using System;
using UnityEditor;
using UnityEngine;

namespace UnityStandardAssets.ImageEffects
{
    [CustomEditor (typeof(DepthOfFieldDeprecated))]
    class DepthOfFieldDeprecatedEditor : Editor
    {
        SerializedObject serObj;

        SerializedProperty simpleTweakMode;

        SerializedProperty focalPoint;
        SerializedProperty smoothness;

        SerializedProperty focalSize;

        SerializedProperty focalZDistance;
        SerializedProperty focalStartCurve;
        SerializedProperty focalEndCurve;

        SerializedProperty visualizeCoc;

        SerializedProperty resolution;
        SerializedProperty quality;

        SerializedProperty objectFocus;

        SerializedProperty bokeh;
        SerializedProperty bokehScale;
        SerializedProperty bokehIntensity;
        SerializedProperty bokehThresholdLuminance;
        SerializedProperty bokehThresholdContrast;
        SerializedProperty bokehDownsample;
        SerializedProperty bokehTexture;
        SerializedProperty bokehDestination;

        SerializedProperty bluriness;
        SerializedProperty maxBlurSpread;
        SerializedProperty foregroundBlurExtrude;

        void OnEnable () {
            serObj = new SerializedObject (target);

            simpleTweakMode = serObj.FindProperty ("simpleTweakMode");

            // simple tweak mode
            focalPoint = serObj.FindProperty ("focalPoint");
            smoothness = serObj.FindProperty ("smoothness");

            // complex tweak mode
            focalZDistance = serObj.FindProperty ("focalZDistance");
            focalStartCurve = serObj.FindProperty ("focalZStartCurve");
            focalEndCurve = serObj.FindProperty ("focalZEndCurve");
            focalSize = serObj.FindProperty ("focalSize");

            visualizeCoc = serObj.FindProperty ("visualize");

            objectFocus = serObj.FindProperty ("objectFocus");

            resolution = serObj.FindProperty ("resolution");
            quality = serObj.FindProperty ("quality");
            bokehThresholdContrast = serObj.FindProperty ("bokehThresholdContrast");
            bokehThresholdLuminance = serObj.FindProperty ("bokehThresholdLuminance");

            bokeh = serObj.FindProperty ("bokeh");
            bokehScale = serObj.FindProperty ("bokehScale");
            bokehIntensity = serObj.FindProperty ("bokehIntensity");
            bokehDownsample = serObj.FindProperty ("bokehDownsample");
            bokehTexture = serObj.FindProperty ("bokehTexture");
            bokehDestination = serObj.FindProperty ("bokehDestination");

            bluriness = serObj.FindProperty ("bluriness");
            maxBlurSpread = serObj.FindProperty ("maxBlurSpread");
            foregroundBlurExtrude = serObj.FindProperty ("foregroundBlurExtrude");
        }


        public override void OnInspectorGUI () {
            serObj.Update ();

            GameObject go = (target as DepthOfFieldDeprecated).gameObject;

            if (!go)
                return;

            if (!go.GetComponent<Camera>())
                return;

            if (simpleTweakMode.boolValue)
                GUILayout.Label ("Current: "+go.GetComponent<Camera>().name+", near "+go.GetComponent<Camera>().nearClipPlane+", far: "+go.GetComponent<Camera>().farClipPlane+", focal: "+focalPoint.floatValue, EditorStyles.miniBoldLabel);
            else
                GUILayout.Label ("Current: "+go.GetComponent<Camera>().name+", near "+go.GetComponent<Camera>().nearClipPlane+", far: "+go.GetComponent<Camera>().farClipPlane+", focal: "+focalZDistance.floatValue, EditorStyles.miniBoldLabel);

            EditorGUILayout.PropertyField (resolution, new GUIContent("Resolution"));
            EditorGUILayout.PropertyField (quality, new GUIContent("Quality"));

            EditorGUILayout.PropertyField (simpleTweakMode, new GUIContent("Simple tweak"));
            EditorGUILayout.PropertyField (visualizeCoc, new GUIContent("Visualize focus"));
            EditorGUILayout.PropertyField (bokeh, new GUIContent("Enable bokeh"));


            EditorGUILayout.Separator ();

            GUILayout.Label ("Focal Settings", EditorStyles.boldLabel);

            if (simpleTweakMode.boolValue) {
                focalPoint.floatValue = EditorGUILayout.Slider ("Focal distance", focalPoint.floatValue, go.GetComponent<Camera>().nearClipPlane, go.GetComponent<Camera>().farClipPlane);
                EditorGUILayout.PropertyField (objectFocus, new GUIContent("Transform"));
                EditorGUILayout.PropertyField (smoothness, new GUIContent("Smoothness"));
                focalSize.floatValue = EditorGUILayout.Slider ("Focal size", focalSize.floatValue, 0.0f, (go.GetComponent<Camera>().farClipPlane - go.GetComponent<Camera>().nearClipPlane));
            }
            else {
                focalZDistance.floatValue = EditorGUILayout.Slider ("Distance", focalZDistance.floatValue, go.GetComponent<Camera>().nearClipPlane, go.GetComponent<Camera>().farClipPlane);
                EditorGUILayout.PropertyField (objectFocus, new GUIContent("Transform"));
                focalSize.floatValue = EditorGUILayout.Slider ("Size", focalSize.floatValue, 0.0f, (go.GetComponent<Camera>().farClipPlane - go.GetComponent<Camera>().nearClipPlane));
                focalStartCurve.floatValue = EditorGUILayout.Slider ("Start curve", focalStartCurve.floatValue, 0.05f, 20.0f);
                focalEndCurve.floatValue = EditorGUILayout.Slider ("End curve", focalEndCurve.floatValue, 0.05f, 20.0f);
            }

            EditorGUILayout.Separator ();

            GUILayout.Label ("Blur (Fore- and Background)", EditorStyles.boldLabel);
            EditorGUILayout.PropertyField (bluriness, new GUIContent("Blurriness"));
            EditorGUILayout.PropertyField (maxBlurSpread, new GUIContent("Blur spread"));

            if (quality.enumValueIndex > 0) {
                EditorGUILayout.PropertyField (foregroundBlurExtrude, new GUIContent("Foreground size"));
            }

            EditorGUILayout.Separator ();

            if (bokeh.boolValue) {
                EditorGUILayout.Separator ();
                GUILayout.Label ("Bokeh Settings", EditorStyles.boldLabel);
                EditorGUILayout.PropertyField (bokehDestination, new GUIContent("Destination"));
                bokehIntensity.floatValue = EditorGUILayout.Slider ("Intensity", bokehIntensity.floatValue, 0.0f, 1.0f);
                bokehThresholdLuminance.floatValue = EditorGUILayout.Slider ("Min luminance", bokehThresholdLuminance.floatValue, 0.0f, 0.99f);
                bokehThresholdContrast.floatValue = EditorGUILayout.Slider ("Min contrast", bokehThresholdContrast.floatValue, 0.0f, 0.25f);
                bokehDownsample.intValue = EditorGUILayout.IntSlider ("Downsample", bokehDownsample.intValue, 1, 3);
                bokehScale.floatValue = EditorGUILayout.Slider ("Size scale", bokehScale.floatValue, 0.0f, 20.0f);
                EditorGUILayout.PropertyField (bokehTexture , new GUIContent("Texture mask"));
            }

            serObj.ApplyModifiedProperties();
        }
    }
}