// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.

#if UNITY_WSA
#if !UNITY_2017_2_OR_NEWER
using UnityEngine.VR.WSA.Input;
#else
using UnityEngine.XR.WSA.Input;
#if !UNITY_EDITOR
using System;
using System.Collections.Generic;
using Windows.Devices.Haptics;
using Windows.Foundation;
using Windows.Perception;
using Windows.Storage.Streams;
using Windows.UI.Input.Spatial;
#endif
#endif
#endif

namespace HoloToolkit.Unity
{
    /// <summary>
    /// Extensions for the InteractionSource class to add haptics and expose the renderable model.
    /// </summary>
    public static class InteractionSourceExtensions
    {
        // This value is standardized according to www.usb.org/developers/hidpage/HUTRR63b_-_Haptics_Page_Redline.pdf
        private const ushort ContinuousBuzzWaveform = 0x1004;

#if UNITY_WSA
        public static void StartHaptics(this InteractionSource interactionSource, float intensity)
        {
            interactionSource.StartHaptics(intensity, float.MaxValue);
        }

        public static void StartHaptics(this InteractionSource interactionSource, float intensity, float durationInSeconds)
        {
#if !UNITY_EDITOR && UNITY_2017_2_OR_NEWER
            UnityEngine.WSA.Application.InvokeOnUIThread(() =>
            {
                IReadOnlyList<SpatialInteractionSourceState> sources = SpatialInteractionManager.GetForCurrentView().GetDetectedSourcesAtTimestamp(PerceptionTimestampHelper.FromHistoricalTargetTime(DateTimeOffset.Now));

                foreach (SpatialInteractionSourceState sourceState in sources)
                {
                    if (sourceState.Source.Id.Equals(interactionSource.id))
                    {
                        SimpleHapticsController simpleHapticsController = sourceState.Source.Controller.SimpleHapticsController;
                        foreach (SimpleHapticsControllerFeedback hapticsFeedback in simpleHapticsController.SupportedFeedback)
                        {
                            if (hapticsFeedback.Waveform.Equals(ContinuousBuzzWaveform))
                            {
                                if (durationInSeconds.Equals(float.MaxValue))
                                {
                                    simpleHapticsController.SendHapticFeedback(hapticsFeedback, intensity);
                                }
                                else
                                {
                                    simpleHapticsController.SendHapticFeedbackForDuration(hapticsFeedback, intensity, TimeSpan.FromSeconds(durationInSeconds));
                                }
                                return;
                            }
                        }
                    }
                }
            }, true);
#endif
        }

        public static void StopHaptics(this InteractionSource interactionSource)
        {
#if !UNITY_EDITOR && UNITY_2017_2_OR_NEWER
            UnityEngine.WSA.Application.InvokeOnUIThread(() =>
            {
                IReadOnlyList<SpatialInteractionSourceState> sources = SpatialInteractionManager.GetForCurrentView().GetDetectedSourcesAtTimestamp(PerceptionTimestampHelper.FromHistoricalTargetTime(DateTimeOffset.Now));

                foreach (SpatialInteractionSourceState sourceState in sources)
                {
                    if (sourceState.Source.Id.Equals(interactionSource.id))
                    {
                        sourceState.Source.Controller.SimpleHapticsController.StopFeedback();
                    }
                }
            }, true);
#endif
        }

#if !UNITY_EDITOR && UNITY_2017_2_OR_NEWER
        public static IAsyncOperation<IRandomAccessStreamWithContentType> TryGetRenderableModelAsync(this InteractionSource interactionSource)
        {
            IAsyncOperation<IRandomAccessStreamWithContentType> returnValue = null;

            UnityEngine.WSA.Application.InvokeOnUIThread(() =>
            {
                IReadOnlyList<SpatialInteractionSourceState> sources = SpatialInteractionManager.GetForCurrentView().GetDetectedSourcesAtTimestamp(PerceptionTimestampHelper.FromHistoricalTargetTime(DateTimeOffset.Now));

                foreach (SpatialInteractionSourceState sourceState in sources)
                {
                    if (sourceState.Source.Id.Equals(interactionSource.id))
                    {
                        returnValue = sourceState.Source.Controller.TryGetRenderableModelAsync();
                    }
                }
            }, true);

            return returnValue;
        }
#endif
#endif
    }
}
