
	glTranslatef( 0, 0, 0 );
	
	// View port has changed as well
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glTranslatef( 0, 0, 0 );

	glViewport( 0, 0, m_nWindowWidth, m_nWindowHeight );
	glScissor( 0, 0, m_nWindowWidth, m_nWindowHeight );

	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
	glFlush();
}

//-----------------------------------------------------------------------------
// Purpose: Updates current tick count for the game engine
//-----------------------------------------------------------------------------
void CGameEngineGL::UpdateGameTickCount()
{
	m_ulPreviousGameTickCount = m_ulGameTickCount;
	m_ulGameTickCount = SDL_GetTicks();
}


//-----------------------------------------------------------------------------
// Purpose: Tell the game engine to sleep for a bit if needed to limit frame rate.  You must keep
// calling this repeatedly until it returns false.  If it returns true it's slept a little, but more
// time may be needed.
//-----------------------------------------------------------------------------
bool CGameEngineGL::BSleepForFrameRateLimit( uint32 ulMaxFrameRate )
{
	// Frame rate limiting
	float flDesiredFrameMilliseconds = 1000.0f/ulMaxFrameRate;

	uint64 ulGameTickCount = SDL_GetTicks();

	float flMillisecondsElapsed = (float)(ulGameTickCount - m_ulGameTickCount);
	if ( flMillisecondsElapsed < flDesiredFrameMilliseconds )
	{
		// If enough time is left sleep, otherwise just keep spinning so we don't go over the limit...
		if ( flDesiredFrameMilliseconds - flMillisecondsElapsed > 3.0f )
		{
			usleep( 5000 );
		}
		else
		{
			// Just return right away so we busy loop, don't want to sleep too long and go over
		}

		return true;
	}
	else
	{
		return false;
	}
}


//-----------------------------------------------------------------------------
// Purpose: Set the background color to clear to
//-----------------------------------------------------------------------------
void CGameEngineGL::SetBackgroundColor( short a, short r, short g, short b )
{
	glClearColor( (float)r/255.0f, (float)g/255.0f, (float)b/255.0f, (float)a/255.0f );
}

//-----------------------------------------------------------------------------
// Purpose: Start a new frame
//-----------------------------------------------------------------------------
bool CGameEngineGL::StartFrame()
{
	AdjustViewport();
    
	// Pump system callbacks
	MessagePump();

	// Poll Steam Input devices
	PollSteamInput();

	// We may now be shutting down, check and don't start a frame then
	if ( BShuttingDown() )
		return false;

	#if 0 // for debug
		static unsigned char counter;
		counter++;
		glClearColor( (float)counter/255.0f, (float)counter/255.0f, (float)counter/255.0f, (float)1.0f );
	#endif

	// Clear the screen for the new frame
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );

	return true;
}


//-----------------------------------------------------------------------------
// Purpose: End the current frame
//-----------------------------------------------------------------------------
void CGameEngineGL::EndFrame()
{
	if ( BShuttingDown() )
		return;

	// Flush point buffer
	BFlushPointBuffer();

	// Flush line buffer
	BFlushLineBuffer();

	// Flush quad buffer
	BFlushQuadBuffer();

	// Swap buffers now that everything is flushed
	SDL_GL_SwapWindow( m_window );
    
	RunAudio();
}


//-----------------------------------------------------------------------------
// Purpose: Draw a line, the engine internally manages a vertex buffer for batching these
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawLine( float xPos0, float yPos0, DWORD dwColor0, float xPos1, float yPos1, DWORD dwColor1 )
{
	if ( m_bShuttingDown )
		return false;

	// Check if we are out of room and need to flush the buffer
	if ( m_dwLinesToFlush == LINE_BUFFER_TOTAL_SIZE )	
	{
		BFlushLineBuffer();
	}

	DWORD dwOffset = m_dwLinesToFlush*6;
	m_rgflLinesData[dwOffset] = xPos0;
	m_rgflLinesData[dwOffset+1] = yPos0;
	m_rgflLinesData[dwOffset+2] = 1.0;
	m_rgflLinesData[dwOffset+3] = xPos1;
	m_rgflLinesData[dwOffset+4] = yPos1;
	m_rgflLinesData[dwOffset+5] = 1.0;

	dwOffset = m_dwLinesToFlush*8;
	m_rgflLinesColorData[dwOffset] = COLOR_RED( dwColor0 );
	m_rgflLinesColorData[dwOffset+1] = COLOR_GREEN( dwColor0 );
	m_rgflLinesColorData[dwOffset+2] = COLOR_BLUE( dwColor0 );
	m_rgflLinesColorData[dwOffset+3] = COLOR_ALPHA( dwColor0 );
	m_rgflLinesColorData[dwOffset+4] = COLOR_RED( dwColor1 );
	m_rgflLinesColorData[dwOffset+5] = COLOR_GREEN( dwColor1 );
	m_rgflLinesColorData[dwOffset+6] = COLOR_BLUE( dwColor1 );
	m_rgflLinesColorData[dwOffset+7] = COLOR_ALPHA( dwColor1 );

	++m_dwLinesToFlush;

	return true;
}


//-----------------------------------------------------------------------------
// Purpose: Flush batched lines to the screen
//-----------------------------------------------------------------------------
bool CGameEngineGL::BFlushLineBuffer()
{
	if ( !m_rgflLinesColorData || !m_rgflLinesData || m_bShuttingDown )
		return false;

	if ( m_dwLinesToFlush )
	{
		glColorPointer( 4, GL_UNSIGNED_BYTE, 0, m_rgflLinesColorData );
		glVertexPointer( 3, GL_FLOAT, 0, m_rgflLinesData );
		glDrawArrays( GL_LINES, 0, m_dwLinesToFlush*2 );

		m_dwLinesToFlush = 0;
	}

	return true;
}


//-----------------------------------------------------------------------------
// Purpose: Draw a point, the engine internally manages a vertex buffer for batching these
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawPoint( float xPos, float yPos, DWORD dwColor )
{
	if ( m_bShuttingDown )
		return false;

	// Check if we are out of room and need to flush the buffer
	if ( m_dwPointsToFlush == POINT_BUFFER_TOTAL_SIZE )	
	{
		BFlushPointBuffer();
	}

	DWORD dwOffset = m_dwPointsToFlush*3;
	m_rgflPointsData[dwOffset] = xPos;
	m_rgflPointsData[dwOffset+1] = yPos;
	m_rgflPointsData[dwOffset+2] = 1.0;

	dwOffset = m_dwPointsToFlush*4;
	m_rgflPointsColorData[dwOffset] = COLOR_RED( dwColor );
	m_rgflPointsColorData[dwOffset+1] = COLOR_GREEN( dwColor );
	m_rgflPointsColorData[dwOffset+2] = COLOR_BLUE( dwColor );
	m_rgflPointsColorData[dwOffset+3] = COLOR_ALPHA( dwColor );
	
	++m_dwPointsToFlush;

	return true;
}


//-----------------------------------------------------------------------------
// Purpose: Flush batched points to the screen
//-----------------------------------------------------------------------------
bool CGameEngineGL::BFlushPointBuffer()
{
	if ( !m_rgflPointsColorData || !m_rgflPointsData || m_bShuttingDown )
		return false;

	if ( m_dwPointsToFlush )
	{
		glColorPointer( 4, GL_UNSIGNED_BYTE, 0, m_rgflPointsColorData );
		glVertexPointer( 3, GL_FLOAT, 0, m_rgflPointsData );
		glDrawArrays( GL_POINTS, 0, m_dwPointsToFlush );

		m_dwPointsToFlush = 0;
	}
 
	return true;
}


//-----------------------------------------------------------------------------
// Purpose: Draw a filled quad
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawFilledRect( float xPos0, float yPos0, float xPos1, float yPos1, DWORD dwColor )
{
	if ( !m_hTextureWhite )
	{
		byte *pRGBAData = new byte[ 1 * 1 * 4 ];
		memset( pRGBAData, 255, 1*1*4 );
		m_hTextureWhite = HCreateTexture( pRGBAData, 1, 1 );
		delete[] pRGBAData;
	}

	return BDrawTexturedRect( xPos0, yPos0, xPos1, yPos1, 0.0f, 0.0f, 1.0f, 1.0f, dwColor, m_hTextureWhite );
}


//-----------------------------------------------------------------------------
// Purpose: Draw a textured rect
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawTexturedRect( float xPos0, float yPos0, float xPos1, float yPos1, float u0, float v0, float u1, float v1, DWORD dwColor, HGAMETEXTURE hTexture )
{
	if ( m_bShuttingDown )
		return false;

	// Find the texture
	std::map<HGAMETEXTURE, TextureData_t>::iterator iter;
	iter = m_MapTextures.find( hTexture );
	if ( iter == m_MapTextures.end() )
	{
		OutputDebugString( "BDrawTexturedQuad called with invalid hTexture value\n" );
		return false;
	}

	// Check if we are out of room and need to flush the buffer, or if our texture is changing
	// then we also need to flush the buffer.
	if ( m_dwQuadsToFlush == QUAD_BUFFER_TOTAL_SIZE || m_hLastTexture != hTexture )	
	{
		BFlushQuadBuffer();
	}

	// Bind the new texture
	glBindTexture( GL_TEXTURE_2D, iter->second.m_uTextureID );

	DWORD dwOffset = m_dwQuadsToFlush*12;
	m_rgflQuadsData[dwOffset] = xPos0;
	m_rgflQuadsData[dwOffset+1] = yPos0;
	m_rgflQuadsData[dwOffset+2] = 1.0;
	m_rgflQuadsData[dwOffset+3] = xPos1;
	m_rgflQuadsData[dwOffset+4] = yPos0;
	m_rgflQuadsData[dwOffset+5] = 1.0;
	m_rgflQuadsData[dwOffset+6] = xPos1;
	m_rgflQuadsData[dwOffset+7] = yPos1;
	m_rgflQuadsData[dwOffset+8] = 1.0;
	m_rgflQuadsData[dwOffset+9] = xPos0;
	m_rgflQuadsData[dwOffset+10] = yPos1;
	m_rgflQuadsData[dwOffset+11] = 1.0;

	dwOffset = m_dwQuadsToFlush*16;
	m_rgflQuadsColorData[dwOffset] = COLOR_RED( dwColor );
	m_rgflQuadsColorData[dwOffset+1] = COLOR_GREEN( dwColor );
	m_rgflQuadsColorData[dwOffset+2] = COLOR_BLUE( dwColor );
	m_rgflQuadsColorData[dwOffset+3] = COLOR_ALPHA( dwColor );
	m_rgflQuadsColorData[dwOffset+4] = COLOR_RED( dwColor );
	m_rgflQuadsColorData[dwOffset+5] = COLOR_GREEN( dwColor );
	m_rgflQuadsColorData[dwOffset+6] = COLOR_BLUE( dwColor );
	m_rgflQuadsColorData[dwOffset+7] = COLOR_ALPHA( dwColor );
	m_rgflQuadsColorData[dwOffset+8] = COLOR_RED( dwColor );
	m_rgflQuadsColorData[dwOffset+9] = COLOR_GREEN( dwColor );
	m_rgflQuadsColorData[dwOffset+10] = COLOR_BLUE( dwColor );
	m_rgflQuadsColorData[dwOffset+11] = COLOR_ALPHA( dwColor );
	m_rgflQuadsColorData[dwOffset+12] = COLOR_RED( dwColor );
	m_rgflQuadsColorData[dwOffset+13] = COLOR_GREEN( dwColor );
	m_rgflQuadsColorData[dwOffset+14] = COLOR_BLUE( dwColor );
	m_rgflQuadsColorData[dwOffset+15] = COLOR_ALPHA( dwColor );

	dwOffset = m_dwQuadsToFlush*8;
	m_rgflQuadsTextureData[dwOffset] = u0;
	m_rgflQuadsTextureData[dwOffset+1] = v0;
	m_rgflQuadsTextureData[dwOffset+2] = u1;
	m_rgflQuadsTextureData[dwOffset+3] = v0;
	m_rgflQuadsTextureData[dwOffset+4] = u1;
	m_rgflQuadsTextureData[dwOffset+5] = v1;
	m_rgflQuadsTextureData[dwOffset+6] = u0;
	m_rgflQuadsTextureData[dwOffset+7] = v1;


	++m_dwQuadsToFlush;

	return true;
}

//-----------------------------------------------------------------------------
// Purpose: Draw a textured quad
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawTexturedQuad( float xPos0, float yPos0, float xPos1, float yPos1, float xPos2, float yPos2, float xPos3, float yPos3,
	float u0, float v0, float u1, float v1, DWORD dwColor, HGAMETEXTURE hTexture )
{
	if ( m_bShuttingDown )
		return false;

	// Find the texture
	std::map<HGAMETEXTURE, TextureData_t>::iterator iter;
	iter = m_MapTextures.find( hTexture );
	if ( iter == m_MapTextures.end() )
	{
		OutputDebugString( "BDrawTexturedQuad called with invalid hTexture value\n" );
		return false;
	}

	// Check if we are out of room and need to flush the buffer, or if our texture is changing
	// then we also need to flush the buffer.
	if ( m_dwQuadsToFlush == QUAD_BUFFER_TOTAL_SIZE || m_hLastTexture != hTexture )	
	{
		BFlushQuadBuffer();
	}

	// Bind the new texture
	glBindTexture( GL_TEXTURE_2D, iter->second.m_uTextureID );

	DWORD dwOffset = m_dwQuadsToFlush*12;
	m_rgflQuadsData[dwOffset] = xPos0;
	m_rgflQuadsData[dwOffset+1] = yPos0;
	m_rgflQuadsData[dwOffset+2] = 1.0;
	m_rgflQuadsData[dwOffset+3] = xPos1;
	m_rgflQuadsData[dwOffset+4] = yPos1;
	m_rgflQuadsData[dwOffset+5] = 1.0;
	m_rgflQuadsData[dwOffset+6] = xPos2;
	m_rgflQuadsData[dwOffset+7] = yPos2;
	m_rgflQuadsData[dwOffset+8] = 1.0;
	m_rgflQuadsData[dwOffset+9] = xPos3;
	m_rgflQuadsData[dwOffset+10] = yPos3;
	m_rgflQuadsData[dwOffset+11] = 1.0;

	dwOffset = m_dwQuadsToFlush*16;
	m_rgflQuadsColorData[dwOffset] = COLOR_RED( dwColor );
	m_rgflQuadsColorData[dwOffset+1] = COLOR_GREEN( dwColor );
	m_rgflQuadsColorData[dwOffset+2] = COLOR_BLUE( dwColor );
	m_rgflQuadsColorData[dwOffset+3] = COLOR_ALPHA( dwColor );
	m_rgflQuadsColorData[dwOffset+4] = COLOR_RED( dwColor );
	m_rgflQuadsColorData[dwOffset+5] = COLOR_GREEN( dwColor );
	m_rgflQuadsColorData[dwOffset+6] = COLOR_BLUE( dwColor );
	m_rgflQuadsColorData[dwOffset+7] = COLOR_ALPHA( dwColor );
	m_rgflQuadsColorData[dwOffset+8] = COLOR_RED( dwColor );
	m_rgflQuadsColorData[dwOffset+9] = COLOR_GREEN( dwColor );
	m_rgflQuadsColorData[dwOffset+10] = COLOR_BLUE( dwColor );
	m_rgflQuadsColorData[dwOffset+11] = COLOR_ALPHA( dwColor );
	m_rgflQuadsColorData[dwOffset+12] = COLOR_RED( dwColor );
	m_rgflQuadsColorData[dwOffset+13] = COLOR_GREEN( dwColor );
	m_rgflQuadsColorData[dwOffset+14] = COLOR_BLUE( dwColor );
	m_rgflQuadsColorData[dwOffset+15] = COLOR_ALPHA( dwColor );

	dwOffset = m_dwQuadsToFlush*8;
	m_rgflQuadsTextureData[dwOffset] = u0;
	m_rgflQuadsTextureData[dwOffset+1] = v0;
	m_rgflQuadsTextureData[dwOffset+2] = u1;
	m_rgflQuadsTextureData[dwOffset+3] = v0;
	m_rgflQuadsTextureData[dwOffset+4] = u1;
	m_rgflQuadsTextureData[dwOffset+5] = v1;
	m_rgflQuadsTextureData[dwOffset+6] = u0;
	m_rgflQuadsTextureData[dwOffset+7] = v1;


	++m_dwQuadsToFlush;

	return true;
}


//-----------------------------------------------------------------------------
// Purpose: Flush buffered quads
//-----------------------------------------------------------------------------
bool CGameEngineGL::BFlushQuadBuffer()
{
	if ( !m_rgflPointsColorData || !m_rgflPointsData || m_bShuttingDown )
		return false;

	if ( m_dwQuadsToFlush )
	{
		glEnable( GL_TEXTURE_2D );
		glEnableClientState( GL_TEXTURE_COORD_ARRAY );

		glColorPointer( 4, GL_UNSIGNED_BYTE, 0, m_rgflQuadsColorData );
		glVertexPointer( 3, GL_FLOAT, 0, m_rgflQuadsData );
		glTexCoordPointer( 2, GL_FLOAT, 0, m_rgflQuadsTextureData );
		glDrawArrays( GL_QUADS, 0, m_dwQuadsToFlush*4 );

		glDisable( GL_TEXTURE_2D );
		glDisableClientState( GL_TEXTURE_COORD_ARRAY );

		m_dwQuadsToFlush = 0;
	}

	return true;
}


//-----------------------------------------------------------------------------
// Purpose: Creates a new texture 
//-----------------------------------------------------------------------------
HGAMETEXTURE CGameEngineGL::HCreateTexture( byte *pRGBAData, uint32 uWidth, uint32 uHeight, ETEXTUREFORMAT eTextureFormat )
{
	if ( m_bShuttingDown )
		return 0;

	TextureData_t TexData;
	TexData.m_uWidth = uWidth;
	TexData.m_uHeight = uHeight;
	TexData.m_uTextureID = 0;

	glEnable( GL_TEXTURE_2D );
	glGenTextures( 1, &TexData.m_uTextureID );
	glBindTexture( GL_TEXTURE_2D, TexData.m_uTextureID );

	glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0 );
	glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0 );
	glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
	glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
	glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
	glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );

	// build our texture mipmaps
	glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, uWidth, uHeight, 0, eTextureFormat == eTextureFormat_RGBA ? GL_RGBA : GL_BGRA, GL_UNSIGNED_BYTE, (void *)pRGBAData );
	glDisable( GL_TEXTURE_2D );

	int nHandle = m_nNextTextureHandle;
	++m_nNextTextureHandle;
	m_MapTextures[nHandle] = TexData;

	return nHandle;
}


//-----------------------------------------------------------------------------
// Purpose: update an exiting textue
//-----------------------------------------------------------------------------
bool CGameEngineGL::UpdateTexture( HGAMETEXTURE texture, byte *pRGBAData, uint32 uWidth, uint32 uHeight, ETEXTUREFORMAT eTextureFormat )
{
	if ( m_bShuttingDown )
		return false;
	
	std::map<HGAMETEXTURE, TextureData_t>::iterator iter;
	iter = m_MapTextures.find( texture );
	if ( iter == m_MapTextures.end() )
	{
		OutputDebugString( "BDrawTexturedQuad called with invalid hTexture value\n" );
		return false;
	}
	
	glEnable( GL_TEXTURE_2D );
	glBindTexture( GL_TEXTURE_2D, iter->second.m_uTextureID );
	
	// build our texture mipmaps
	glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, uWidth, uHeight, 0, eTextureFormat == eTextureFormat_RGBA ? GL_RGBA : GL_BGRA, GL_UNSIGNED_BYTE, (void *)pRGBAData );
	glDisable( GL_TEXTURE_2D );
	
	return true;
}


//-----------------------------------------------------------------------------
// Purpose: Creates a new font
//-----------------------------------------------------------------------------
HGAMEFONT CGameEngineGL::HCreateFont( int nHeight, int nFontWeight, bool bItalic, const char * pchFont )
{
	// For this sample we include a single font
	pchFont = "DejaVuSans.ttf";
	
	TTF_Font *font = TTF_OpenFont( pchFont, nHeight );
	if ( !font )
	{
		OutputDebugString( "Couldn't create font: " );
		OutputDebugString( pchFont );
		OutputDebugString( "\n" );
		return 0;
	}

	HGAMEFONT hFont = m_nNextFontHandle;
	++m_nNextFontHandle;

	int nStyle = TTF_STYLE_NORMAL;
	if ( nFontWeight & FW_BOLD )
	{
		nStyle |= TTF_STYLE_BOLD;
	}
	if ( bItalic )
	{
		nStyle |= TTF_STYLE_ITALIC;
	}
	TTF_SetFontStyle( font, nStyle );

	m_MapGameFonts[ hFont ] = font;

	return hFont;
}


//-----------------------------------------------------------------------------
// Purpose: Draws text to the screen inside the given rectangular region, using the given font
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawString( HGAMEFONT hFont, RECT rect, DWORD dwColor, DWORD dwFormat, const char *pchText )
{
	if ( !hFont )
	{
		OutputDebugString( "Someone is calling BDrawString with a null font handle\n" );
		return false;
	}

	if ( !pchText || !*pchText )
	{
		return true;
	}

	// Very simple cache of complete strings as whole textures.
	// There are much better ways of doing efficient text rendering.
	// If nothing else we should expire the strings not being used.
	HGAMETEXTURE hTexture;
	char szFontPrefix[32];
	sprintf( szFontPrefix, "%d:", hFont );
	std::map< std::string, HGAMETEXTURE >::iterator iter;
	iter = m_MapStrings.find( std::string(szFontPrefix) + std::string(pchText) );
	if ( iter == m_MapStrings.end() )
	{
		static SDL_Color white = { 0xff, 0xff, 0xff, 0xff };

		// Calculate the text block size
		int nWrapLength = 0;
		int w, h;
		char *s = (char *)pchText;
		for ( char *p = strchr( s, '\n' ); p; p = strchr( s, '\n' ) )
		{
			*p = '\0';
			if ( TTF_SizeUTF8( m_MapGameFonts[ hFont ], s, &w, &h ) == 0 )
			{
				nWrapLength = std::max( w, nWrapLength );
			}
			*p = '\n';
			s = p + 1;
		}
		if ( TTF_SizeUTF8( m_MapGameFonts[ hFont ], s, &w, &h ) == 0 )
		{
			nWrapLength = std::max( w, nWrapLength );
		}
			
		SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped( m_MapGameFonts[ hFont ], pchText, white, nWrapLength );
		if ( !surface )
		{
			OutputDebugString( "Out of memory\n" );
			return false;
		}

		uint32 uWidth = power_of_two( surface->w );
		uint32 uHeight = power_of_two( surface->h );
		byte *pRGBAData = (byte *)malloc( uWidth*uHeight*4 );
		if ( !pRGBAData )
		{
			OutputDebugString( "Out of memory\n" );
			return false;
		}
		memset( pRGBAData, 0, uWidth*uHeight*4 );

		byte *src = (byte*)surface->pixels;
		byte *dst = pRGBAData;
		memset(dst, 0xff, uWidth*4);
		for ( uint32 row = 0; row < surface->h; ++row )
		{
			memcpy( dst, src, surface->w * 4 );
			src += surface->pitch;
			dst += uWidth * 4;
		}

		hTexture = HCreateTexture( pRGBAData, uWidth, uHeight );
		free( pRGBAData );

		// Record the actual text width and height
		m_MapTextures[ hTexture ].m_uWidth = surface->w;
		m_MapTextures[ hTexture ].m_uHeight = surface->h;

		SDL_FreeSurface( surface );

		m_MapStrings[ std::string(szFontPrefix) + std::string(pchText) ] = hTexture;
	}
	else
	{
		hTexture = iter->second;
	}

	int nWidth = m_MapTextures[ hTexture ].m_uWidth;
	int nHeight = m_MapTextures[ hTexture ].m_uHeight;
	float u = (float)nWidth / power_of_two(nWidth);
	float v = (float)nHeight / power_of_two(nHeight);

	// Get text position
	int nLeft = rect.left, nTop = rect.top;
	if ( dwFormat & TEXTPOS_TOP )
	{
		nTop = rect.top;
	}
	else if ( dwFormat & TEXTPOS_VCENTER )
	{
		nTop = rect.top + ((rect.bottom - rect.top) - nHeight) / 2;
	}
	else if ( dwFormat & TEXTPOS_BOTTOM )
	{
		nTop = rect.bottom - nHeight;
	}
	if ( dwFormat & TEXTPOS_LEFT )
	{
		nLeft = rect.left;
	}
	else if ( dwFormat & TEXTPOS_CENTER )
	{
		nLeft = rect.left + ((rect.right - rect.left) - nWidth) / 2;
	}
	else if ( dwFormat & TEXTPOS_RIGHT )
	{
		nLeft = rect.right - nWidth;
	}

//printf("Drawing text '%s' at %d,%d %dx%d {%d,%d %d,%d}\n", pchText, nLeft, nTop, nWidth, nHeight, rect.left, rect.top, rect.right, rect.bottom);
	return BDrawTexturedRect( nLeft, nTop, nLeft + nWidth, nTop + nHeight, 0.0f, 0.0f, u, v, dwColor, hTexture );
}

void CGameEngineGL::UpdateKey( uint32_t vkKey, int nDown )
{
    if ( nDown )
        m_SetKeysDown.insert( vkKey );
    else
        m_SetKeysDown.erase( vkKey );
}

//-----------------------------------------------------------------------------
// Purpose: Message pump for OS messages
//-----------------------------------------------------------------------------
void CGameEngineGL::MessagePump()
{
	SDL_Event event;

    do
    {
	if ( SDL_PollEvent(&event) <= 0 )
		break;
	
	if ( event.type == SDL_KEYDOWN || event.type == SDL_KEYUP )
	{
		DWORD dwVK = 0;
		switch (event.key.keysym.sym)
		{
			case SDLK_BACKSPACE: dwVK = VK_BACK; break;
			case SDLK_TAB: dwVK = VK_TAB; break;
			case SDLK_RETURN: dwVK = VK_RETURN; break;
			case SDLK_LSHIFT: dwVK = VK_SHIFT; break;
			case SDLK_RSHIFT: dwVK = VK_SHIFT; break;
			case SDLK_LCTRL: dwVK = VK_CONTROL; break;
			case SDLK_RCTRL: dwVK = VK_CONTROL; break;
			case SDLK_ESCAPE: dwVK = VK_ESCAPE; break;
			case SDLK_SPACE: dwVK = VK_SPACE; break;
			case SDLK_LEFT: dwVK = VK_LEFT; break;
			case SDLK_UP: dwVK = VK_UP; break;
			case SDLK_RIGHT: dwVK = VK_RIGHT; break;
			case SDLK_DOWN: dwVK = VK_DOWN; break;
			case SDLK_SELECT: dwVK = VK_SELECT; break;
			case SDLK_F5: dwVK = VK_F5; break;
			default:
			{
				if ( event.key.keysym.sym >= SDLK_a && event.key.keysym.sym <= SDLK_z )
				{
					dwVK = 'A' + event.key.keysym.sym - SDLK_a;
				}
			}
			break;
		}

		if (dwVK)
		{
			if ( event.type == SDL_KEYDOWN )
			{
				m_SetKeysDown.insert( dwVK );
			}
			else
			{
				m_SetKeysDown.erase( dwVK );
			}
		}
	}
	else if ( event.type == SDL_QUIT )
	{
		CreateGameEngineSDL( )->Shutdown();
	}

    } while ( !BShuttingDown() );
}

//-----------------------------------------------------------------------------
// Purpose: Find out if a key is currently down
//-----------------------------------------------------------------------------
bool CGameEngineGL::BIsKeyDown( DWORD dwVK )
{
	std::set<DWORD>::iterator iter;
	iter = m_SetKeysDown.find( dwVK );
	if ( iter != m_SetKeysDown.end() )
		return true;

	return false;
}

//-----------------------------------------------------------------------------
// Purpose: Get a down key value
//-----------------------------------------------------------------------------
bool CGameEngineGL::BGetFirstKeyDown( DWORD *pdwVK )
{
	std::set<DWORD>::iterator iter;
	iter = m_SetKeysDown.begin();
	if ( iter != m_SetKeysDown.end() )
	{
		*pdwVK = *iter;
		m_SetKeysDown.erase( iter );
		return true;
	}
	else
	{
		return false;
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
HGAMEVOICECHANNEL CGameEngineGL::HCreateVoiceChannel()
{
	m_unVoiceChannelCount++;
	CVoiceContext* pVoiceContext = new CVoiceContext;
    
	m_MapVoiceChannel[m_unVoiceChannelCount] = pVoiceContext;
	
	return m_unVoiceChannelCount;
}

void CGameEngineGL::RunAudio()
{
	std::map<HGAMEVOICECHANNEL, CVoiceContext* >::iterator iter;

	for( iter = m_MapVoiceChannel.begin(); iter!=m_MapVoiceChannel.end(); ++iter)
	{
		CVoiceContext* pVoice = iter->second;

		const int nBufferCount =  ARRAYSIZE( pVoice->m_buffers );
		ALint nQueued, nProcessed;
		alGetSourcei( pVoice->m_nSource, AL_BUFFERS_QUEUED, &nQueued );
		alGetSourcei( pVoice->m_nSource, AL_BUFFERS_PROCESSED, &nProcessed );
		
		if ( ( nQueued == nBufferCount ) && ( nProcessed == 0 ) )
		{	// No room at the inn
			continue;
		}
		
		ALuint nBufferID;
		for ( int i = 0; i < nProcessed; i++ )
			alSourceUnqueueBuffers( pVoice->m_nSource, 1, &nBufferID );
		
		int nMaxToQueue = nBufferCount - nQueued + nProcessed;
		bool bQueued = false;
		
		while ( nMaxToQueue && !pVoice->m_pending.empty() )
		{
			Packet_t &packet = pVoice->m_pending.front();
			
			nBufferID = pVoice->m_buffers[ pVoice->m_nNextFreeBuffer ];
			alBufferData( nBufferID, AL_FORMAT_MONO16, packet.pData, packet.unSize, VOICE_OUTPUT_SAMPLE_RATE_IDEAL );
			pVoice->m_nNextFreeBuffer = (pVoice->m_nNextFreeBuffer + 1 ) % nBufferCount;
			
            alSourceQueueBuffers( pVoice->m_nSource, 1, &nBufferID);

			nMaxToQueue--;
			free( packet.pData );
			pVoice->m_pending.pop();
			bQueued = true;
        }
	
		if ( bQueued && ( (nQueued-nProcessed) == 0 ) )
		{
			alSourcePlay( pVoice->m_nSource );
		}
	}
}


//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CGameEngineGL::DestroyVoiceChannel( HGAMEVOICECHANNEL hChannel )
{
	std::map<HGAMEVOICECHANNEL, CVoiceContext* >::iterator iter;
	iter = m_MapVoiceChannel.find( hChannel );
	if ( iter != m_MapVoiceChannel.end() )
	{
		CVoiceContext* pVoiceContext = iter->second;
		
		// free outstanding voice packets

		while( !pVoiceContext->m_pending.empty() )
		{
			free( pVoiceContext->m_pending.front().pData );
			pVoiceContext->m_pending.pop();
		}

		delete pVoiceContext;
		m_MapVoiceChannel.erase( iter );
	}
}


//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CGameEngineGL::AddVoiceData( HGAMEVOICECHANNEL hChannel, const uint8 *pVoiceData, uint32 uLength )
{
	std::map<HGAMEVOICECHANNEL, CVoiceContext* >::iterator iter;
	iter = m_MapVoiceChannel.find( hChannel );
	if ( iter == m_MapVoiceChannel.end() )
		return false; // channel not found

	CVoiceContext* pVoiceContext = iter->second;

	Packet_t packet;

	packet.pData = malloc ( uLength );
	memcpy( packet.pData, pVoiceData, uLength );
	packet.unSize = uLength;

	pVoiceContext->m_pending.push( packet );

	return true;
}

//-----------------------------------------------------------------------------
// Purpose: Return true if there is an active Steam Controller
//-----------------------------------------------------------------------------
bool CGameEngineGL::BIsSteamInputDeviceActive( )
{
	if ( m_ActiveControllerHandle )
	{
		return true;
	}
	
	return false;
}

//-----------------------------------------------------------------------------
// Purpose: Initialize the steam controller actions
//-----------------------------------------------------------------------------
void CGameEngineGL::InitSteamInput( )
{
	// Digital game actions
	m_ControllerDigitalActionHandles[eControllerDigitalAction_TurnLeft] =SteamInput()->GetDigitalActionHandle( "turn_left" );
	m_ControllerDigitalActionHandles[eControllerDigitalAction_TurnRight] =SteamInput()->GetDigitalActionHandle( "turn_right" );
	m_ControllerDigitalActionHandles[eControllerDigitalAction_ForwardThrust] =SteamInput()->GetDigitalActionHandle( "forward_thrust" );
	m_ControllerDigitalActionHandles[eControllerDigitalAction_ReverseThrust] =SteamInput()->GetDigitalActionHandle( "backward_thrust" );
	m_ControllerDigitalActionHandles[eControllerDigitalAction_FireLasers] =SteamInput()->GetDigitalActionHandle( "fire_lasers" );
	m_ControllerDigitalActionHandles[eControllerDigitalAction_PauseMenu] =SteamInput()->GetDigitalActionHandle( "pause_menu" );

	m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuUp] =SteamInput()->GetDigitalActionHandle( "menu_up" );
	m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuDown] =SteamInput()->GetDigitalActionHandle( "menu_down" );
	m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuLeft] =SteamInput()->GetDigitalActionHandle( "menu_left" );
	m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuRight] =SteamInput()->GetDigitalActionHandle( "menu_right" );
	m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuSelect] =SteamInput()->GetDigitalActionHandle( "menu_select" );
	m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuCancel] =SteamInput()->GetDigitalActionHandle( "menu_cancel" );

	// Analog game actions
	m_ControllerAnalogActionHandles[eControllerAnalogAction_AnalogControls] =SteamInput()->GetAnalogActionHandle( "analog_controls" );

	// Action set handles
	m_ControllerActionSetHandles[eControllerActionSet_ShipControls] =SteamInput()->GetActionSetHandle( "ship_controls" );
	m_ControllerActionSetHandles[eControllerActionSet_MenuControls] =SteamInput()->GetActionSetHandle( "menu_controls" );

}

//-----------------------------------------------------------------------------
// Purpose: Find an active Steam controller
//-----------------------------------------------------------------------------
void CGameEngineGL::FindActiveSteamInputDevice( )
{
	// Use the first available steam controller for all interaction. We can call this each frame to handle
	// a controller disconnecting and a different one reconnecting. Handles are guaranteed to be unique for
	// a given controller, even across power cycles.

	// See how many Steam Controllers are active. 
	ControllerHandle_t pHandles[STEAM_CONTROLLER_MAX_COUNT];
	int nNumActive =SteamInput()->GetConnectedControllers( pHandles );

	// If there's an active controller, and if we're not already using it, select the first one.
	if ( nNumActive && (m_ActiveControllerHandle != pHandles[0]) )
	{
		m_ActiveControllerHandle = pHandles[0];
	}
}


//--------------------------------------------------------------------------------------------------------------
// Purpose: For a given in-game action in a given action set, return a human-reaadable string to use as a prompt.
//--------------------------------------------------------------------------------------------------------------
const char *CGameEngineGL::GetTextStringForControllerOriginDigital( ECONTROLLERACTIONSET dwActionSet, ECONTROLLERDIGITALACTION dwDigitalAction )
{
	EInputActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS];
	int nNumOrigins =SteamInput()->GetDigitalActionOrigins( m_ActiveControllerHandle, m_ControllerActionSetHandles[dwActionSet], m_ControllerDigitalActionHandles[dwDigitalAction], origins );

	if ( nNumOrigins )
	{
		// We should handle the case where this action is bound to multiple buttons, but
		// here we just grab the first.
		return SteamInput()->GetStringForActionOrigin( origins[0] );
	}

	return SteamInput()->GetStringForActionOrigin( k_EInputActionOrigin_None ); // Return "None"
}

//--------------------------------------------------------------------------------------------------------------
// Purpose: For a given in-game action in a given action set, return a human-reaadable string to use as a prompt.
//--------------------------------------------------------------------------------------------------------------
const char *CGameEngineGL::GetTextStringForControllerOriginAnalog( ECONTROLLERACTIONSET dwActionSet, ECONTROLLERANALOGACTION dwDigitalAction )
{
	EInputActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS];
	int nNumOrigins =SteamInput()->GetAnalogActionOrigins( m_ActiveControllerHandle, m_ControllerActionSetHandles[dwActionSet], m_ControllerDigitalActionHandles[dwDigitalAction], origins );

	if ( nNumOrigins )
	{
		// We should handle the case where this action is bound to multiple buttons, but
		// here we just grab the first.
		return SteamInput()->GetStringForActionOrigin( origins[0] );
	}

	return SteamInput()->GetStringForActionOrigin( k_EInputActionOrigin_None ); // Return "None"
}

//-----------------------------------------------------------------------------
// Purpose: Called each frame
//-----------------------------------------------------------------------------
void CGameEngineGL::PollSteamInput( )
{
	// There's a bug where the action handles aren't non-zero until a config is done loading. Soon config
	// information will be available immediately. Until then try to init as long as the handles are invalid.
	if ( m_ControllerDigitalActionHandles[eControllerDigitalAction_TurnLeft] == 0 )
	{
		InitSteamInput( );
		return;
	}

	// Each frame check our active controller handle
	FindActiveSteamInputDevice( );

}

//-----------------------------------------------------------------------------
// Purpose: Set the LED color on the controller, if supported by controller
//-----------------------------------------------------------------------------
void CGameEngineGL::SetControllerColor( uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags )
{
	SteamInput()->SetLEDColor( m_ActiveControllerHandle, nColorR, nColorG, nColorB, nFlags );
}

//-----------------------------------------------------------------------------
// Purpose: Trigger vibration on the controller, if supported by controller
//-----------------------------------------------------------------------------
void CGameEngineGL::TriggerControllerVibration( unsigned short nLeftSpeed, unsigned short nRightSpeed )
{
	SteamInput()->TriggerVibration( m_ActiveControllerHandle, nLeftSpeed, nRightSpeed );
}

//-----------------------------------------------------------------------------
// Purpose: Trigger haptics on the controller, if supported by controller
//-----------------------------------------------------------------------------
void CGameEngineGL::TriggerControllerHaptics( ESteamControllerPad ePad, unsigned short usOnMicroSec, unsigned short usOffMicroSec, unsigned short usRepeat )
{
	SteamInput()->TriggerRepeatedHapticPulse( m_ActiveControllerHandle, ePad, usOnMicroSec, usOffMicroSec, usRepeat, 0 );
}

//-----------------------------------------------------------------------------
// Purpose: Find out if a controller event is currently active
//-----------------------------------------------------------------------------
bool CGameEngineGL::BIsControllerActionActive( ECONTROLLERDIGITALACTION dwAction )
{
	ControllerDigitalActionData_t digitalData =SteamInput()->GetDigitalActionData( m_ActiveControllerHandle, m_ControllerDigitalActionHandles[dwAction] );

	// Actions are only 'active' when they're assigned to a control in an action set, and that action set is active.
	if ( digitalData.bActive )
		return digitalData.bState;
	
	return false;
}

//---------------------------------------------------------------------------------------------------------------------------------------------------
// Purpose: Get the current x,y state of the analog action. Examples of an analog action are a virtual joystick on the trackpad or the real joystick.
//---------------------------------------------------------------------------------------------------------------------------------------------------
void CGameEngineGL::GetControllerAnalogAction( ECONTROLLERANALOGACTION dwAction, float *x, float *y )
{
	ControllerAnalogActionData_t analogData =SteamInput()->GetAnalogActionData( m_ActiveControllerHandle, m_ControllerAnalogActionHandles[dwAction] );

	// Actions are only 'active' when they're assigned to a control in an action set, and that action set is active.
	if ( analogData.bActive )
	{
		*x = analogData.x;
		*y = analogData.y;
	}
	else
	{
		*x = 0.0f;
		*y = 0.0f;
	}
}

//-----------------------------------------------------------------------------------------------------------------------------------------------------
// Purpose: Put the controller into a specific action set. Action sets are collections of game-context actions ie "walking", "flying" or "menu"
//-----------------------------------------------------------------------------------------------------------------------------------------------------
void CGameEngineGL::SetSteamControllerActionSet( ECONTROLLERACTIONSET dwActionSet )
{
	if ( m_ActiveControllerHandle == 0 )
		return;

	// This call is low-overhead and can be called repeatedly from game code that is active in a specific mode.
	SteamController( )->ActivateActionSet( m_ActiveControllerHandle, m_ControllerActionSetHandles[dwActionSet] );
}


//-----------------------------------------------------------------------------------------------------------------------------------------------------
// Purpose: Put the controller into a specific action set layer. Action sets layers apply modifications to an existing action set.
//-----------------------------------------------------------------------------------------------------------------------------------------------------
void CGameEngineGL::ActivateSteamControllerActionSetLayer( ECONTROLLERACTIONSET dwActionSetLayer )
{
	if ( m_ActiveControllerHandle == 0 )
		return;

	// This call is low-overhead and can be called repeatedly from game code that is active in a specific mode.
	SteamInput()->ActivateActionSetLayer( m_ActiveControllerHandle, m_ControllerActionSetHandles[ dwActionSetLayer ] );
}

//-----------------------------------------------------------------------------------------------------------------------------------------------------
// Purpose: Deactivate an existing action set layer
//-----------------------------------------------------------------------------------------------------------------------------------------------------
void CGameEngineGL::DeactivateSteamControllerActionSetLayer( ECONTROLLERACTIONSET dwActionSetLayer )
{
	if ( m_ActiveControllerHandle == 0 )
		return;

	// This call is low-overhead and can be called repeatedly from game code that is active in a specific mode.
	SteamInput()->DeactivateActionSetLayer( m_ActiveControllerHandle, m_ControllerActionSetHandles[ dwActionSetLayer ] );
}


//-----------------------------------------------------------------------------------------------------------------------------------------------------
// Purpose: Determine whether an action set layer is currently active
//-----------------------------------------------------------------------------------------------------------------------------------------------------
bool CGameEngineGL::BIsActionSetLayerActive( ECONTROLLERACTIONSET dwActionSetLayer )
{
	if ( m_ActiveControllerHandle == 0 )
		return false;

	ControllerActionSetHandle_t pActionSetLayerHandles[ 32 ];
	int nActiveLayerCount = SteamInput()->GetActiveActionSetLayers( m_ActiveControllerHandle, pActionSetLayerHandles );

	for ( int i = 0; i < nActiveLayerCount; i++ )
	{
		if ( pActionSetLayerHandles[ i ] == m_ControllerActionSetHandles[ dwActionSetLayer ] )
			return true;
	}

	return false;
}

