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use itertools::Itertools;

pub trait Mouse {
    fn press(&self, button: MouseButton) -> bool;

    fn release(&self, button: MouseButton) -> bool;

    fn is_pressed(&self, button: MouseButton) -> bool;

    fn is_pressed_all(&self, buttons: Vec<MouseButton>) -> Vec<bool> {
        buttons
            .into_iter()
            .map(|b| self.is_pressed(b))
            .collect_vec()
    }

    fn move_to(&self, x: u16, y: u16, display_index: Option<usize>) -> bool;

    fn get_position(&self) -> MousePosition;
}

#[derive(Debug, Eq, PartialEq, Copy, Clone)]
pub enum MouseButton {
    Left,
    Middle,
    Right,
}

#[derive(Debug, Copy, Clone)]
pub struct MousePosition {
    pub display_index: usize,
    pub x: u16,
    pub y: u16,
}

pub struct MouseOptedToDisplay<M> {
    mouse: M,
    display_index: usize,
}

impl<M: Mouse> MouseOptedToDisplay<M> {
    pub fn new(mouse: M, display_index: usize) -> Self {
        MouseOptedToDisplay {
            mouse,
            display_index,
        }
    }
}

impl<M: Mouse> Mouse for MouseOptedToDisplay<M> {
    fn press(&self, button: MouseButton) -> bool {
        self.mouse.press(button)
    }

    fn release(&self, button: MouseButton) -> bool {
        self.mouse.release(button)
    }

    fn is_pressed(&self, button: MouseButton) -> bool {
        self.mouse.is_pressed(button)
    }

    fn move_to(&self, x: u16, y: u16, display_index: Option<usize>) -> bool {
        match display_index {
            None => self.move_to(x, y, Some(self.display_index)),
            Some(display_index) => self.mouse.move_to(x, y, Some(display_index)),
        }
    }

    fn get_position(&self) -> MousePosition {
        self.mouse.get_position()
    }
}