//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using UnityEngine;
using System.Collections;
using System;
using Valve.VR;
using System.Runtime.InteropServices;
using System.Collections.Generic;
namespace Valve.VR
{
    [Serializable]
    /// 
    /// Boolean actions are either true or false. There are a variety of helper events included that will fire for the given input source. They're prefixed with "on".
    /// 
    public class SteamVR_Action_Boolean : SteamVR_Action_In, ISteamVR_Action_Boolean, ISerializationCallbackReceiver
    {
        public delegate void StateDownHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource);
        public delegate void StateUpHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource);
        public delegate void StateHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource);
        public delegate void ActiveChangeHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool active);
        public delegate void ChangeHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState);
        public delegate void UpdateHandler(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState);
        /// [Shortcut to: SteamVR_Input_Sources.Any] This event fires whenever a state changes from false to true or true to false
        public event ChangeHandler onChange
        { add { sourceMap[SteamVR_Input_Sources.Any].onChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onChange -= value; } }
        /// [Shortcut to: SteamVR_Input_Sources.Any] This event fires whenever the action is updated
        public event UpdateHandler onUpdate
        { add { sourceMap[SteamVR_Input_Sources.Any].onUpdate += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onUpdate -= value; } }
        /// [Shortcut to: SteamVR_Input_Sources.Any] This event fires whenever the boolean action is true and gets updated
        public event StateHandler onState
        { add { sourceMap[SteamVR_Input_Sources.Any].onState += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onState -= value; } }
        /// [Shortcut to: SteamVR_Input_Sources.Any] This event fires whenever the state of the boolean action has changed from false to true in the most recent update
        public event StateDownHandler onStateDown
        { add { sourceMap[SteamVR_Input_Sources.Any].onStateDown += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onStateDown -= value; } }
        /// [Shortcut to: SteamVR_Input_Sources.Any] This event fires whenever the state of the boolean action has changed from true to false in the most recent update
        public event StateUpHandler onStateUp
        { add { sourceMap[SteamVR_Input_Sources.Any].onStateUp += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onStateUp -= value; } }
        /// [Shortcut to: SteamVR_Input_Sources.Any] Event fires when the active state (ActionSet active and binding active) changes
        public event ActiveChangeHandler onActiveChange
        { add { sourceMap[SteamVR_Input_Sources.Any].onActiveChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveChange -= value; } }
        /// [Shortcut to: SteamVR_Input_Sources.Any] Event fires when the bound state of the binding changes
        public event ActiveChangeHandler onActiveBindingChange
        { add { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange -= value; } }
        /// [Shortcut to: SteamVR_Input_Sources.Any] True when the boolean action is true
        public bool state { get { return sourceMap[SteamVR_Input_Sources.Any].state; } }
        /// [Shortcut to: SteamVR_Input_Sources.Any] True when the boolean action is true and the last state was false
        public bool stateDown { get { return sourceMap[SteamVR_Input_Sources.Any].stateDown; } }
        /// [Shortcut to: SteamVR_Input_Sources.Any] True when the boolean action is false and the last state was true
        public bool stateUp { get { return sourceMap[SteamVR_Input_Sources.Any].stateUp; } }
        /// [Shortcut to: SteamVR_Input_Sources.Any] (previous update) True when the boolean action is true
        public bool lastState { get { return sourceMap[SteamVR_Input_Sources.Any].lastState; } }
        /// [Shortcut to: SteamVR_Input_Sources.Any] (previous update) True when the boolean action is true and the last state was false
        public bool lastStateDown { get { return sourceMap[SteamVR_Input_Sources.Any].lastStateDown; } }
        /// [Shortcut to: SteamVR_Input_Sources.Any] (previous update) True when the boolean action is false and the last state was true
        public bool lastStateUp { get { return sourceMap[SteamVR_Input_Sources.Any].lastStateUp; } }
        public SteamVR_Action_Boolean() { }
        /// Returns true if the value of the action has been changed to true (from false) in the most recent update.
        /// The device you would like to get data from. Any if the action is not device specific.
        public bool GetStateDown(SteamVR_Input_Sources inputSource)
        {
            return sourceMap[inputSource].stateDown;
        }
        /// Returns true if the value of the action has been changed to false (from true) in the most recent update.
        /// The device you would like to get data from. Any if the action is not device specific.
        public bool GetStateUp(SteamVR_Input_Sources inputSource)
        {
            return sourceMap[inputSource].stateUp;
        }
        /// Returns true if the value of the action (state) is currently true
        /// The device you would like to get data from. Any if the action is not device specific.
        public bool GetState(SteamVR_Input_Sources inputSource)
        {
            return sourceMap[inputSource].state;
        }
        /// [For the previous update] Returns true if the value of the action has been set to true (from false).
        /// The device you would like to get data from. Any if the action is not device specific.
        public bool GetLastStateDown(SteamVR_Input_Sources inputSource)
        {
            return sourceMap[inputSource].lastStateDown;
        }
        /// [For the previous update] Returns true if the value of the action has been set to false (from true).
        /// The device you would like to get data from. Any if the action is not device specific.
        public bool GetLastStateUp(SteamVR_Input_Sources inputSource)
        {
            return sourceMap[inputSource].lastStateUp;
        }
        /// [For the previous update] Returns true if the value of the action was true.
        /// The device you would like to get data from. Any if the action is not device specific.
        public bool GetLastState(SteamVR_Input_Sources inputSource)
        {
            return sourceMap[inputSource].lastState;
        }
        /// Executes a function when the *functional* active state of this action (with the specified inputSource) changes.
        /// This happens when the action is bound or unbound, or when the ActionSet changes state.
        /// A local function that receives the boolean action who's active state changes and the corresponding input source
        /// The device you would like to get data from. Any if the action is not device specific.
        public void AddOnActiveChangeListener(ActiveChangeHandler functionToCall, SteamVR_Input_Sources inputSource)
        {
            sourceMap[inputSource].onActiveChange += functionToCall;
        }
        /// Stops executing a function when the *functional* active state of this action (with the specified inputSource) changes.
        /// This happens when the action is bound or unbound, or when the ActionSet changes state.
        /// The local function that you've setup to receive update events
        /// The device you would like to get data from. Any if the action is not device specific.
        public void RemoveOnActiveChangeListener(ActiveChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
        {
            sourceMap[inputSource].onActiveChange -= functionToStopCalling;
        }
        /// Executes a function when the active state of this action (with the specified inputSource) changes. This happens when the action is bound or unbound
        /// A local function that receives the boolean action who's active state changes and the corresponding input source
        /// The device you would like to get data from. Any if the action is not device specific.
        public void AddOnActiveBindingChangeListener(ActiveChangeHandler functionToCall, SteamVR_Input_Sources inputSource)
        {
            sourceMap[inputSource].onActiveBindingChange += functionToCall;
        }
        /// Stops executing the function setup by the corresponding AddListener
        /// The local function that you've setup to receive update events
        /// The device you would like to get data from. Any if the action is not device specific.
        public void RemoveOnActiveBindingChangeListener(ActiveChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
        {
            sourceMap[inputSource].onActiveBindingChange -= functionToStopCalling;
        }
        /// Executes a function when the state of this action (with the specified inputSource) changes
        /// A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value
        /// The device you would like to get data from. Any if the action is not device specific.
        public void AddOnChangeListener(ChangeHandler functionToCall, SteamVR_Input_Sources inputSource)
        {
            sourceMap[inputSource].onChange += functionToCall;
        }
        /// Stops executing the function setup by the corresponding AddListener
        /// The local function that you've setup to receive on change events
        /// The device you would like to get data from. Any if the action is not device specific.
        public void RemoveOnChangeListener(ChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
        {
            sourceMap[inputSource].onChange -= functionToStopCalling;
        }
        /// Executes a function when the state of this action (with the specified inputSource) is updated.
        /// A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value
        /// The device you would like to get data from. Any if the action is not device specific.
        public void AddOnUpdateListener(UpdateHandler functionToCall, SteamVR_Input_Sources inputSource)
        {
            sourceMap[inputSource].onUpdate += functionToCall;
        }
        /// Stops executing the function setup by the corresponding AddListener
        /// The local function that you've setup to receive update events
        /// The device you would like to get data from. Any if the action is not device specific.
        public void RemoveOnUpdateListener(UpdateHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
        {
            sourceMap[inputSource].onUpdate -= functionToStopCalling;
        }
        /// Executes a function when the state of this action (with the specified inputSource) changes to true (from false).
        /// A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value
        /// The device you would like to get data from. Any if the action is not device specific.
        public void AddOnStateDownListener(StateDownHandler functionToCall, SteamVR_Input_Sources inputSource)
        {
            sourceMap[inputSource].onStateDown += functionToCall;
        }
        /// Stops executing the function setup by the corresponding AddListener
        /// The local function that you've setup to receive update events
        /// The device you would like to get data from. Any if the action is not device specific.
        public void RemoveOnStateDownListener(StateDownHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
        {
            sourceMap[inputSource].onStateDown -= functionToStopCalling;
        }
        /// Executes a function when the state of this action (with the specified inputSource) changes to false (from true).
        /// A local function that receives the boolean action who's state has changed, the corresponding input source, and the new value
        /// The device you would like to get data from. Any if the action is not device specific.
        public void AddOnStateUpListener(StateUpHandler functionToCall, SteamVR_Input_Sources inputSource)
        {
            sourceMap[inputSource].onStateUp += functionToCall;
        }
        /// Stops executing the function setup by the corresponding AddListener
        /// The local function that you've setup to receive events
        /// The device you would like to get data from. Any if the action is not device specific.
        public void RemoveOnStateUpListener(StateUpHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
        {
            sourceMap[inputSource].onStateUp -= functionToStopCalling;
        }
        /// 
        /// Remove all listeners registered in the source, useful for Dispose pattern
        /// 
        public void RemoveAllListeners(SteamVR_Input_Sources input_Sources)
        {
            sourceMap[input_Sources].RemoveAllListeners();
        }
        void ISerializationCallbackReceiver.OnBeforeSerialize()
        {
        }
        void ISerializationCallbackReceiver.OnAfterDeserialize()
        {
            InitAfterDeserialize();
        }
    }
    public class SteamVR_Action_Boolean_Source_Map : SteamVR_Action_In_Source_Map
    {
    }
    public class SteamVR_Action_Boolean_Source : SteamVR_Action_In_Source, ISteamVR_Action_Boolean
    {
        protected static uint actionData_size = 0;
        /// Event fires when the state of the action changes from false to true
        public event SteamVR_Action_Boolean.StateDownHandler onStateDown;
        /// Event fires when the state of the action changes from true to false
        public event SteamVR_Action_Boolean.StateUpHandler onStateUp;
        /// Event fires when the state of the action is true and the action gets updated
        public event SteamVR_Action_Boolean.StateHandler onState;
        /// Event fires when the active state (ActionSet active and binding active) changes
        public event SteamVR_Action_Boolean.ActiveChangeHandler onActiveChange;
        /// Event fires when the active state of the binding changes
        public event SteamVR_Action_Boolean.ActiveChangeHandler onActiveBindingChange;
        /// Event fires when the state of the action changes from false to true or true to false
        public event SteamVR_Action_Boolean.ChangeHandler onChange;
        /// Event fires when the action is updated
        public event SteamVR_Action_Boolean.UpdateHandler onUpdate;
        /// The current value of the boolean action. Note: Will only return true if the action is also active.
        public bool state { get { return active && actionData.bState; } }
        /// True when the action's state changes from false to true. Note: Will only return true if the action is also active.
        /// Will only return true if the action is also active.
        public bool stateDown { get { return active && actionData.bState && actionData.bChanged; } }
        /// True when the action's state changes from true to false. Note: Will only return true if the action is also active.
        /// Will only return true if the action is also active.
        public bool stateUp { get { return active && actionData.bState == false && actionData.bChanged; } }
        /// True when the action's state changed during the most recent update. Note: Will only return true if the action is also active.
        /// ActionSet is ignored since get is coming from the native struct.
        public override bool changed { get { return active && actionData.bChanged; } protected set { } }
        /// The value of the action's 'state' during the previous update
        /// Always returns the previous update state
        public bool lastState { get { return lastActionData.bState; } }
        /// The value of the action's 'stateDown' during the previous update
        /// Always returns the previous update state
        public bool lastStateDown { get { return lastActionData.bState && lastActionData.bChanged; } }
        /// The value of the action's 'stateUp' during the previous update
        /// Always returns the previous update state
        public bool lastStateUp { get { return lastActionData.bState == false && lastActionData.bChanged; } }
        /// The value of the action's 'changed' during the previous update
        /// Always returns the previous update state. Set is ignored since get is coming from the native struct.
        public override bool lastChanged { get { return lastActionData.bChanged; } protected set { } }
        /// The handle to the origin of the component that was used to update the value for this action
        public override ulong activeOrigin
        {
            get
            {
                if (active)
                    return actionData.activeOrigin;
                return 0;
            }
        }
        /// The handle to the origin of the component that was used to update the value for this action (for the previous update)
        public override ulong lastActiveOrigin { get { return lastActionData.activeOrigin; } }
        /// Returns true if this action is bound and the ActionSet is active
        public override bool active { get { return activeBinding && action.actionSet.IsActive(inputSource); } }
        /// Returns true if the action is bound
        public override bool activeBinding { get { return actionData.bActive; } }
        /// Returns true if the action was bound and the ActionSet was active during the previous update
        public override bool lastActive { get; protected set; }
        /// Returns true if the action was bound during the previous update
        public override bool lastActiveBinding { get { return lastActionData.bActive; } }
        protected InputDigitalActionData_t actionData = new InputDigitalActionData_t();
        protected InputDigitalActionData_t lastActionData = new InputDigitalActionData_t();
        protected SteamVR_Action_Boolean booleanAction;
        /// 
        /// [Should not be called by user code] Sets up the internals of the action source before SteamVR has been initialized.
        /// 
        public override void Preinitialize(SteamVR_Action wrappingAction, SteamVR_Input_Sources forInputSource)
        {
            base.Preinitialize(wrappingAction, forInputSource);
            booleanAction = (SteamVR_Action_Boolean)wrappingAction;
        }
        /// 
        /// [Should not be called by user code]
        /// Initializes the handle for the inputSource, the action data size, and any other related SteamVR data.
        /// 
        public override void Initialize()
        {
            base.Initialize();
            if (actionData_size == 0)
                actionData_size = (uint)Marshal.SizeOf(typeof(InputDigitalActionData_t));
        }
        /// 
        /// Remove all listeners, useful for Dispose pattern
        /// 
        public void RemoveAllListeners()
        {
            Delegate[] delegates;
            if (onStateDown != null)
            {
                delegates = onStateDown.GetInvocationList();
                if (delegates != null)
                    foreach (Delegate existingDelegate in delegates)
                        onStateDown -= (SteamVR_Action_Boolean.StateDownHandler)existingDelegate;
            }
            if (onStateUp != null)
            {
                delegates = onStateUp.GetInvocationList();
                if (delegates != null)
                    foreach (Delegate existingDelegate in delegates)
                        onStateUp -= (SteamVR_Action_Boolean.StateUpHandler)existingDelegate;
            }
            if (onState != null)
            {
                delegates = onState.GetInvocationList();
                if (delegates != null)
                    foreach (Delegate existingDelegate in delegates)
                        onState -= (SteamVR_Action_Boolean.StateHandler)existingDelegate;
            }
            if (onChange != null)
            {
                delegates = onChange.GetInvocationList();
                if (delegates != null)
                    foreach (Delegate existingDelegate in delegates)
                        onChange -= (SteamVR_Action_Boolean.ChangeHandler)existingDelegate;
            }
            if (onUpdate != null)
            {
                delegates = onUpdate.GetInvocationList();
                if (delegates != null)
                    foreach (Delegate existingDelegate in delegates)
                        onUpdate -= (SteamVR_Action_Boolean.UpdateHandler)existingDelegate;
            }
            if (onActiveChange != null)
            {
                delegates = onActiveChange.GetInvocationList();
                if (delegates != null)
                    foreach (Delegate existingDelegate in delegates)
                        onActiveChange -= (SteamVR_Action_Boolean.ActiveChangeHandler)existingDelegate;
            }
        }
        /// [Should not be called by user code]
        /// Updates the data for this action and this input source. Sends related events.
        /// 
        public override void UpdateValue()
        {
            lastActionData = actionData;
            lastActive = active;
            EVRInputError err = OpenVR.Input.GetDigitalActionData(action.handle, ref actionData, actionData_size, inputSourceHandle);
            if (err != EVRInputError.None)
                Debug.LogError("[SteamVR] GetDigitalActionData error (" + action.fullPath + "): " + err.ToString() + " handle: " + action.handle.ToString());
            if (changed)
                changedTime = Time.realtimeSinceStartup + actionData.fUpdateTime;
            updateTime = Time.realtimeSinceStartup;
            if (active)
            {
                if (onStateDown != null && stateDown)
                    onStateDown.Invoke(booleanAction, inputSource);
                if (onStateUp != null && stateUp)
                    onStateUp.Invoke(booleanAction, inputSource);
                if (onState != null && state)
                    onState.Invoke(booleanAction, inputSource);
                if (onChange != null && changed)
                    onChange.Invoke(booleanAction, inputSource, state);
                if (onUpdate != null)
                    onUpdate.Invoke(booleanAction, inputSource, state);
            }
            if (onActiveBindingChange != null && lastActiveBinding != activeBinding)
                onActiveBindingChange.Invoke(booleanAction, inputSource, activeBinding);
            if (onActiveChange != null && lastActive != active)
                onActiveChange.Invoke(booleanAction, inputSource, activeBinding);
        }
    }
    public interface ISteamVR_Action_Boolean : ISteamVR_Action_In_Source
    {
        /// The current value of the boolean action. Note: Will only return true if the action is also active.
        bool state { get; }
        /// True when the action's state changes from false to true. Note: Will only return true if the action is also active.
        bool stateDown { get; }
        /// True when the action's state changes from true to false. Note: Will only return true if the action is also active.
        bool stateUp { get; }
        /// The value of the action's 'state' during the previous update
        /// Always returns the previous update state
        bool lastState { get; }
        /// The value of the action's 'stateDown' during the previous update
        /// Always returns the previous update state
        bool lastStateDown { get; }
        /// The value of the action's 'stateUp' during the previous update
        /// Always returns the previous update state
        bool lastStateUp { get; }
    }
}