/*
 * +================================================================================+
 *      __  ___  ______________  __  __  ______________   ____
 *     / / / / |/ /  _/_  __/\ \/ / / / / /_  __/  _/ /  / __/
 *    / /_/ /    // /  / /    \  / / /_/ / / / _/ // /___\ \
 *    \____/_/|_/___/ /_/     /_/  \____/ /_/ /___/____/___/
 *
 * +================================================================================+
 *
 *    "THE BEER-WARE LICENSE"
 *    -----------------------
 *
 *    As long as you retain this notice you can do whatever you want with this
 *    stuff. However it is expressly forbidden to sell or commercially distribute
 *    Unity Utils or parts of it apart from your games.
 *    If you meet any of the authors some day, and you think this stuff is
 *    worth it, you can buy them a beer in return.
 *
 *    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 *    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 *    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 *    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 *    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 *    OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 *    THE SOFTWARE.
 *
 * +================================================================================+
 *
 *    Authors:
 *    David Krummenacher (dave@timbookedtwo.com)
 *
 */

using System;
using UnityEngine;

namespace Utils.Settings {

	/// <summary>
	/// Quality settings.
	/// </summary>
	public class QualitySetting : Setting {

		/// <summary>
		/// The quality level identifier.
		/// </summary>
		private int qualityLevelId;
		/// <summary>
		/// The quality level identifier.
		/// </summary>
		public int QualityLevelId {
			get { return qualityLevelId; }
			set {
				qualityLevelId = value;
				RaiseOnValueChanged(this);
			}
		}

		/// <summary>
		/// The key used in the player preferences.
		/// </summary>
		public static string QualityKey = "QualityLevel";

		/// <summary>
		/// Initializes the quality settings.
		/// </summary>
		protected override void InitSetting() {
			LoadSetting();
		}

		/// <summary>
		/// Loads the quality settings from the player preferences.
		/// </summary>
		protected override void LoadSetting() {
			if (HasKey(QualityKey))
				QualityLevelId = Mathf.Clamp(GetInt(QualityKey), 0, QualitySettings.names.Length);
			else
				QualityLevelId = QualitySettings.GetQualityLevel();
		}

		/// <summary>
		/// Saves the quality settings to the player preferences.
		/// </summary>
		protected override void SaveSetting() {
			SetInt(QualityKey, QualityLevelId);
		}

		/// <summary>
		/// Applies the quality settings.
		/// </summary>
		protected override void ApplySetting() {
			QualitySettings.SetQualityLevel(QualityLevelId);
		}

		/// <summary>
		/// Gets the quality levels.
		/// Use the position in the array to set the quality level id.
		/// </summary>
		/// <returns>The quality levels.</returns>
		public string[] GetQualityLevels() {
			return QualitySettings.names;
		}
	}
}
