using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.XR.Haptics;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.XR;

namespace UnityEngine.InputSystem.XR
{
    /// <summary>
    /// The base type of all XR head mounted displays.  This can help organize shared behaviour across all HMDs.
    /// </summary>
    ///
    /// <remarks>
    ///
    /// To give your head tracking an extra update before rendering:
    /// First, enable before render updates on your Device.
    ///
    ///     // JSON
    ///     {
    ///         "name" : "MyHMD",
    ///         "extend" : "HMD",
    ///         "beforeRender" : "Update"
    ///     }
    ///
    /// Then, make sure you put extra `StateEvents` for your HMD on the queue right in time before rendering. Also, if your HMD is a combination of non-tracking and tracking controls, you can update just the tracking by sending a delta event instead of a full state event.
    ///
    /// </remarks>
    [InputControlLayout(isGenericTypeOfDevice = true, displayName = "XR HMD", canRunInBackground = true)]
    public class XRHMD : TrackedDevice
    {
        /// <summary>
        /// Accessor for left eye position.
        /// </summary>
        [InputControl(noisy = true)]
        public Vector3Control leftEyePosition { get; protected set; }

        /// <summary>
        /// Accessor for left eye rotation.
        /// </summary>
        [InputControl(noisy = true)]
        public QuaternionControl leftEyeRotation { get; protected set; }

        /// <summary>
        /// Accessor for right eye position.
        /// </summary>
        [InputControl(noisy = true)]
        public Vector3Control rightEyePosition { get; protected set; }

        /// <summary>
        /// Accessor for right eye rotation.
        /// </summary>
        [InputControl(noisy = true)]
        public QuaternionControl rightEyeRotation { get; protected set; }

        /// <summary>
        /// Accessor for center eye position.
        /// </summary>
        [InputControl(noisy = true)]
        public Vector3Control centerEyePosition { get; protected set; }

        /// <summary>
        /// Accessor for center eye rotation.
        /// </summary>
        [InputControl(noisy = true)]
        public QuaternionControl centerEyeRotation { get; protected set; }

        /// <summary>
        /// Override for FinishSetup().
        /// </summary>
        protected override void FinishSetup()
        {
            base.FinishSetup();

            centerEyePosition = GetChildControl<Vector3Control>("centerEyePosition");
            centerEyeRotation = GetChildControl<QuaternionControl>("centerEyeRotation");
            leftEyePosition = GetChildControl<Vector3Control>("leftEyePosition");
            leftEyeRotation = GetChildControl<QuaternionControl>("leftEyeRotation");
            rightEyePosition = GetChildControl<Vector3Control>("rightEyePosition");
            rightEyeRotation = GetChildControl<QuaternionControl>("rightEyeRotation");
        }
    }

    /// <summary>
    /// The base type for all XR handed controllers.
    /// </summary>
    [InputControlLayout(commonUsages = new[] { "LeftHand", "RightHand" }, isGenericTypeOfDevice = true, displayName = "XR Controller")]
    public class XRController : TrackedDevice
    {
        /// <summary>
        /// A quick accessor for the currently active left handed device.
        /// </summary>
        /// <remarks>
        /// If there is no left hand connected, this will be null.
        /// This also matches any currently tracked device that contains the 'LeftHand' device usage.
        /// To set up an Action to specifically target
        /// the left-hand XR controller:
        /// var action = new InputAction(binding: "/&lt;XRController&gt;{leftHand}/position");
        /// To make the left-hand XR controller behave like the right-hand one
        /// var controller = XRController.leftHand;
        /// InputSystem.SetUsage(controller, CommonUsages.RightHand);
        /// </remarks>
        public static XRController leftHand => InputSystem.GetDevice<XRController>(CommonUsages.LeftHand);

        /// <summary>
        /// A quick accessor for the currently active right handed device.  This is also tracked via usages on the device.
        /// </summary>
        /// <remarks>If there is no left hand connected, this will be null. This also matches any currently tracked device that contains the 'RightHand' device usage.</remarks>
        public static XRController rightHand => InputSystem.GetDevice<XRController>(CommonUsages.RightHand);

        /// <summary>
        /// Override for FinishSetup().
        /// </summary>
        protected override void FinishSetup()
        {
            base.FinishSetup();
#if UNITY_INPUT_SYSTEM_ENABLE_XR && (ENABLE_VR || UNITY_GAMECORE)
            var capabilities = description.capabilities;
            var deviceDescriptor = XRDeviceDescriptor.FromJson(capabilities);

            if (deviceDescriptor != null)
            {
                if ((deviceDescriptor.characteristics & InputDeviceCharacteristics.Left) != 0)
                    InputSystem.SetDeviceUsage(this, CommonUsages.LeftHand);
                else if ((deviceDescriptor.characteristics & InputDeviceCharacteristics.Right) != 0)
                    InputSystem.SetDeviceUsage(this, CommonUsages.RightHand);
            }
#endif
        }
    }

    /// <summary>
    /// Identifies a controller that is capable of rumble or haptics.
    /// </summary>
    public class XRControllerWithRumble : XRController
    {
        /// <summary>
        /// Sends an impulse command with the given amplitude and duration.
        /// </summary>
        /// <param name="amplitude"> Amplitude of the impulse.</param>
        /// <param name="duration"> Duration of the impulse.</param>
        public void SendImpulse(float amplitude, float duration)
        {
            var command = SendHapticImpulseCommand.Create(0, amplitude, duration);
            ExecuteCommand(ref command);
        }
    }
}