--////////////////////////////////////////////////////////////////////////////////////////////
--////////////////////////////////////////////////////////////// Code to do chat window fading
--////////////////////////////////////////////////////////////////////////////////////////////
function CheckIfPointIsInSquare(checkPos, topLeft, bottomRight)
	return (topLeft.X <= checkPos.X and checkPos.X <= bottomRight.X and
		topLeft.Y <= checkPos.Y and checkPos.Y <= bottomRight.Y)
end

local backgroundIsFaded = false
local textIsFaded = false
local lastTextFadeTime = 0
local lastBackgroundFadeTime = 0

local fadedChanged = Instance.new("BindableEvent")
local mouseStateChanged = Instance.new("BindableEvent")
local chatBarFocusChanged = Instance.new("BindableEvent")

function DoBackgroundFadeIn(setFadingTime)
	lastBackgroundFadeTime = tick()
	backgroundIsFaded = false
	fadedChanged:Fire()
	ChatWindow:FadeInBackground((setFadingTime or ChatSettings.ChatDefaultFadeDuration))

	local currentChannelObject = ChatWindow:GetCurrentChannel()
	if (currentChannelObject) then

		local Scroller = MessageLogDisplay.Scroller
		Scroller.ScrollingEnabled = true
		Scroller.ScrollBarThickness = moduleMessageLogDisplay.ScrollBarThickness
	end
end

function DoBackgroundFadeOut(setFadingTime)
	lastBackgroundFadeTime = tick()
	backgroundIsFaded = true
	fadedChanged:Fire()
	ChatWindow:FadeOutBackground((setFadingTime or ChatSettings.ChatDefaultFadeDuration))

	local currentChannelObject = ChatWindow:GetCurrentChannel()
	if (currentChannelObject) then

		local Scroller = MessageLogDisplay.Scroller
		Scroller.ScrollingEnabled = false
		Scroller.ScrollBarThickness = 0
	end
end

function DoTextFadeIn(setFadingTime)
	lastTextFadeTime = tick()
	textIsFaded = false
	fadedChanged:Fire()
	ChatWindow:FadeInText((setFadingTime or ChatSettings.ChatDefaultFadeDuration) * 0)
end

function DoTextFadeOut(setFadingTime)
	lastTextFadeTime = tick()
	textIsFaded = true
	fadedChanged:Fire()
	ChatWindow:FadeOutText((setFadingTime or ChatSettings.ChatDefaultFadeDuration))
end

function DoFadeInFromNewInformation()
	DoTextFadeIn()
	if ChatSettings.ChatShouldFadeInFromNewInformation then
		DoBackgroundFadeIn()
	end
end

function InstantFadeIn()
	DoBackgroundFadeIn(0)
	DoTextFadeIn(0)
end

function InstantFadeOut()
	DoBackgroundFadeOut(0)
	DoTextFadeOut(0)
end

local mouseIsInWindow = nil
function UpdateFadingForMouseState(mouseState)
	mouseIsInWindow = mouseState

	mouseStateChanged:Fire()

	if (ChatBar:IsFocused()) then return end

	if (mouseState) then
		DoBackgroundFadeIn()
		DoTextFadeIn()
	else
		DoBackgroundFadeIn()
	end
end


spawn(function()
	while true do
		RunService.RenderStepped:wait()

		while (mouseIsInWindow or ChatBar:IsFocused()) do
			if (mouseIsInWindow) then
				mouseStateChanged.Event:wait()
			end
			if (ChatBar:IsFocused()) then
				chatBarFocusChanged.Event:wait()
			end
		end

		if (not backgroundIsFaded) then
			local timeDiff = tick() - lastBackgroundFadeTime
			if (timeDiff > ChatSettings.ChatWindowBackgroundFadeOutTime) then
				DoBackgroundFadeOut()
			end

		elseif (not textIsFaded) then
			local timeDiff = tick() - lastTextFadeTime
			if (timeDiff > ChatSettings.ChatWindowTextFadeOutTime) then
				DoTextFadeOut()
			end

		else
			fadedChanged.Event:wait()

		end

	end
end)

function getClassicChatEnabled()
	if ChatSettings.ClassicChatEnabled ~= nil then
		return ChatSettings.ClassicChatEnabled
	end
	return Players.ClassicChat
end

function getBubbleChatEnabled()
	if ChatSettings.BubbleChatEnabled ~= nil then
		return ChatSettings.BubbleChatEnabled
	end
	return Players.BubbleChat
end

function bubbleChatOnly()
 	return not getClassicChatEnabled() and getBubbleChatEnabled()
end

function UpdateMousePosition(mousePos, ignoreForFadeIn)
	if not (moduleApiTable.Visible and moduleApiTable.IsCoreGuiEnabled and (moduleApiTable.TopbarEnabled or ChatSettings.ChatOnWithTopBarOff)) then return end

	if bubbleChatOnly() then
		return
	end

	local windowPos = ChatWindow.GuiObject.AbsolutePosition
	local windowSize = ChatWindow.GuiObject.AbsoluteSize

	local newMouseState = CheckIfPointIsInSquare(mousePos, windowPos, windowPos + windowSize)

	if FFlagFixChatWindowHoverOver then
		if ignoreForFadeIn and newMouseState == true then
			return
		end
	end

	if (newMouseState ~= mouseIsInWindow) then
		UpdateFadingForMouseState(newMouseState)
	end
end

UserInputService.InputChanged:connect(function(inputObject, gameProcessedEvent)
	if (inputObject.UserInputType == Enum.UserInputType.MouseMovement) then
		local mousePos = Vector2.new(inputObject.Position.X, inputObject.Position.Y)
		UpdateMousePosition(mousePos, --[[ ignoreForFadeIn = ]] gameProcessedEvent)
	end
end)

UserInputService.TouchTap:connect(function(tapPos, gameProcessedEvent)
	UpdateMousePosition(tapPos[1], --[[ ignoreForFadeIn = ]] false)
end)

UserInputService.TouchMoved:connect(function(inputObject, gameProcessedEvent)
	local tapPos = Vector2.new(inputObject.Position.X, inputObject.Position.Y)
	UpdateMousePosition(tapPos, --[[ ignoreForFadeIn = ]] false)
end)

if not FFlagFixMouseCapture then
	UserInputService.Changed:connect(function(prop)
		if prop == "MouseBehavior" then
			if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then
				local windowPos = ChatWindow.GuiObject.AbsolutePosition
				local windowSize = ChatWindow.GuiObject.AbsoluteSize
				local screenSize = GuiParent.AbsoluteSize
	
				local centerScreenIsInWindow = CheckIfPointIsInSquare(screenSize/2, windowPos, windowPos + windowSize)
				if centerScreenIsInWindow then
					UserInputService.MouseBehavior = Enum.MouseBehavior.Default
				end
			end
		end
	end)
end