-- Designate a friendly name to each material


local Materials = {
	[Enum.Material.SmoothPlastic] = 'Smooth Plastic';
	[Enum.Material.Plastic] = 'Plastic';
	[Enum.Material.Brick] = 'Brick';
	[Enum.Material.Cobblestone] = 'Cobblestone';
	[Enum.Material.Concrete] = 'Concrete';
	[Enum.Material.CorrodedMetal] = 'Corroded Metal';
	[Enum.Material.DiamondPlate] = 'Diamond Plate';
	[Enum.Material.Fabric] = 'Fabric';
	[Enum.Material.Foil] = 'Foil';
	[Enum.Material.ForceField] = 'Forcefield';
	[Enum.Material.Granite] = 'Granite';
	[Enum.Material.Grass] = 'Grass';
	[Enum.Material.Ice] = 'Ice';
	[Enum.Material.Marble] = 'Marble';
	[Enum.Material.Metal] = 'Metal';
	[Enum.Material.Neon] = 'Neon';
	[Enum.Material.Pebble] = 'Pebble';
	[Enum.Material.Sand] = 'Sand';
	[Enum.Material.Slate] = 'Slate';
	[Enum.Material.Wood] = 'Wood';
	[Enum.Material.WoodPlanks] = 'Wood Planks';
	[Enum.Material.Glass] = 'Glass';
};

function ShowUI()
	-- Creates and reveals the UI

	-- Reveal UI if already created
	if UI then

		-- Reveal the UI
		UI.Visible = true;

		-- Update the UI every 0.1 seconds
		UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);

		-- Skip UI creation
		return;

	end;

	-- Create the UI
	UI = Core.Tool.Interfaces.BTMaterialToolGUI:Clone();
	UI.Parent = Core.UI;
	UI.Visible = true;

	-- References to inputs
	local TransparencyInput = UI.TransparencyOption.Input.TextBox;
	local ReflectanceInput = UI.ReflectanceOption.Input.TextBox;

	-- Sort the material list
	local MaterialList = Support.Values(Materials);
	table.sort(MaterialList);

	-- Create the material selection dropdown
	MaterialDropdown = Core.Cheer(UI.MaterialOption.Dropdown).Start(MaterialList, '', function (Material)
		SetProperty('Material', Support.FindTableOccurrence(Materials, Material));
	end);

	-- Enable the transparency and reflectance inputs
	SyncInputToProperty('Transparency', TransparencyInput);
	SyncInputToProperty('Reflectance', ReflectanceInput);

	-- Update the UI every 0.1 seconds
	UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);

end;

function HideUI()
	-- Hides the tool UI

	-- Make sure there's a UI
	if not UI then
		return;
	end;

	-- Hide the UI
	UI.Visible = false;

	-- Stop updating the UI
	UIUpdater:Stop();

end;

function SyncInputToProperty(Property, Input)
	-- Enables `Input` to change the given property

	-- Enable inputs
	Input.FocusLost:Connect(function ()
		SetProperty(Property, tonumber(Input.Text));
	end);

end;

function SetProperty(Property, Value)

	-- Make sure the given value is valid
	if Value == nil then
		return;
	end;

	-- Start a history record
	TrackChange();

	-- Go through each part
	for _, Part in pairs(Selection.Parts) do

		-- Store the state of the part before modification
		table.insert(HistoryRecord.Before, { Part = Part, [Property] = Part[Property] });

		-- Create the change request for this part
		table.insert(HistoryRecord.After, { Part = Part, [Property] = Value });

	end;

	-- Register the changes
	RegisterChange();

end;

function UpdateDataInputs(Data)
	-- Updates the data in the given TextBoxes when the user isn't typing in them

	-- Go through the inputs and data
	for Input, UpdatedValue in pairs(Data) do

		-- Makwe sure the user isn't typing into the input
		if not Input:IsFocused() then

			-- Set the input's value
			Input.Text = tostring(UpdatedValue);

		end;

	end;

end;