//======= 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;
#pragma warning disable 0067
namespace Valve.VR
{
    [Serializable]
    /// 
    /// Vibration actions are used to trigger haptic feedback in vr controllers.
    /// 
    public class SteamVR_Action_Vibration : SteamVR_Action_Out, ISerializationCallbackReceiver
    {
        public delegate void ActiveChangeHandler(SteamVR_Action_Vibration fromAction, SteamVR_Input_Sources fromSource, bool active);
        public delegate void ExecuteHandler(SteamVR_Action_Vibration fromAction, SteamVR_Input_Sources fromSource, float secondsFromNow, float durationSeconds, float frequency, float amplitude);
        /// [SteamVR_Input_Sources.Any] This event fires whenever a change happens in the action
        public event ActiveChangeHandler onActiveChange
        { add { sourceMap[SteamVR_Input_Sources.Any].onActiveChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveChange -= value; } }
        /// [SteamVR_Input_Sources.Any] This event fires whenever a change happens in the action
        public event ActiveChangeHandler onActiveBindingChange
        { add { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onActiveBindingChange -= value; } }
        /// [SteamVR_Input_Sources.Any] This event fires whenever this action is executed
        public event ExecuteHandler onExecute
        { add { sourceMap[SteamVR_Input_Sources.Any].onExecute += value; } remove { sourceMap[SteamVR_Input_Sources.Any].onExecute -= value; } }
        public SteamVR_Action_Vibration() { }
        /// 
        /// Trigger the haptics at a certain time for a certain length
        /// 
        /// How long from the current time to execute the action (in seconds - can be 0)
        /// How long the haptic action should last (in seconds)
        /// How often the haptic motor should bounce (0 - 320 in hz. The lower end being more useful)
        /// How intense the haptic action should be (0 - 1)
        /// The device you would like to execute the haptic action. Any if the action is not device specific.
        public void Execute(float secondsFromNow, float durationSeconds, float frequency, float amplitude, SteamVR_Input_Sources inputSource)
        {
            sourceMap[inputSource].Execute(secondsFromNow, durationSeconds, frequency, amplitude);
        }
        /// 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 execute method of this action (with the specified inputSource) is called. 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 AddOnExecuteListener(ExecuteHandler functionToCall, SteamVR_Input_Sources inputSource)
        {
            sourceMap[inputSource].onExecute += 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 RemoveOnExecuteListener(ExecuteHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
        {
            sourceMap[inputSource].onExecute -= functionToStopCalling;
        }
        /// 
        /// Removes all listeners, useful for dispose pattern
        /// 
        public void RemoveAllListeners(SteamVR_Input_Sources input_Sources)
        {
            sourceMap[input_Sources].RemoveAllListeners();
        }
        /// 
        /// Returns the last time this action was executed
        /// 
        /// The device you would like to get data from. Any if the action is not device specific.
        public override float GetTimeLastChanged(SteamVR_Input_Sources inputSource)
        {
            return sourceMap[inputSource].timeLastExecuted;
        }
        void ISerializationCallbackReceiver.OnBeforeSerialize()
        {
        }
        void ISerializationCallbackReceiver.OnAfterDeserialize()
        {
            InitAfterDeserialize();
        }
        public override bool IsUpdating(SteamVR_Input_Sources inputSource)
        {
            return sourceMap.IsUpdating(inputSource);
        }
    }
    public class SteamVR_Action_Vibration_Source_Map : SteamVR_Action_Source_Map
    {
        public bool IsUpdating(SteamVR_Input_Sources inputSource)
        {
            int sourceIndex = (int)inputSource;
            return sources[sourceIndex].timeLastExecuted != 0;
        }
    }
    public class SteamVR_Action_Vibration_Source : SteamVR_Action_Out_Source
    {
        /// Event fires when the active state (ActionSet active and binding active) changes
        public event SteamVR_Action_Vibration.ActiveChangeHandler onActiveChange;
        /// Event fires when the active state of the binding changes
        public event SteamVR_Action_Vibration.ActiveChangeHandler onActiveBindingChange;
        /// Event fires whenever this action is executed
        public event SteamVR_Action_Vibration.ExecuteHandler onExecute;
        //todo: fix the active state of out actions
        /// Returns true if this action is bound and the ActionSet is active
        public override bool active { get { return activeBinding && setActive; } }
        /// Returns true if the action is bound
        public override bool activeBinding { get { return true; } }
        /// 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 true; } }
        /// The last time the execute method was called on this action
        public float timeLastExecuted { get; protected set; }
        protected SteamVR_Action_Vibration vibrationAction;
        /// 
        /// [Should not be called by user code]
        /// Initializes the handle for the inputSource, and any other related SteamVR data.
        /// 
        public override void Initialize()
        {
            base.Initialize();
            lastActive = true;
        }
        public override void Preinitialize(SteamVR_Action wrappingAction, SteamVR_Input_Sources forInputSource)
        {
            base.Preinitialize(wrappingAction, forInputSource);
            vibrationAction = (SteamVR_Action_Vibration)wrappingAction;
        }
        /// 
        /// Removes all listeners, useful for dispose pattern
        /// 
        public void RemoveAllListeners()
        {
            Delegate[] delegates;
            if (onActiveBindingChange != null)
            {
                delegates = onActiveBindingChange.GetInvocationList();
                if (delegates != null)
                    foreach (Delegate existingDelegate in delegates)
                        onActiveBindingChange -= (SteamVR_Action_Vibration.ActiveChangeHandler)existingDelegate;
            }
            if (onActiveChange != null)
            {
                delegates = onActiveChange.GetInvocationList();
                if (delegates != null)
                    foreach (Delegate existingDelegate in delegates)
                        onActiveChange -= (SteamVR_Action_Vibration.ActiveChangeHandler)existingDelegate;
            }
            if (onExecute != null)
            {
                delegates = onExecute.GetInvocationList();
                if (delegates != null)
                    foreach (Delegate existingDelegate in delegates)
                        onExecute -= (SteamVR_Action_Vibration.ExecuteHandler)existingDelegate;
            }
        }
        /// 
        /// Trigger the haptics at a certain time for a certain length
        /// 
        /// How long from the current time to execute the action (in seconds - can be 0)
        /// How long the haptic action should last (in seconds)
        /// How often the haptic motor should bounce (0 - 320 in hz. The lower end being more useful)
        /// How intense the haptic action should be (0 - 1)
        /// The device you would like to execute the haptic action. Any if the action is not device specific.
        public void Execute(float secondsFromNow, float durationSeconds, float frequency, float amplitude)
        {
            if (SteamVR_Input.isStartupFrame)
                return;
            timeLastExecuted = Time.realtimeSinceStartup;
            EVRInputError err = OpenVR.Input.TriggerHapticVibrationAction(handle, secondsFromNow, durationSeconds, frequency, amplitude, inputSourceHandle);
            //Debug.Log(string.Format("[{5}: haptic] secondsFromNow({0}), durationSeconds({1}), frequency({2}), amplitude({3}), inputSource({4})", secondsFromNow, durationSeconds, frequency, amplitude, inputSource, this.GetShortName()));
            if (err != EVRInputError.None)
                Debug.LogError("[SteamVR] TriggerHapticVibrationAction (" + fullPath + ") error: " + err.ToString() + " handle: " + handle.ToString());
            if (onExecute != null)
                onExecute.Invoke(vibrationAction, inputSource, secondsFromNow, durationSeconds, frequency, amplitude);
        }
    }
    /// 
    /// Vibration actions are used to trigger haptic feedback in vr controllers.
    /// 
    public interface ISteamVR_Action_Vibration : ISteamVR_Action_Out
    {
        /// 
        /// Trigger the haptics at a certain time for a certain length
        /// 
        /// How long from the current time to execute the action (in seconds - can be 0)
        /// How long the haptic action should last (in seconds)
        /// How often the haptic motor should bounce (0 - 320 in hz. The lower end being more useful)
        /// How intense the haptic action should be (0 - 1)
        /// The device you would like to execute the haptic action. Any if the action is not device specific.
        void Execute(float secondsFromNow, float durationSeconds, float frequency, float amplitude, SteamVR_Input_Sources inputSource);
    }
}
#pragma warning restore 0067