/******************************************************************************
 * Copyright (C) Leap Motion, Inc. 2011-2017.                                 *
 * Leap Motion proprietary and  confidential.                                 *
 *                                                                            *
 * Use subject to the terms of the Leap Motion SDK Agreement available at     *
 * https://developer.leapmotion.com/sdk_agreement, or another agreement       *
 * between Leap Motion and you, your company or other organization.           *
 ******************************************************************************/

using UnityEditor;
using UnityEngine;

namespace Leap.Unity.Interaction {

  [CanEditMultipleObjects]
  [CustomEditor(typeof(InteractionButton), editorForChildClasses: true)]
  public class InteractionButtonEditor : InteractionBehaviourEditor {

    protected override void OnEnable() {
      base.OnEnable();

      specifyConditionalDrawing(() => false, "graspedMovementType");
    }

    public override void OnInspectorGUI() {
      InteractionButton button = target as InteractionButton;

      bool nonzeroRotation = button.transform.localRotation != Quaternion.identity;
      bool isRoot = button.transform == button.transform.root;
      PrefabType objectType = PrefabUtility.GetPrefabType(button.gameObject);
      bool isNotAnUninstantiatedPrefab = 
        objectType == PrefabType.None || 
        objectType == PrefabType.PrefabInstance || 
        objectType == PrefabType.MissingPrefabInstance ||
        objectType == PrefabType.DisconnectedPrefabInstance;

      EditorGUILayout.BeginHorizontal();
      if ((nonzeroRotation || isRoot) && isNotAnUninstantiatedPrefab) {
        if (isRoot) {
          EditorGUILayout.HelpBox("This button has no parent!  Buttons do not work without a parent transform.", MessageType.Warning);
        } else if (nonzeroRotation) {
          EditorGUILayout.HelpBox("It looks like this button's local rotation is non-zero; would you like to add a parent transform so it depresses along its z-axis?", MessageType.Warning);
        }

        if (GUILayout.Button("Add Button\nParent Transform")) {
          GameObject buttonBaseTransform = new GameObject(button.gameObject.name + " Base");
          Undo.RegisterCreatedObjectUndo(buttonBaseTransform, "Created Button Base for "+ button.gameObject.name);
          Undo.SetTransformParent(buttonBaseTransform.transform, button.transform.parent, "Child "+ button.gameObject.name+ "'s Base to " + button.gameObject.name + "'s Parent");

          Undo.RecordObject(buttonBaseTransform, "Set "+target.gameObject.name+"'s Base's Transform's Properties");
          buttonBaseTransform.transform.localPosition = button.transform.localPosition;
          buttonBaseTransform.transform.localRotation = button.transform.localRotation;
          buttonBaseTransform.transform.localScale = button.transform.localScale;

          Undo.SetTransformParent(button.transform, buttonBaseTransform.transform, "Child " + button.gameObject.name + " to its Base");
        }
      }

      EditorGUILayout.EndHorizontal();

      EditorGUILayout.BeginHorizontal();

      if (!isRoot) {
        bool isUniform = (button.transform.parent.lossyScale.x.NearlyEquals(button.transform.parent.lossyScale.y) &&
                          button.transform.parent.lossyScale.y.NearlyEquals(button.transform.parent.lossyScale.z) &&
                          button.transform.parent.lossyScale.x.NearlyEquals(button.transform.parent.lossyScale.z));
        if (!isUniform) {
          EditorGUILayout.HelpBox("This button exists within a non-uniformly scaled space!  Please check the parent transforms for non-uniform scale...", MessageType.Warning);
        }
      }

      EditorGUILayout.EndHorizontal();

      Rigidbody currentBody = button.GetComponent<Rigidbody>();
      RigidbodyConstraints constraints = currentBody.constraints;

      EditorGUILayout.BeginHorizontal();
      if (constraints != RigidbodyConstraints.FreezeRotation) {
        EditorGUILayout.HelpBox("It looks like this button can freely rotate around one or more axes; would you like to constrain its rotation?", MessageType.Warning);
        if (GUILayout.Button("Freeze\nRotation")) {
          Undo.RecordObject(currentBody, "Set " + target.gameObject.name + "'s Rigidbody's Rotation Constraints to be frozen");
          currentBody.constraints = RigidbodyConstraints.FreezeRotation;
        }
      }
      EditorGUILayout.EndHorizontal();

      base.OnInspectorGUI();
    }
  }
}
