using System.Collections.Generic;
using System.Text;
using UnityEngine.UI;

namespace UnityEngine.EventSystems
{
    /// <summary>
    /// A BaseInputModule for pointer input.
    /// </summary>
    public abstract class PointerInputModule : BaseInputModule
    {
        /// <summary>
        /// Id of the cached left mouse pointer event.
        /// </summary>
        public const int kMouseLeftId = -1;

        /// <summary>
        /// Id of the cached right mouse pointer event.
        /// </summary>
        public const int kMouseRightId = -2;

        /// <summary>
        /// Id of the cached middle mouse pointer event.
        /// </summary>
        public const int kMouseMiddleId = -3;

        /// <summary>
        /// Touch id for when simulating touches on a non touch device.
        /// </summary>
        public const int kFakeTouchesId = -4;

        protected Dictionary<int, PointerEventData> m_PointerData = new Dictionary<int, PointerEventData>();

        /// <summary>
        /// Search the cache for currently active pointers, return true if found.
        /// </summary>
        /// <param name="id">Touch ID</param>
        /// <param name="data">Found data</param>
        /// <param name="create">If not found should it be created</param>
        /// <returns>True if pointer is found.</returns>
        protected bool GetPointerData(int id, out PointerEventData data, bool create)
        {
            if (!m_PointerData.TryGetValue(id, out data) && create)
            {
                data = new PointerEventData(eventSystem)
                {
                    pointerId = id,
                };
                m_PointerData.Add(id, data);
                return true;
            }
            return false;
        }

        /// <summary>
        /// Remove the PointerEventData from the cache.
        /// </summary>
        protected void RemovePointerData(PointerEventData data)
        {
            m_PointerData.Remove(data.pointerId);
        }

        /// <summary>
        /// Given a touch populate the PointerEventData and return if we are pressed or released.
        /// </summary>
        /// <param name="input">Touch being processed</param>
        /// <param name="pressed">Are we pressed this frame</param>
        /// <param name="released">Are we released this frame</param>
        /// <returns></returns>
        protected PointerEventData GetTouchPointerEventData(Touch input, out bool pressed, out bool released)
        {
            PointerEventData pointerData;
            var created = GetPointerData(input.fingerId, out pointerData, true);

            pointerData.Reset();

            pressed = created || (input.phase == TouchPhase.Began);
            released = (input.phase == TouchPhase.Canceled) || (input.phase == TouchPhase.Ended);

            if (created)
                pointerData.position = input.position;

            if (pressed)
                pointerData.delta = Vector2.zero;
            else
                pointerData.delta = input.position - pointerData.position;

            pointerData.position = input.position;

            pointerData.button = PointerEventData.InputButton.Left;

            if (input.phase == TouchPhase.Canceled)
            {
                pointerData.pointerCurrentRaycast = new RaycastResult();
            }
            else
            {
                eventSystem.RaycastAll(pointerData, m_RaycastResultCache);

                var raycast = FindFirstRaycast(m_RaycastResultCache);
                pointerData.pointerCurrentRaycast = raycast;
                m_RaycastResultCache.Clear();
            }

            pointerData.pressure = input.pressure;
            pointerData.altitudeAngle = input.altitudeAngle;
            pointerData.azimuthAngle = input.azimuthAngle;
            pointerData.radius = Vector2.one * input.radius;
            pointerData.radiusVariance = Vector2.one * input.radiusVariance;

            return pointerData;
        }

        /// <summary>
        /// Copy one PointerEventData to another.
        /// </summary>
        protected void CopyFromTo(PointerEventData @from, PointerEventData @to)
        {
            @to.position = @from.position;
            @to.delta = @from.delta;
            @to.scrollDelta = @from.scrollDelta;
            @to.pointerCurrentRaycast = @from.pointerCurrentRaycast;
            @to.pointerEnter = @from.pointerEnter;

            @to.pressure = @from.pressure;
            @to.tangentialPressure = @from.tangentialPressure;
            @to.altitudeAngle = @from.altitudeAngle;
            @to.azimuthAngle = @from.azimuthAngle;
            @to.twist = @from.twist;
            @to.radius = @from.radius;
            @to.radiusVariance = @from.radiusVariance;
        }

        /// <summary>
        /// Given a mouse button return the current state for the frame.
        /// </summary>
        /// <param name="buttonId">Mouse button ID</param>
        protected PointerEventData.FramePressState StateForMouseButton(int buttonId)
        {
            var pressed = input.GetMouseButtonDown(buttonId);
            var released = input.GetMouseButtonUp(buttonId);
            if (pressed && released)
                return PointerEventData.FramePressState.PressedAndReleased;
            if (pressed)
                return PointerEventData.FramePressState.Pressed;
            if (released)
                return PointerEventData.FramePressState.Released;
            return PointerEventData.FramePressState.NotChanged;
        }

        protected class ButtonState
        {
            private PointerEventData.InputButton m_Button = PointerEventData.InputButton.Left;

            public MouseButtonEventData eventData
            {
                get { return m_EventData; }
                set { m_EventData = value; }
            }

            public PointerEventData.InputButton button
            {
                get { return m_Button; }
                set { m_Button = value; }
            }

            private MouseButtonEventData m_EventData;
        }

        protected class MouseState
        {
            private List<ButtonState> m_TrackedButtons = new List<ButtonState>();

            public bool AnyPressesThisFrame()
            {
                var trackedButtonsCount = m_TrackedButtons.Count;
                for (int i = 0; i < trackedButtonsCount; i++)
                {
                    if (m_TrackedButtons[i].eventData.PressedThisFrame())
                        return true;
                }
                return false;
            }

            public bool AnyReleasesThisFrame()
            {
                var trackedButtonsCount = m_TrackedButtons.Count;
                for (int i = 0; i < trackedButtonsCount; i++)
                {
                    if (m_TrackedButtons[i].eventData.ReleasedThisFrame())
                        return true;
                }
                return false;
            }

            public ButtonState GetButtonState(PointerEventData.InputButton button)
            {
                ButtonState tracked = null;
                var trackedButtonsCount = m_TrackedButtons.Count;
                for (int i = 0; i < trackedButtonsCount; i++)
                {
                    if (m_TrackedButtons[i].button == button)
                    {
                        tracked = m_TrackedButtons[i];
                        break;
                    }
                }

                if (tracked == null)
                {
                    tracked = new ButtonState { button = button, eventData = new MouseButtonEventData() };
                    m_TrackedButtons.Add(tracked);
                }
                return tracked;
            }

            public void SetButtonState(PointerEventData.InputButton button, PointerEventData.FramePressState stateForMouseButton, PointerEventData data)
            {
                var toModify = GetButtonState(button);
                toModify.eventData.buttonState = stateForMouseButton;
                toModify.eventData.buttonData = data;
            }
        }

        /// <summary>
        /// Information about a mouse button event.
        /// </summary>
        public class MouseButtonEventData
        {
            /// <summary>
            /// The state of the button this frame.
            /// </summary>
            public PointerEventData.FramePressState buttonState;

            /// <summary>
            /// Pointer data associated with the mouse event.
            /// </summary>
            public PointerEventData buttonData;

            /// <summary>
            /// Was the button pressed this frame?
            /// </summary>
            public bool PressedThisFrame()
            {
                return buttonState == PointerEventData.FramePressState.Pressed || buttonState == PointerEventData.FramePressState.PressedAndReleased;
            }

            /// <summary>
            /// Was the button released this frame?
            /// </summary>
            public bool ReleasedThisFrame()
            {
                return buttonState == PointerEventData.FramePressState.Released || buttonState == PointerEventData.FramePressState.PressedAndReleased;
            }
        }

        private readonly MouseState m_MouseState = new MouseState();

        /// <summary>
        /// Return the current MouseState. Using the default pointer.
        /// </summary>
        protected virtual MouseState GetMousePointerEventData()
        {
            return GetMousePointerEventData(0);
        }

        /// <summary>
        /// Return the current MouseState.
        /// </summary>
        protected virtual MouseState GetMousePointerEventData(int id)
        {
            // Populate the left button...
            PointerEventData leftData;
            var created = GetPointerData(kMouseLeftId, out leftData, true);

            leftData.Reset();

            if (created)
                leftData.position = input.mousePosition;

            Vector2 pos = input.mousePosition;
            if (Cursor.lockState == CursorLockMode.Locked)
            {
                // We don't want to do ANY cursor-based interaction when the mouse is locked
                leftData.position = new Vector2(-1.0f, -1.0f);
                leftData.delta = Vector2.zero;
            }
            else
            {
                leftData.delta = pos - leftData.position;
                leftData.position = pos;
            }
            leftData.scrollDelta = input.mouseScrollDelta;
            leftData.button = PointerEventData.InputButton.Left;
            eventSystem.RaycastAll(leftData, m_RaycastResultCache);
            var raycast = FindFirstRaycast(m_RaycastResultCache);
            leftData.pointerCurrentRaycast = raycast;
            m_RaycastResultCache.Clear();

            // copy the apropriate data into right and middle slots
            PointerEventData rightData;
            GetPointerData(kMouseRightId, out rightData, true);
            rightData.Reset();

            CopyFromTo(leftData, rightData);
            rightData.button = PointerEventData.InputButton.Right;

            PointerEventData middleData;
            GetPointerData(kMouseMiddleId, out middleData, true);
            middleData.Reset();

            CopyFromTo(leftData, middleData);
            middleData.button = PointerEventData.InputButton.Middle;

            m_MouseState.SetButtonState(PointerEventData.InputButton.Left, StateForMouseButton(0), leftData);
            m_MouseState.SetButtonState(PointerEventData.InputButton.Right, StateForMouseButton(1), rightData);
            m_MouseState.SetButtonState(PointerEventData.InputButton.Middle, StateForMouseButton(2), middleData);

            return m_MouseState;
        }

        /// <summary>
        /// Return the last PointerEventData for the given touch / mouse id.
        /// </summary>
        protected PointerEventData GetLastPointerEventData(int id)
        {
            PointerEventData data;
            GetPointerData(id, out data, false);
            return data;
        }

        private static bool ShouldStartDrag(Vector2 pressPos, Vector2 currentPos, float threshold, bool useDragThreshold)
        {
            if (!useDragThreshold)
                return true;

            return (pressPos - currentPos).sqrMagnitude >= threshold * threshold;
        }

        /// <summary>
        /// Process movement for the current frame with the given pointer event.
        /// </summary>
        protected virtual void ProcessMove(PointerEventData pointerEvent)
        {
            var targetGO = (Cursor.lockState == CursorLockMode.Locked ? null : pointerEvent.pointerCurrentRaycast.gameObject);
            HandlePointerExitAndEnter(pointerEvent, targetGO);
        }

        /// <summary>
        /// Process the drag for the current frame with the given pointer event.
        /// </summary>
        protected virtual void ProcessDrag(PointerEventData pointerEvent)
        {
            if (!pointerEvent.IsPointerMoving() ||
                Cursor.lockState == CursorLockMode.Locked ||
                pointerEvent.pointerDrag == null)
                return;

            if (!pointerEvent.dragging
                && ShouldStartDrag(pointerEvent.pressPosition, pointerEvent.position, eventSystem.pixelDragThreshold, pointerEvent.useDragThreshold))
            {
                ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.beginDragHandler);
                pointerEvent.dragging = true;
            }

            // Drag notification
            if (pointerEvent.dragging)
            {
                // Before doing drag we should cancel any pointer down state
                // And clear selection!
                if (pointerEvent.pointerPress != pointerEvent.pointerDrag)
                {
                    ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);

                    pointerEvent.eligibleForClick = false;
                    pointerEvent.pointerPress = null;
                    pointerEvent.rawPointerPress = null;
                }
                ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.dragHandler);
            }
        }

        public override bool IsPointerOverGameObject(int pointerId)
        {
            var lastPointer = GetLastPointerEventData(pointerId);
            if (lastPointer != null)
                return lastPointer.pointerEnter != null;
            return false;
        }

        /// <summary>
        /// Clear all pointers and deselect any selected objects in the EventSystem.
        /// </summary>
        protected void ClearSelection()
        {
            var baseEventData = GetBaseEventData();

            foreach (var pointer in m_PointerData.Values)
            {
                // clear all selection
                HandlePointerExitAndEnter(pointer, null);
            }

            m_PointerData.Clear();
            eventSystem.SetSelectedGameObject(null, baseEventData);
        }

        public override string ToString()
        {
            var sb = new StringBuilder("<b>Pointer Input Module of type: </b>" + GetType());
            sb.AppendLine();
            foreach (var pointer in m_PointerData)
            {
                if (pointer.Value == null)
                    continue;
                sb.AppendLine("<B>Pointer:</b> " + pointer.Key);
                sb.AppendLine(pointer.Value.ToString());
            }
            return sb.ToString();
        }

        /// <summary>
        /// Deselect the current selected GameObject if the currently pointed-at GameObject is different.
        /// </summary>
        /// <param name="currentOverGo">The GameObject the pointer is currently over.</param>
        /// <param name="pointerEvent">Current event data.</param>
        protected void DeselectIfSelectionChanged(GameObject currentOverGo, BaseEventData pointerEvent)
        {
            // Selection tracking
            var selectHandlerGO = ExecuteEvents.GetEventHandler<ISelectHandler>(currentOverGo);
            // if we have clicked something new, deselect the old thing
            // leave 'selection handling' up to the press event though.
            if (selectHandlerGO != eventSystem.currentSelectedGameObject)
                eventSystem.SetSelectedGameObject(null, pointerEvent);
        }
    }
}