using UnityEngine;
using UnityEditor;
using UnityEditor.Presets;
using UnityEditor.SceneManagement;

//#if !UNITY_2021_2_OR_NEWER
using UnityEditor.Experimental.SceneManagement;
//#endif

using UnityEngine.UI;
using UnityEngine.EventSystems;


namespace TMPro.EditorUtilities
{
    public static class TMPro_CreateObjectMenu
    {

        /// <summary>
        /// Create a TextMeshPro object that works with the Mesh Renderer
        /// </summary>
        /// <param name="command"></param>
        [MenuItem("GameObject/3D Object/Text - TextMeshPro", false, 30)]
        static void CreateTextMeshProObjectPerform(MenuCommand command)
        {
            GameObject go = ObjectFactory.CreateGameObject("Text (TMP)");

            // Add support for new prefab mode
            StageUtility.PlaceGameObjectInCurrentStage(go);

            TextMeshPro textComponent = ObjectFactory.AddComponent<TextMeshPro>(go);

            if (textComponent.m_isWaitingOnResourceLoad == false)
            {
                // Get reference to potential Presets for <TextMeshPro> component
                Preset[] presets = Preset.GetDefaultPresetsForObject(textComponent);

                if (presets == null || presets.Length == 0)
                {
                    textComponent.text = "Sample text";
                    textComponent.alignment = TextAlignmentOptions.TopLeft;
                }
                else
                {
                    textComponent.renderer.sortingLayerID = textComponent._SortingLayerID;
                    textComponent.renderer.sortingOrder = textComponent._SortingOrder;
                }

                if (TMP_Settings.autoSizeTextContainer)
                {
                    Vector2 size = textComponent.GetPreferredValues(TMP_Math.FLOAT_MAX, TMP_Math.FLOAT_MAX);
                    textComponent.rectTransform.sizeDelta = size;
                }
                else
                {
                    textComponent.rectTransform.sizeDelta = TMP_Settings.defaultTextMeshProTextContainerSize;
                }
            }
            else
            {
                textComponent.text = "Sample text";
                textComponent.alignment = TextAlignmentOptions.TopLeft;
            }

            Undo.RegisterCreatedObjectUndo(go, "Create " + go.name);

            GameObject contextObject = command.context as GameObject;
            if (contextObject != null)
            {
                GameObjectUtility.SetParentAndAlign(go, contextObject);
                Undo.SetTransformParent(go.transform, contextObject.transform, "Parent " + go.name);
            }

            Selection.activeGameObject = go;
        }


        /// <summary>
        /// Create a TextMeshPro object that works with the CanvasRenderer
        /// </summary>
        /// <param name="command"></param>
        [MenuItem("GameObject/UI/Text - TextMeshPro", false, 2001)]
        static void CreateTextMeshProGuiObjectPerform(MenuCommand menuCommand)
        {
            GameObject go = TMP_DefaultControls.CreateText(GetStandardResources());

            // Override text color and font size
            TextMeshProUGUI textComponent = go.GetComponent<TextMeshProUGUI>();

            if (textComponent.m_isWaitingOnResourceLoad == false)
            {
                // Get reference to potential Presets for <TextMeshProUGUI> component
                Preset[] presets = Preset.GetDefaultPresetsForObject(textComponent);

                if (presets == null || presets.Length == 0)
                {
                    textComponent.fontSize = TMP_Settings.defaultFontSize;
                    textComponent.color = Color.white;
                    textComponent.text = "New Text";
                }

                if (TMP_Settings.autoSizeTextContainer)
                {
                    Vector2 size = textComponent.GetPreferredValues(TMP_Math.FLOAT_MAX, TMP_Math.FLOAT_MAX);
                    textComponent.rectTransform.sizeDelta = size;
                }
                else
                {
                    textComponent.rectTransform.sizeDelta = TMP_Settings.defaultTextMeshProUITextContainerSize;
                }
            }
            else
            {
                textComponent.fontSize = -99;
                textComponent.color = Color.white;
                textComponent.text = "New Text";
            }

            PlaceUIElementRoot(go, menuCommand);
        }

        [MenuItem("GameObject/UI/Button - TextMeshPro", false, 2031)]
        public static void AddButton(MenuCommand menuCommand)
        {
            GameObject go = TMP_DefaultControls.CreateButton(GetStandardResources());

            // Override font size
            TMP_Text textComponent = go.GetComponentInChildren<TMP_Text>();
            textComponent.fontSize = 24;

            PlaceUIElementRoot(go, menuCommand);
        }



        [MenuItem("GameObject/UI/Input Field - TextMeshPro", false, 2037)]
        static void AddTextMeshProInputField(MenuCommand menuCommand)
        {
            GameObject go = TMP_DefaultControls.CreateInputField(GetStandardResources());
            PlaceUIElementRoot(go, menuCommand);
        }


        [MenuItem("GameObject/UI/Dropdown - TextMeshPro", false, 2036)]
        public static void AddDropdown(MenuCommand menuCommand)
        {
            GameObject go = TMP_DefaultControls.CreateDropdown(GetStandardResources());
            PlaceUIElementRoot(go, menuCommand);
        }


        private const string kUILayerName = "UI";

        private const string kStandardSpritePath = "UI/Skin/UISprite.psd";
        private const string kBackgroundSpritePath = "UI/Skin/Background.psd";
        private const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd";
        private const string kKnobPath = "UI/Skin/Knob.psd";
        private const string kCheckmarkPath = "UI/Skin/Checkmark.psd";
        private const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd";
        private const string kMaskPath = "UI/Skin/UIMask.psd";

        private static TMP_DefaultControls.Resources s_StandardResources;


        private static TMP_DefaultControls.Resources GetStandardResources()
        {
            if (s_StandardResources.standard == null)
            {
                s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
                s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePath);
                s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPath);
                s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPath);
                s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPath);
                s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPath);
                s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPath);
            }
            return s_StandardResources;
        }


        private static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform)
        {
            // Find the best scene view
            SceneView sceneView = SceneView.lastActiveSceneView;

            if (sceneView == null && SceneView.sceneViews.Count > 0)
                sceneView = SceneView.sceneViews[0] as SceneView;

            // Couldn't find a SceneView. Don't set position.
            if (sceneView == null || sceneView.camera == null)
                return;

            // Create world space Plane from canvas position.
            Camera camera = sceneView.camera;
            Vector3 position = Vector3.zero;
            Vector2 localPlanePosition;

            if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out localPlanePosition))
            {
                // Adjust for canvas pivot
                localPlanePosition.x = localPlanePosition.x + canvasRTransform.sizeDelta.x * canvasRTransform.pivot.x;
                localPlanePosition.y = localPlanePosition.y + canvasRTransform.sizeDelta.y * canvasRTransform.pivot.y;

                localPlanePosition.x = Mathf.Clamp(localPlanePosition.x, 0, canvasRTransform.sizeDelta.x);
                localPlanePosition.y = Mathf.Clamp(localPlanePosition.y, 0, canvasRTransform.sizeDelta.y);

                // Adjust for anchoring
                position.x = localPlanePosition.x - canvasRTransform.sizeDelta.x * itemTransform.anchorMin.x;
                position.y = localPlanePosition.y - canvasRTransform.sizeDelta.y * itemTransform.anchorMin.y;

                Vector3 minLocalPosition;
                minLocalPosition.x = canvasRTransform.sizeDelta.x * (0 - canvasRTransform.pivot.x) + itemTransform.sizeDelta.x * itemTransform.pivot.x;
                minLocalPosition.y = canvasRTransform.sizeDelta.y * (0 - canvasRTransform.pivot.y) + itemTransform.sizeDelta.y * itemTransform.pivot.y;

                Vector3 maxLocalPosition;
                maxLocalPosition.x = canvasRTransform.sizeDelta.x * (1 - canvasRTransform.pivot.x) - itemTransform.sizeDelta.x * itemTransform.pivot.x;
                maxLocalPosition.y = canvasRTransform.sizeDelta.y * (1 - canvasRTransform.pivot.y) - itemTransform.sizeDelta.y * itemTransform.pivot.y;

                position.x = Mathf.Clamp(position.x, minLocalPosition.x, maxLocalPosition.x);
                position.y = Mathf.Clamp(position.y, minLocalPosition.y, maxLocalPosition.y);
            }

            itemTransform.anchoredPosition = position;
            itemTransform.localRotation = Quaternion.identity;
            itemTransform.localScale = Vector3.one;
        }


        private static void PlaceUIElementRoot(GameObject element, MenuCommand menuCommand)
        {
            GameObject parent = menuCommand.context as GameObject;
            bool explicitParentChoice = true;
            if (parent == null)
            {
                parent = GetOrCreateCanvasGameObject();
                explicitParentChoice = false;

                // If in Prefab Mode, Canvas has to be part of Prefab contents,
                // otherwise use Prefab root instead.
                PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
                if (prefabStage != null && !prefabStage.IsPartOfPrefabContents(parent))
                    parent = prefabStage.prefabContentsRoot;
            }

            if (parent.GetComponentsInParent<Canvas>(true).Length == 0)
            {
                // Create canvas under context GameObject,
                // and make that be the parent which UI element is added under.
                GameObject canvas = CreateNewUI();
                Undo.SetTransformParent(canvas.transform, parent.transform, "");
                parent = canvas;
            }

            GameObjectUtility.EnsureUniqueNameForSibling(element);

            SetParentAndAlign(element, parent);
            if (!explicitParentChoice) // not a context click, so center in sceneview
                SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());

            // This call ensure any change made to created Objects after they where registered will be part of the Undo.
            Undo.RegisterFullObjectHierarchyUndo(parent == null ? element : parent, "");

            // We have to fix up the undo name since the name of the object was only known after reparenting it.
            Undo.SetCurrentGroupName("Create " + element.name);

            Selection.activeGameObject = element;
        }

        private static void SetParentAndAlign(GameObject child, GameObject parent)
        {
            if (parent == null)
                return;

            Undo.SetTransformParent(child.transform, parent.transform, "");

            RectTransform rectTransform = child.transform as RectTransform;
            if (rectTransform)
            {
                rectTransform.anchoredPosition = Vector2.zero;
                Vector3 localPosition = rectTransform.localPosition;
                localPosition.z = 0;
                rectTransform.localPosition = localPosition;
            }
            else
            {
                child.transform.localPosition = Vector3.zero;
            }
            child.transform.localRotation = Quaternion.identity;
            child.transform.localScale = Vector3.one;

            SetLayerRecursively(child, parent.layer);
        }

        private static void SetLayerRecursively(GameObject go, int layer)
        {
            go.layer = layer;
            Transform t = go.transform;
            for (int i = 0; i < t.childCount; i++)
                SetLayerRecursively(t.GetChild(i).gameObject, layer);
        }


        public static GameObject CreateNewUI()
        {
            // Root for the UI
            var root = new GameObject("Canvas");
            root.layer = LayerMask.NameToLayer(kUILayerName);
            Canvas canvas = root.AddComponent<Canvas>();
            canvas.renderMode = RenderMode.ScreenSpaceOverlay;
            root.AddComponent<CanvasScaler>();
            root.AddComponent<GraphicRaycaster>();

            // Works for all stages.
            StageUtility.PlaceGameObjectInCurrentStage(root);
            bool customScene = false;
            PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
            if (prefabStage != null)
            {
                root.transform.SetParent(prefabStage.prefabContentsRoot.transform, false);
                customScene = true;
            }

            Undo.RegisterCreatedObjectUndo(root, "Create " + root.name);

            // If there is no event system add one...
            // No need to place event system in custom scene as these are temporary anyway.
            // It can be argued for or against placing it in the user scenes,
            // but let's not modify scene user is not currently looking at.
            if (!customScene)
                CreateEventSystem(false);
            return root;
        }


        private static void CreateEventSystem(bool select)
        {
            CreateEventSystem(select, null);
        }


        private static void CreateEventSystem(bool select, GameObject parent)
        {
            var esys = Object.FindObjectOfType<EventSystem>();
            if (esys == null)
            {
                var eventSystem = new GameObject("EventSystem");
                GameObjectUtility.SetParentAndAlign(eventSystem, parent);
                esys = eventSystem.AddComponent<EventSystem>();
                eventSystem.AddComponent<StandaloneInputModule>();

                Undo.RegisterCreatedObjectUndo(eventSystem, "Create " + eventSystem.name);
            }

            if (select && esys != null)
            {
                Selection.activeGameObject = esys.gameObject;
            }
        }


        // Helper function that returns a Canvas GameObject; preferably a parent of the selection, or other existing Canvas.
        public static GameObject GetOrCreateCanvasGameObject()
        {
            GameObject selectedGo = Selection.activeGameObject;

            // Try to find a gameobject that is the selected GO or one if its parents.
            Canvas canvas = (selectedGo != null) ? selectedGo.GetComponentInParent<Canvas>() : null;
            if (IsValidCanvas(canvas))
                return canvas.gameObject;

            // No canvas in selection or its parents? Then use any valid canvas.
            // We have to find all loaded Canvases, not just the ones in main scenes.
            Canvas[] canvasArray = StageUtility.GetCurrentStageHandle().FindComponentsOfType<Canvas>();
            for (int i = 0; i < canvasArray.Length; i++)
                if (IsValidCanvas(canvasArray[i]))
                    return canvasArray[i].gameObject;

            // No canvas in the scene at all? Then create a new one.
            return CreateNewUI();
        }

        static bool IsValidCanvas(Canvas canvas)
        {
            if (canvas == null || !canvas.gameObject.activeInHierarchy)
                return false;

            // It's important that the non-editable canvas from a prefab scene won't be rejected,
            // but canvases not visible in the Hierarchy at all do. Don't check for HideAndDontSave.
            if (EditorUtility.IsPersistent(canvas) || (canvas.hideFlags & HideFlags.HideInHierarchy) != 0)
                return false;

            if (StageUtility.GetStageHandle(canvas.gameObject) != StageUtility.GetCurrentStageHandle())
                return false;

            return true;
        }
    }
}
