-- Keyboard controller is really keyboard and mouse controller


local computerInputTypeToModuleMap = {
	[Enum.UserInputType.Keyboard] = Keyboard,
	[Enum.UserInputType.MouseButton1] = Keyboard,
	[Enum.UserInputType.MouseButton2] = Keyboard,
	[Enum.UserInputType.MouseButton3] = Keyboard,
	[Enum.UserInputType.MouseWheel] = Keyboard,
	[Enum.UserInputType.MouseMovement] = Keyboard,
	[Enum.UserInputType.Gamepad1] = Gamepad,
	[Enum.UserInputType.Gamepad2] = Gamepad,
	[Enum.UserInputType.Gamepad3] = Gamepad,
	[Enum.UserInputType.Gamepad4] = Gamepad,
}

local lastInputType

function ControlModule.new()
	local self = setmetatable({},ControlModule)

	-- The Modules above are used to construct controller instances as-needed, and this
	-- table is a map from Module to the instance created from it
	self.controllers = {}

	self.activeControlModule = nil	-- Used to prevent unnecessarily expensive checks on each input event
	self.activeController = nil
	self.touchJumpController = nil
	self.moveFunction = Players.LocalPlayer.Move
	self.humanoid = nil
	self.lastInputType = Enum.UserInputType.None
	self.controlsEnabled = true

	-- For Roblox self.vehicleController
	self.humanoidSeatedConn = nil
	self.vehicleController = nil

	self.touchControlFrame = nil

	if FFlagUserHideControlsWhenMenuOpen then
		GuiService.MenuOpened:Connect(function()
			if self.touchControlFrame and self.touchControlFrame.Visible then
				self.touchControlFrame.Visible = false
			end
		end)
		
		GuiService.MenuClosed:Connect(function()
			if self.touchControlFrame then
				self.touchControlFrame.Visible = true
			end
		end)
	end

	self.vehicleController = VehicleController.new(CONTROL_ACTION_PRIORITY)

	Players.LocalPlayer.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end)
	Players.LocalPlayer.CharacterRemoving:Connect(function(char) self:OnCharacterRemoving(char) end)
	if Players.LocalPlayer.Character then
		self:OnCharacterAdded(Players.LocalPlayer.Character)
	end

	RunService:BindToRenderStep("ControlScriptRenderstep", Enum.RenderPriority.Input.Value, function(dt)
		self:OnRenderStepped(dt)
	end)

	UserInputService.LastInputTypeChanged:Connect(function(newLastInputType)
		self:OnLastInputTypeChanged(newLastInputType)
	end)


	UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function()
		self:OnTouchMovementModeChange()
	end)
	Players.LocalPlayer:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function()
		self:OnTouchMovementModeChange()
	end)

	UserGameSettings:GetPropertyChangedSignal("ComputerMovementMode"):Connect(function()
		self:OnComputerMovementModeChange()
	end)
	Players.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function()
		self:OnComputerMovementModeChange()
	end)

	--[[ Touch Device UI ]]--
	self.playerGui = nil
	self.touchGui = nil
	self.playerGuiAddedConn = nil

		GuiService:GetPropertyChangedSignal("TouchControlsEnabled"):Connect(function()
			self:UpdateTouchGuiVisibility()
			self:UpdateActiveControlModuleEnabled()
		end)

	if UserInputService.TouchEnabled then
		self.playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui")
		if self.playerGui then
			self:CreateTouchGuiContainer()
			self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
		else
			self.playerGuiAddedConn = Players.LocalPlayer.ChildAdded:Connect(function(child)
				if child:IsA("PlayerGui") then
					self.playerGui = child
					self:CreateTouchGuiContainer()
					self.playerGuiAddedConn:Disconnect()
					self.playerGuiAddedConn = nil
					self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
				end
			end)
		end
	else
		self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
	end

	return self
end