-- 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);

	-- Hook up manual triggering
	local SignatureButton = LightingTool.UI:WaitForChild('Title'):WaitForChild('Signature')
	ListenForManualWindowTrigger(LightingTool.ManualText, LightingTool.Color.Color, SignatureButton)

	-- 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 = Core.Mouse.Button1Down:Connect(function ()
		local _, ScopeTarget = Core.Targeting:UpdateTarget()
		if Selection.IsSelected(ScopeTarget) 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 ColorPickerButton = 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
	local ColorPickerHandle = nil
	ColorPickerButton.MouseButton1Click:Connect(function ()
		local CommonColor = Support.IdentifyCommonProperty(GetLights(LightType), 'Color')
		local ColorPickerElement = Roact.createElement(ColorPicker, {
			InitialColor = CommonColor or Color3.fromRGB(255, 255, 255);
			SetPreviewColor = function (Color)
				PreviewColor(LightType, Color)
			end;
			OnConfirm = function (Color)
				SetColor(LightType, Color)
				ColorPickerHandle = Roact.unmount(ColorPickerHandle)
			end;
			OnCancel = function ()
				ColorPickerHandle = Roact.unmount(ColorPickerHandle)
			end;
		})
		ColorPickerHandle = ColorPickerHandle and
			Roact.update(ColorPickerHandle, ColorPickerElement) or
			Roact.mount(ColorPickerElement, Core.UI, 'ColorPicker')
	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
		local Surfaces = {
			'Top';
			'Bottom';
			'Front';
			'Back';
			'Left';
			'Right';
		}
		local SurfaceKey = 'Current' .. LightType .. 'Side'
		local function BuildDropdown()
			return Roact.createElement(Dropdown, {
				Position = UDim2.new(0, 30, 0, 0);
				Size = UDim2.new(0, 72, 0, 25);
				MaxRows = 3;
				Options = Surfaces;
				CurrentOption = LightingTool[SurfaceKey] and LightingTool[SurfaceKey].Name;
				OnOptionSelected = function (Option)
					SetSurface(LightType, Enum.NormalId[Option])
				end;
			})
		end
		local DropdownHandle = Roact.mount(BuildDropdown(), Options.SideOption, 'Dropdown')

		-- Keep dropdown updated
		LightingTool.OnSideChanged:Connect(function ()
			Roact.update(DropdownHandle, BuildDropdown())
		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.Parts) do
		table.insert(Lights, Support.GetChildOfClass(Part, LightType));
	end;

	-- Return the lights
	return Lights;

end;