-- Container for temporary connections (disconnected automatically)


local Connections = {};

function LightingTool.Equip()
	-- Enables the tool's equipped functionality

	-- Start up our interface
	ShowUI();
	EnableSurfaceClickSelection();

end;

function LightingTool.Unequip()
	-- Disables the tool's equipped functionality

	-- Clear unnecessary resources
	HideUI();
	ClearConnections();

end;

function ClearConnections()
	-- Clears out temporary connections

	for ConnectionKey, Connection in pairs(Connections) do
		Connection:disconnect();
		Connections[ConnectionKey] = nil;
	end;

end;

function ShowUI()
	-- Creates and reveals the UI

	-- Reveal UI if already created
	if LightingTool.UI then

		-- Reveal the UI
		LightingTool.UI.Visible = true;

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

		-- Skip UI creation
		return;

	end;

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

	-- Enable each light type UI
	EnableLightSettingsUI(LightingTool.UI.PointLight);
	EnableLightSettingsUI(LightingTool.UI.SpotLight);
	EnableLightSettingsUI(LightingTool.UI.SurfaceLight);

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

end;

function EnableSurfaceClickSelection(LightType)
	-- Allows for the setting of the face for the given light type by clicking

	-- Clear out any existing connection
	if Connections.SurfaceClickSelection then
		Connections.SurfaceClickSelection:disconnect();
		Connections.SurfaceClickSelection = nil;
	end;

	-- Add the new click connection
	Connections.SurfaceClickSelection = UserInputService.InputEnded:connect(function (Input, GameProcessedEvent)
		if not GameProcessedEvent and Input.UserInputType == Enum.UserInputType.MouseButton1 and Selection.IsSelected(Core.Mouse.Target) then
			SetSurface(LightType, Core.Mouse.TargetSurface);
		end;
	end);

end;

function EnableLightSettingsUI(LightSettingsUI)
	-- Sets up the UI for the given light type settings UI

	-- Get the type of light this settings UI is for
	local LightType = LightSettingsUI.Name;

	-- Option input references
	local Options = LightSettingsUI.Options;
	local RangeInput = Options.RangeOption.Input.TextBox;
	local BrightnessInput = Options.BrightnessOption.Input.TextBox;
	local ColorPicker = Options.ColorOption.HSVPicker;
	local ShadowsCheckbox = Options.ShadowsOption.Checkbox;

	-- Add/remove/show button references
	local AddButton = LightSettingsUI.AddButton;
	local RemoveButton = LightSettingsUI.RemoveButton;
	local ShowButton = LightSettingsUI.ArrowButton;

	-- Enable range input
	RangeInput.FocusLost:connect(function ()
		SetRange(LightType, tonumber(RangeInput.Text));
	end);

	-- Enable brightness input
	BrightnessInput.FocusLost:connect(function ()
		SetBrightness(LightType, tonumber(BrightnessInput.Text));
	end);

	-- Enable color input
	ColorPicker.MouseButton1Click:connect(function ()
		Core.Cheer(Core.Tool.Interfaces.BTHSVColorPicker, Core.UI).Start(
			Support.IdentifyCommonProperty(GetLights(LightType), 'Color') or Color3.new(1, 1, 1),
			function (Color) SetColor(LightType, Color) end,
			Core.Targeting.CancelSelecting
		);
	end);

	-- Enable shadows input
	ShadowsCheckbox.MouseButton1Click:connect(function ()
		ToggleShadows(LightType);
	end);

	-- Enable light addition button
	AddButton.MouseButton1Click:connect(function ()
		AddLights(LightType);
	end);

	-- Enable light removal button
	RemoveButton.MouseButton1Click:connect(function ()
		RemoveLights(LightType);
	end);

	-- Enable light options UI show button
	ShowButton.MouseButton1Click:connect(function ()
		OpenLightOptions(LightType);
	end);

	-- Enable light type-specific features
	if LightType == 'SpotLight' or LightType == 'SurfaceLight' then

		-- Create a surface selection dropdown
		Surfaces = { 'Top', 'Bottom', 'Front', 'Back', 'Left', 'Right' };
		local SurfaceDropdown = Core.Cheer(Options.SideOption.Dropdown).Start(Surfaces, '', function (Surface)
			SetSurface(LightType, Enum.NormalId[Surface]);
		end);

		-- Enable angle input
		local AngleInput = Options.AngleOption.Input.TextBox;
		AngleInput.FocusLost:connect(function ()
			SetAngle(LightType, tonumber(AngleInput.Text));
		end);

	end;

end;

function HideUI()
	-- Hides the tool UI

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

	-- Hide the UI
	LightingTool.UI.Visible = false;

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

end;

function GetLights(LightType)
	-- Returns all the lights of the given type in the selection

	local Lights = {};

	-- Get any lights from any selected parts
	for _, Part in pairs(Selection.Items) do
		table.insert(Lights, Support.GetChildOfClass(Part, LightType));
	end;

	-- Return the lights
	return Lights;

end;