// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License

using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using System.IO;

namespace UnityEditor
{
    internal class ParticleSystemWindow : EditorWindow, ParticleEffectUIOwner
    {
        static ParticleSystemWindow s_Instance;

        ParticleSystem m_Target;
        ParticleEffectUI m_ParticleEffectUI;
        bool m_IsVisible;

        private static GUIContent[] s_Icons;

        class Texts
        {
            public GUIContent lockParticleSystem = EditorGUIUtility.TrTextContent("", "Lock the current selected Particle System");
        }
        static Texts s_Texts;

        public Editor customEditor { get; set; }

        static public void CreateWindow()
        {
            s_Instance = EditorWindow.GetWindow<ParticleSystemWindow>();
            s_Instance.titleContent = EditorGUIUtility.TrTextContent("Particle Effect");
            s_Instance.minSize = ParticleEffectUI.GetMinSize();
        }

        internal static ParticleSystemWindow GetInstance()
        {
            return s_Instance;
        }

        internal bool IsVisible()
        {
            return m_IsVisible;
        }

        // Prevent created from outside
        private ParticleSystemWindow()
        {
        }

        void OnEnable()
        {
            s_Instance = this;

            m_Target = null; // Ensure we recreate EffectUI after script reloads
            ParticleEffectUI.m_VerticalLayout = EditorPrefs.GetBool("ShurikenVerticalLayout", false);

            // Get notified when hierarchy- or project window has changes so we can detect if particle systems have been dragged in or out.
            EditorApplication.hierarchyChanged += OnHierarchyOrProjectWindowWasChanged;
            EditorApplication.projectChanged += OnHierarchyOrProjectWindowWasChanged;
            SceneView.duringSceneGui += OnSceneViewGUI;
            EditorApplication.pauseStateChanged += OnPauseStateChanged;
            EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
            Undo.undoRedoPerformed += UndoRedoPerformed;

            autoRepaintOnSceneChange = false;
        }

        void OnDisable()
        {
            SceneView.duringSceneGui -= OnSceneViewGUI;
            EditorApplication.projectChanged -= OnHierarchyOrProjectWindowWasChanged;
            EditorApplication.hierarchyChanged -= OnHierarchyOrProjectWindowWasChanged;
            EditorApplication.pauseStateChanged -= OnPauseStateChanged;
            EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
            Undo.undoRedoPerformed -= UndoRedoPerformed;


            Clear();

            if (s_Instance == this)
                s_Instance = null;
        }

        internal void Clear()
        {
            m_Target = null;
            if (m_ParticleEffectUI != null)
            {
                m_ParticleEffectUI.Clear();
                m_ParticleEffectUI = null;
            }
        }

        void OnPauseStateChanged(PauseState state)
        {
            Repaint();
        }

        void OnPlayModeStateChanged(PlayModeStateChange state)
        {
            // Need to refresh because UpdateAll changes state
            Repaint();
        }

        void UndoRedoPerformed()
        {
            if (m_ParticleEffectUI != null)
                m_ParticleEffectUI.UndoRedoPerformed();
            Repaint();
        }

        private void OnHierarchyOrProjectWindowWasChanged()
        {
            InitEffectUI();
        }

        void OnBecameVisible()
        {
            if (m_IsVisible)
                return;

            m_IsVisible = true;

            InitEffectUI();

            SceneView.RepaintAll();
            InspectorWindow.RepaintAllInspectors();
        }

        void OnBecameInvisible()
        {
            m_IsVisible = false;

            Clear();

            SceneView.RepaintAll();
            InspectorWindow.RepaintAllInspectors();
        }

        void OnSelectionChange()
        {
            InitEffectUI();
            Repaint();
        }

        void InitEffectUI()
        {
            if (!m_IsVisible)
                return;

            // Use locked particle system if set otherwise check selected gameobject
            ParticleSystem target = ParticleSystemEditorUtils.lockedParticleSystem;
            if (target == null && Selection.activeGameObject != null)
                target = Selection.activeGameObject.GetComponent<ParticleSystem>();

            m_Target = target;
            if (m_Target != null)
            {
                if (m_ParticleEffectUI == null)
                    m_ParticleEffectUI = new ParticleEffectUI(this);

                if (m_ParticleEffectUI.InitializeIfNeeded(new ParticleSystem[] { m_Target }))
                    Repaint();
            }

            // Cleanup if needed
            if (m_Target == null && m_ParticleEffectUI != null)
            {
                Clear();
                Repaint();
                SceneView.RepaintAll();
                PlayModeView.RepaintAll();
            }
        }

        void Awake()
        {
        }

        void DoToolbarGUI()
        {
            GUILayout.BeginHorizontal("Toolbar");

            using (new EditorGUI.DisabledScope(m_ParticleEffectUI == null))
            {
                if (!EditorApplication.isPlaying)
                {
                    bool isPlaying = false;

                    if (m_ParticleEffectUI != null)
                    {
                        isPlaying = m_ParticleEffectUI.IsPlaying();
                    }

                    if (GUILayout.Button(isPlaying ? ParticleEffectUI.texts.pause : ParticleEffectUI.texts.play, "ToolbarButton", GUILayout.Width(65)))
                    {
                        if (m_ParticleEffectUI != null)
                        {
                            if (isPlaying)
                                m_ParticleEffectUI.Pause();
                            else
                                m_ParticleEffectUI.Play();
                        }
                        Repaint(); // we switch texts
                    }

                    if (GUILayout.Button(ParticleEffectUI.texts.stop, "ToolbarButton"))
                        if (m_ParticleEffectUI != null)
                            m_ParticleEffectUI.Stop();
                }
                else
                {
                    // In play mode we have pulse play behavior
                    if (GUILayout.Button(ParticleEffectUI.texts.play, "ToolbarButton", GUILayout.Width(65)))
                    {
                        if (m_ParticleEffectUI != null)
                        {
                            m_ParticleEffectUI.Stop();
                            m_ParticleEffectUI.Play();
                        }
                    }
                    if (GUILayout.Button(ParticleEffectUI.texts.stop, "ToolbarButton"))
                    {
                        if (m_ParticleEffectUI != null)
                            m_ParticleEffectUI.Stop();
                    }
                }

                GUILayout.FlexibleSpace();

                // Resimulation toggle
                ParticleSystemEditorUtils.resimulation = GUILayout.Toggle(ParticleSystemEditorUtils.resimulation, ParticleEffectUI.texts.resimulation, "ToolbarButton");

                // Bounds toggle
                ParticleEffectUI.m_ShowBounds = GUILayout.Toggle(ParticleEffectUI.m_ShowBounds, ParticleEffectUI.texts.showBounds, "ToolbarButton");

                // Editor layout
                if (GUILayout.Button(ParticleEffectUI.m_VerticalLayout ? s_Icons[0] : s_Icons[1], "ToolbarButton"))
                {
                    ParticleEffectUI.m_VerticalLayout = !ParticleEffectUI.m_VerticalLayout;
                    EditorPrefs.SetBool("ShurikenVerticalLayout", ParticleEffectUI.m_VerticalLayout);
                    {
                        Clear();
                    }
                }

                // Lock toggle
                GUILayout.BeginVertical();
                GUILayout.Space(2);
                ParticleSystem lockedParticleSystem = ParticleSystemEditorUtils.lockedParticleSystem;
                bool isLocked = lockedParticleSystem != null;
                bool newLocked = GUILayout.Toggle(isLocked, s_Texts.lockParticleSystem, "IN LockButton");
                if (isLocked != newLocked)
                {
                    if (m_ParticleEffectUI != null && m_Target != null)
                    {
                        if (newLocked)
                            ParticleSystemEditorUtils.lockedParticleSystem = m_Target;
                        else
                            ParticleSystemEditorUtils.lockedParticleSystem = null;
                    }
                }
                GUILayout.EndVertical();
            }

            GUILayout.EndHorizontal();
        }

        void OnGUI()
        {
            if (s_Texts == null)
                s_Texts = new Texts();

            if (s_Icons == null)
                s_Icons = new GUIContent[] { EditorGUIUtility.IconContent("HorizontalSplit"), EditorGUIUtility.IconContent("VerticalSplit") };

            if (m_Target == null && (Selection.activeGameObject != null || ParticleSystemEditorUtils.lockedParticleSystem != null))
            {
                InitEffectUI();
            }

            DoToolbarGUI();

            if (m_Target != null && m_ParticleEffectUI != null)
                m_ParticleEffectUI.OnGUI();
        }

        public void OnSceneViewGUI(SceneView sceneView)
        {
            if (!m_IsVisible)
                return;

            if (m_ParticleEffectUI != null)
            {
                m_ParticleEffectUI.OnSceneViewGUI();
            }
        }

        void OnDidOpenScene()
        {
            Repaint();
        }
    } // ParticleSystemWindow
} // UnityEditor
