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(module input
  (create-input-state
   input-state-update!
   input-pressed?
   input-held?
   input-released?
   input-any-pressed?)

(import scheme
        (chicken base)
        (chicken module)
        (only srfi-1 any)
        (prefix sdl2 sdl2:))

;; Input state record - tracks current and previous frame state
(define-record input-state
  up down left right a b start select
  prev-up prev-down prev-left prev-right prev-a prev-b prev-start prev-select)

;; Create a new input state with all buttons released
(define (create-input-state)
  (make-input-state #f #f #f #f #f #f #f #f
                    #f #f #f #f #f #f #f #f))

;; Button name to keyboard scancode mapping
(define *keyboard-map*
  '((up . w)
    (down . s)
    (left . a)
    (right . d)
    (a . j)
    (b . k)
    (start . return)
    (select . backspace)))

;; Button name to gamepad button mapping
(define *gamepad-button-map*
  '((a . 0)      ; Button 0 (typically A/Cross)
    (b . 1)      ; Button 1 (typically B/Circle)
    (start . 9)  ; Button 9 (Start)
    (select . 8))) ; Button 8 (Select)

;; Update input state based on SDL2 events
;; This should be called once per frame AFTER processing events
;; Pass the event list from your game loop
(define (input-state-update! state events)
  ;; Save previous frame state
  (input-state-prev-up-set! state (input-state-up state))
  (input-state-prev-down-set! state (input-state-down state))
  (input-state-prev-left-set! state (input-state-left state))
  (input-state-prev-right-set! state (input-state-right state))
  (input-state-prev-a-set! state (input-state-a state))
  (input-state-prev-b-set! state (input-state-b state))
  (input-state-prev-start-set! state (input-state-start state))
  (input-state-prev-select-set! state (input-state-select state))
  
  ;; Process events to update current state
  (for-each
   (lambda (event)
     (let ((type (sdl2:event-type event)))
       (cond
        ;; Keyboard events
        ((eq? type 'key-down)
         (let ((key (sdl2:keyboard-event-sym event)))
           (cond
            ((eq? key 'w) (input-state-up-set! state #t))
            ((eq? key 's) (input-state-down-set! state #t))
            ((eq? key 'a) (input-state-left-set! state #t))
            ((eq? key 'd) (input-state-right-set! state #t))
            ((eq? key 'j) (input-state-a-set! state #t))
            ((eq? key 'k) (input-state-b-set! state #t))
            ((eq? key 'return) (input-state-start-set! state #t))
            ((eq? key 'backspace) (input-state-select-set! state #t)))))
        
        ((eq? type 'key-up)
         (let ((key (sdl2:keyboard-event-sym event)))
           (cond
            ((eq? key 'w) (input-state-up-set! state #f))
            ((eq? key 's) (input-state-down-set! state #f))
            ((eq? key 'a) (input-state-left-set! state #f))
            ((eq? key 'd) (input-state-right-set! state #f))
            ((eq? key 'j) (input-state-a-set! state #f))
            ((eq? key 'k) (input-state-b-set! state #f))
            ((eq? key 'return) (input-state-start-set! state #f))
            ((eq? key 'backspace) (input-state-select-set! state #f)))))
        
        ;; Joystick button events
        ((eq? type 'joy-button-down)
         (let ((button (sdl2:joy-button-event-button event)))
           (cond
            ((= button 0) (input-state-a-set! state #t))
            ((= button 1) (input-state-b-set! state #t))
            ((= button 8) (input-state-select-set! state #t))
            ((= button 9) (input-state-start-set! state #t)))))
        
        ((eq? type 'joy-button-up)
         (let ((button (sdl2:joy-button-event-button event)))
           (cond
            ((= button 0) (input-state-a-set! state #f))
            ((= button 1) (input-state-b-set! state #f))
            ((= button 8) (input-state-select-set! state #f))
            ((= button 9) (input-state-start-set! state #f)))))
        
        ;; Joystick hat (d-pad) events
        ((eq? type 'joy-hat-motion)
         (let ((value (sdl2:joy-hat-event-value event)))
           (input-state-up-set! state (or (= value 1) (= value 9) (= value 5))) ; UP, LEFT-UP, RIGHT-UP
           (input-state-down-set! state (or (= value 4) (= value 6) (= value 10))) ; DOWN, LEFT-DOWN, RIGHT-DOWN
           (input-state-left-set! state (or (= value 8) (= value 9) (= value 6))) ; LEFT, LEFT-UP, LEFT-DOWN
           (input-state-right-set! state (or (= value 2) (= value 5) (= value 10))))) ; RIGHT, RIGHT-UP, RIGHT-DOWN
        
        ;; Joystick axis (analog stick as d-pad)
        ((eq? type 'joy-axis-motion)
         (let ((axis (sdl2:joy-axis-event-axis event))
               (value (sdl2:joy-axis-event-value event)))
           (cond
            ((= axis 0) ; X-axis
             (input-state-left-set! state (< value -8000))
             (input-state-right-set! state (> value 8000)))
            ((= axis 1) ; Y-axis
             (input-state-up-set! state (< value -8000))
             (input-state-down-set! state (> value 8000)))))))))
   events))

;; Check if a button was just pressed this frame
(define (input-pressed? state button)
  (let ((current (case button
                   ((up) (input-state-up state))
                   ((down) (input-state-down state))
                   ((left) (input-state-left state))
                   ((right) (input-state-right state))
                   ((a) (input-state-a state))
                   ((b) (input-state-b state))
                   ((start) (input-state-start state))
                   ((select) (input-state-select state))
                   (else #f)))
        (previous (case button
                    ((up) (input-state-prev-up state))
                    ((down) (input-state-prev-down state))
                    ((left) (input-state-prev-left state))
                    ((right) (input-state-prev-right state))
                    ((a) (input-state-prev-a state))
                    ((b) (input-state-prev-b state))
                    ((start) (input-state-prev-start state))
                    ((select) (input-state-prev-select state))
                    (else #f))))
    (and current (not previous))))

;; Check if a button is currently held down
(define (input-held? state button)
  (case button
    ((up) (input-state-up state))
    ((down) (input-state-down state))
    ((left) (input-state-left state))
    ((right) (input-state-right state))
    ((a) (input-state-a state))
    ((b) (input-state-b state))
    ((start) (input-state-start state))
    ((select) (input-state-select state))
    (else #f)))

;; Check if a button was just released this frame
(define (input-released? state button)
  (let ((current (case button
                   ((up) (input-state-up state))
                   ((down) (input-state-down state))
                   ((left) (input-state-left state))
                   ((right) (input-state-right state))
                   ((a) (input-state-a state))
                   ((b) (input-state-b state))
                   ((start) (input-state-start state))
                   ((select) (input-state-select state))
                   (else #f)))
        (previous (case button
                    ((up) (input-state-prev-up state))
                    ((down) (input-state-prev-down state))
                    ((left) (input-state-prev-left state))
                    ((right) (input-state-prev-right state))
                    ((a) (input-state-prev-a state))
                    ((b) (input-state-prev-b state))
                    ((start) (input-state-prev-start state))
                    ((select) (input-state-prev-select state))
                    (else #f))))
    (and (not current) previous)))

;; Check if any button was pressed this frame
(define (input-any-pressed? state)
  (any (lambda (button)
         (input-pressed? state button))
       '(up down left right a b start select)))

) ; end module