/************************************************************************************

Copyright   :   Copyright 2014 Oculus VR, LLC. All Rights reserved.

Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License");
you may not use the Oculus VR Rift SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.

You may obtain a copy of the License at

http://www.oculus.com/licenses/LICENSE-3.3

Unless required by applicable law or agreed to in writing, the Oculus VR SDK
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

************************************************************************************/

using UnityEngine;
using System.Collections;
using VR = UnityEngine.VR;

/// <summary>
/// Sample that allows you to play with various VR settings. 
/// </summary>
public class OVRSceneSampleController : MonoBehaviour
{
    /// <summary>
    /// The key that quits the application.
    /// </summary>
    public KeyCode quitKey = KeyCode.Escape;

    /// <summary>
    /// An optional texture that appears before the menu fades in.
    /// </summary>
    public Texture fadeInTexture = null;
    
    /// <summary>
    /// Controls how quickly the player's speed and rotation change based on input.
    /// </summary>
    public float speedRotationIncrement = 0.05f;

    private OVRPlayerController playerController = null;

    // Handle to OVRCameraRig
    private OVRCameraRig cameraController = null;

    /// <summary>
    /// We can set the layer to be anything we want to, this allows
    /// a specific camera to render it.
    /// </summary>
    public string layerName = "Default";

    // Vision mode on/off
    private bool visionMode = true;

    // We want to hold onto GridCube, for potential sharing
    // of the menu RenderTarget
    OVRGridCube gridCube = null;

#if	SHOW_DK2_VARIABLES
	private string strVisionMode = "Vision Enabled: ON";
#endif

    #region MonoBehaviour Message Handlers
    /// <summary>
    /// Awake this instance.
    /// </summary>
    void Awake()
    {
        // Find camera controller
        OVRCameraRig[] cameraControllers;
        cameraControllers = gameObject.GetComponentsInChildren<OVRCameraRig>();

        if (cameraControllers.Length == 0)
        {
            Debug.LogWarning("OVRMainMenu: No OVRCameraRig attached.");
        }
        else if (cameraControllers.Length > 1)
        {
            Debug.LogWarning("OVRMainMenu: More then 1 OVRCameraRig attached.");
        }
        else
        {
            cameraController = cameraControllers[0];
        }       

        // Find player controller
        OVRPlayerController[] playerControllers;
        playerControllers = gameObject.GetComponentsInChildren<OVRPlayerController>();

        if (playerControllers.Length == 0)
        {
            Debug.LogWarning("OVRMainMenu: No OVRPlayerController attached.");
        }
        else if (playerControllers.Length > 1)
        {
            Debug.LogWarning("OVRMainMenu: More then 1 OVRPlayerController attached.");
        }
        else
        {
            playerController = playerControllers[0];
        }
    }

    /// <summary>
    /// Start this instance.
    /// </summary>
    void Start()
    {
        // Make sure to hide cursor 
        if (Application.isEditor == false)
        {
			Cursor.visible = false; 
			Cursor.lockState = CursorLockMode.Locked;
        }

        // CameraController updates
        if (cameraController != null)
        {
            // Add a GridCube component to this object
            gridCube = gameObject.AddComponent<OVRGridCube>();
            gridCube.SetOVRCameraController(ref cameraController);
        } 
    }


    /// <summary>
    /// Update this instance.
    /// </summary>
    void Update()
    {           
        // Recenter pose
        UpdateRecenterPose();

        // Turn On/Off Vision Mode
        UpdateVisionMode();

        // Update Speed and Rotation Scale
        if (playerController != null)
            UpdateSpeedAndRotationScaleMultiplier();

        // Toggle Fullscreen
        if (Input.GetKeyDown(KeyCode.F11))
            Screen.fullScreen = !Screen.fullScreen;

        if (Input.GetKeyDown(KeyCode.M))
			VR.VRSettings.showDeviceView = !VR.VRSettings.showDeviceView;

#if !UNITY_ANDROID || UNITY_EDITOR
        // Escape Application
        if (Input.GetKeyDown(quitKey))
            Application.Quit();
#endif
    }
    #endregion

    /// <summary>
    /// Updates the vision mode.
    /// </summary>
    void UpdateVisionMode()
    {
        if (Input.GetKeyDown(KeyCode.F2))
        {
            visionMode ^= visionMode;
            OVRManager.tracker.isEnabled = visionMode;            
        }
    }

    /// <summary>
    /// Updates the speed and rotation scale multiplier.
    /// </summary>
    void UpdateSpeedAndRotationScaleMultiplier()
    {
        float moveScaleMultiplier = 0.0f;
        playerController.GetMoveScaleMultiplier(ref moveScaleMultiplier);

        if (Input.GetKeyDown(KeyCode.Alpha7))
        {
            moveScaleMultiplier -= speedRotationIncrement;
        }
        else if (Input.GetKeyDown(KeyCode.Alpha8))
        {
            moveScaleMultiplier += speedRotationIncrement;
        }

        playerController.SetMoveScaleMultiplier(moveScaleMultiplier);

        float rotationScaleMultiplier = 0.0f;
        playerController.GetRotationScaleMultiplier(ref rotationScaleMultiplier);

        if (Input.GetKeyDown(KeyCode.Alpha9))
        {
            rotationScaleMultiplier -= speedRotationIncrement;
        }
        else if (Input.GetKeyDown(KeyCode.Alpha0))
        {
            rotationScaleMultiplier += speedRotationIncrement;
        }

        playerController.SetRotationScaleMultiplier(rotationScaleMultiplier);
    }    
      
    /// <summary>
    /// Recenter pose
    /// </summary>
    void UpdateRecenterPose()
    {
        if (Input.GetKeyDown(KeyCode.R))
            OVRManager.display.RecenterPose();
    }
}
