-- Listener for changes to workspace.CurrentCamera


function BaseCamera:OnCurrentCameraChanged()
	if UserInputService.TouchEnabled then
		if self.viewportSizeChangedConn then
			self.viewportSizeChangedConn:Disconnect()
			self.viewportSizeChangedConn = nil
		end

		local newCamera = game.Workspace.CurrentCamera

		if newCamera then
			self:OnViewportSizeChanged()
			self.viewportSizeChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
				self:OnViewportSizeChanged()
			end)
		end
	end

	-- VR support additions
	if self.cameraSubjectChangedConn then
		self.cameraSubjectChangedConn:Disconnect()
		self.cameraSubjectChangedConn = nil
	end

	local camera = game.Workspace.CurrentCamera
	if camera then
		self.cameraSubjectChangedConn = camera:GetPropertyChangedSignal("CameraSubject"):Connect(function()
			self:OnNewCameraSubject()
		end)
		self:OnNewCameraSubject()
	end
end

function BaseCamera:OnDynamicThumbstickEnabled()
	if UserInputService.TouchEnabled then
		self.isDynamicThumbstickEnabled = true
	end
end

function BaseCamera:OnDynamicThumbstickDisabled()
	self.isDynamicThumbstickEnabled = false
end

function BaseCamera:OnGameSettingsTouchMovementModeChanged()
	if player.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice then
		if (UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.DynamicThumbstick
			or UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.Default) then
			self:OnDynamicThumbstickEnabled()
		else
			self:OnDynamicThumbstickDisabled()
		end
	end
end

function BaseCamera:OnDevTouchMovementModeChanged()
	if player.DevTouchMovementMode == Enum.DevTouchMovementMode.DynamicThumbstick then
		self:OnDynamicThumbstickEnabled()
	else
		self:OnGameSettingsTouchMovementModeChanged()
	end
end

function BaseCamera:OnPlayerCameraPropertyChange()
	-- This call forces re-evaluation of player.CameraMode and clamping to min/max distance which may have changed
	self:SetCameraToSubjectDistance(self.currentSubjectDistance)
end

function BaseCamera:InputTranslationToCameraAngleChange(translationVector, sensitivity)
	return translationVector * sensitivity
end

function BaseCamera:GamepadZoomPress()
	local dist = self:GetCameraToSubjectDistance()

	if FFlagUserCameraGamepadZoomFix then
		local cameraMinZoomDistance = player.CameraMinZoomDistance
		local cameraMaxZoomDistance = player.CameraMaxZoomDistance

		local ZOOM_STEP_1 = 0

		-- Adjust steps such that the minimum zoom level is not subceeded
		if cameraMinZoomDistance > FIRST_PERSON_DISTANCE_MIN then
			ZOOM_STEP_1 = cameraMinZoomDistance
		end
	
		local ZOOM_STEP_2 = ZOOM_STEP_1 + GAMEPAD_ZOOM_STEP
		local ZOOM_STEP_3 = ZOOM_STEP_2 + GAMEPAD_ZOOM_STEP

		-- Adjust steps such that maximum zoom level is not exceeded
		if cameraMaxZoomDistance < ZOOM_STEP_3 then
			ZOOM_STEP_3 = cameraMaxZoomDistance
			ZOOM_STEP_2 = ZOOM_STEP_1 + (ZOOM_STEP_3 - ZOOM_STEP_1)/2
		end
		
		if dist > (ZOOM_STEP_2 + ZOOM_STEP_3)/2 then
			self:SetCameraToSubjectDistance(ZOOM_STEP_2)
		elseif dist > (ZOOM_STEP_1 + ZOOM_STEP_2)/2 then
			self:SetCameraToSubjectDistance(ZOOM_STEP_1)
		else
			self:SetCameraToSubjectDistance(ZOOM_STEP_3)
		end
	else
		if dist > (GAMEPAD_ZOOM_STEP_2 + GAMEPAD_ZOOM_STEP_3)/2 then
			self:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_2)
		elseif dist > (GAMEPAD_ZOOM_STEP_1 + GAMEPAD_ZOOM_STEP_2)/2 then
			self:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_1)
		else
			self:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_3)
		end
	end
end

function BaseCamera:Enable(enable: boolean)
	if self.enabled ~= enable then
		self.enabled = enable
		if self.enabled then
			CameraInput.setInputEnabled(true)

			self.gamepadZoomPressConnection = CameraInput.gamepadZoomPress:Connect(function()
				self:GamepadZoomPress()
			end)

			if player.CameraMode == Enum.CameraMode.LockFirstPerson then
				self.currentSubjectDistance = 0.5
				if not self.inFirstPerson then
					self:EnterFirstPerson()
				end
			end
		else
			CameraInput.setInputEnabled(false)

			if self.gamepadZoomPressConnection then
				self.gamepadZoomPressConnection:Disconnect()
				self.gamepadZoomPressConnection = nil
			end
			-- Clean up additional event listeners and reset a bunch of properties
			self:Cleanup()
		end

		self:OnEnable(enable)
	end
end

function BaseCamera:OnEnable(enable: boolean)
	-- for derived camera
end

function BaseCamera:GetEnabled(): boolean
	return self.enabled
end

function BaseCamera:Cleanup()
	if self.subjectStateChangedConn then
		self.subjectStateChangedConn:Disconnect()
		self.subjectStateChangedConn = nil
	end
	if self.viewportSizeChangedConn then
		self.viewportSizeChangedConn:Disconnect()
		self.viewportSizeChangedConn = nil
	end

	self.lastCameraTransform = nil
	self.lastSubjectCFrame = nil

	-- Unlock mouse for example if right mouse button was being held down
	CameraUtils.restoreMouseBehavior()
end

function BaseCamera:UpdateMouseBehavior()
	local blockToggleDueToClickToMove = UserGameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove

	if self.isCameraToggle and blockToggleDueToClickToMove == false then
		CameraUI.setCameraModeToastEnabled(true)
		CameraInput.enableCameraToggleInput()
		CameraToggleStateController(self.inFirstPerson)
	else
		CameraUI.setCameraModeToastEnabled(false)
		CameraInput.disableCameraToggleInput()

		-- first time transition to first person mode or mouse-locked third person
		if self.inFirstPerson or self.inMouseLockedMode then
			CameraUtils.setRotationTypeOverride(Enum.RotationType.CameraRelative)
			CameraUtils.setMouseBehaviorOverride(Enum.MouseBehavior.LockCenter)
		else
			CameraUtils.restoreRotationType()

			local rotationActivated = CameraInput.getRotationActivated()
			if rotationActivated then
				CameraUtils.setMouseBehaviorOverride(Enum.MouseBehavior.LockCurrentPosition)
			else
				CameraUtils.restoreMouseBehavior()
			end
		end
	end
end

function BaseCamera:UpdateForDistancePropertyChange()
	-- Calling this setter with the current value will force checking that it is still
	-- in range after a change to the min/max distance limits
	self:SetCameraToSubjectDistance(self.currentSubjectDistance)
end

function BaseCamera:SetCameraToSubjectDistance(desiredSubjectDistance: number): number
	local lastSubjectDistance = self.currentSubjectDistance

	-- By default, camera modules will respect LockFirstPerson and override the currentSubjectDistance with 0
	-- regardless of what Player.CameraMinZoomDistance is set to, so that first person can be made
	-- available by the developer without needing to allow players to mousewheel dolly into first person.
	-- Some modules will override this function to remove or change first-person capability.
	if player.CameraMode == Enum.CameraMode.LockFirstPerson then
		self.currentSubjectDistance = 0.5
		if not self.inFirstPerson then
			self:EnterFirstPerson()
		end
	else
		local newSubjectDistance = math.clamp(desiredSubjectDistance, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)
		if newSubjectDistance < FIRST_PERSON_DISTANCE_THRESHOLD then
			self.currentSubjectDistance = 0.5
			if not self.inFirstPerson then
				self:EnterFirstPerson()
			end
		else
			self.currentSubjectDistance = newSubjectDistance
			if self.inFirstPerson then
				self:LeaveFirstPerson()
			end
		end
	end

	-- Pass target distance and zoom direction to the zoom controller
	ZoomController.SetZoomParameters(self.currentSubjectDistance, math.sign(desiredSubjectDistance - lastSubjectDistance))

	-- Returned only for convenience to the caller to know the outcome
	return self.currentSubjectDistance
end

function BaseCamera:SetCameraType( cameraType )
	--Used by derived classes
	self.cameraType = cameraType
end

function BaseCamera:GetCameraType()
	return self.cameraType
end