#include "rive/animation/transition_bool_condition.hpp"
#include "rive/animation/state_machine_input_instance.hpp"
#include "rive/animation/state_machine_bool.hpp"
#include "rive/animation/transition_condition_op.hpp"

using namespace rive;

bool TransitionBoolCondition::validateInputType(
    const StateMachineInput* input) const
{
    // A null input is valid as the StateMachine can attempt to limp along if we
    // introduce new input types that old conditions are expected to handle in
    // newer runtimes. The older runtimes will just evaluate them to true.
    return input == nullptr || input->is<StateMachineBool>();
}

bool TransitionBoolCondition::evaluate(
    const StateMachineInstance* stateMachineInstance,
    StateMachineLayerInstance* layerInstance) const
{
    auto inputInstance = stateMachineInstance->input(inputId());
    if (inputInstance == nullptr)
    {
        return true;
    }
    auto boolInput = static_cast<const SMIBool*>(inputInstance);

    return (boolInput->value() && op() == TransitionConditionOp::equal) ||
           (!boolInput->value() && op() == TransitionConditionOp::notEqual);
}
