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

using System;

namespace UnityEngine.Experimental.UIElements
{
    internal class ClampedDragger<T> : Clickable
        where T : IComparable<T>
    {
        [Flags]
        public enum DragDirection
        {
            None = 0,
            LowToHigh = 1 << 0, // i.e. left-to-right, or top-to-bottom drag
            HighToLow = 1 << 1, // i.e. right-to-left, or bottom-to-top
            Free = 1 << 2 // i.e. user is dragging using the drag element, free of any direction constraint
        }

        public event System.Action dragging;

        public DragDirection dragDirection { get; set; }

        BaseSlider<T> slider { get; set; }

        public Vector2 startMousePosition { get; private set; }

        public Vector2 delta => (lastMousePosition - startMousePosition);

        public ClampedDragger(BaseSlider<T> slider, System.Action clickHandler, System.Action dragHandler)
            :
            base(clickHandler, ScrollWaitDefinitions.firstWait, ScrollWaitDefinitions.regularWait)
        {
            dragDirection = DragDirection.None;

            this.slider = slider;

            dragging += dragHandler;
        }

        protected override void RegisterCallbacksOnTarget()
        {
            target.RegisterCallback<MouseDownEvent>(OnMouseDown);
            target.RegisterCallback<MouseMoveEvent>(OnMouseMove);
            target.RegisterCallback<MouseUpEvent>(OnMouseUp);
        }

        protected override void UnregisterCallbacksFromTarget()
        {
            target.UnregisterCallback<MouseDownEvent>(OnMouseDown);
            target.UnregisterCallback<MouseMoveEvent>(OnMouseMove);
            target.UnregisterCallback<MouseUpEvent>(OnMouseUp);
        }

        new void OnMouseDown(MouseDownEvent evt)
        {
            if (CanStartManipulation(evt))
            {
                startMousePosition = evt.localMousePosition;
                dragDirection = DragDirection.None;
                base.OnMouseDown(evt);
            }
        }

        new void OnMouseMove(MouseMoveEvent evt)
        {
            if (m_Active)
            {
                // Let base class Clickable handle the mouse event first
                // (although nothing much happens in the base class on mouse drags)
                base.OnMouseMove(evt);

                // The drag element does the real work

                // Take control if we can
                if (dragDirection == DragDirection.None)
                    dragDirection = DragDirection.Free;

                // If and when we have control, set value from drag element
                if (dragDirection == DragDirection.Free)
                {
                    dragging?.Invoke();
                }
            }
        }
    }
}
