#pragma once

#include "Runtime/RetroTypes.hpp"
#include "Runtime/Weapon/CGunMotion.hpp"

namespace urde {
class CStateManager;

class CFidget {
public:
  enum class EState {
    NoFidget,
    MinorFidget,
    MajorFidget,
    HolsterBeam,
    StillMinorFidget,
    StillMajorFidget,
    StillHolsterBeam,
    Loading
  };

private:
  EState x0_state = EState::NoFidget;
  SamusGun::EFidgetType x4_type = SamusGun::EFidgetType::Invalid;
  u32 x8_delayTriggerBits = 0;
  // 0: panel, 1: panel reset, 2: adjust nozzle, 3: panel buttons
  s32 xc_animSet = -1;
  u32 x10_delayTimerEnableBits = 3;
  float x14_timeSinceFire = 0.f;
  float x18_timeSinceStrikeCooldown = 0.f;
  float x1c_timeSinceUnmorph = 0.f;
  float x20_timeSinceBobbing = 0.f;
  float x24_minorDelayTimer = 0.f;
  float x28_majorDelayTimer = 0.f;
  float x2c_holsterTimeSinceFire = 0.f;
  float x30_timeUntilHolster = 105.f;
  bool x34_24_loading = false;

public:
  EState GetState() const { return x0_state; }
  SamusGun::EFidgetType GetType() const { return x4_type; }
  s32 GetAnimSet() const { return xc_animSet; }
  EState Update(int fireButtonStates, bool bobbing, bool inStrikeCooldown, float dt, CStateManager& mgr);
  void ResetMinor();
  void ResetAll();
  void DoneLoading() { x34_24_loading = false; }
};

} // namespace urde