-- 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 MaterialTool:ShowUI()
	-- Creates and reveals the UI

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

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

		-- Update the UI every 0.1 seconds
		self.StopUpdatingUI = Support.Loop(0.1, function ()
			self:UpdateUI()
		end)

		-- Skip UI creation
		return;

	end;

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

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

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

	-- Create material dropdown
	local function BuildMaterialDropdown()
		return Roact.createElement(Dropdown, {
			Position = UDim2.new(0, 50, 0, 0);
			Size = UDim2.new(0, 130, 0, 25);
			Options = MaterialList;
			MaxRows = 6;
			CurrentOption = self.CurrentMaterial and self.CurrentMaterial.Name;
			OnOptionSelected = function (Option)
				SetProperty('Material', Support.FindTableOccurrence(Materials, Option))
			end;
		})
	end

	-- Mount surface dropdown
	local MaterialDropdownHandle = Roact.mount(BuildMaterialDropdown(), self.UI.MaterialOption, 'Dropdown')
	self.OnMaterialChanged:Connect(function ()
		Roact.update(MaterialDropdownHandle, BuildMaterialDropdown())
	end)

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

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

	-- Update the UI every 0.1 seconds
	self.StopUpdatingUI = Support.Loop(0.1, function ()
		self:UpdateUI()
	end)

end;

function MaterialTool:HideUI()
	-- Hides the tool UI

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

	-- Hide the UI
	self.UI.Visible = false

	-- Stop updating the UI
	self.StopUpdatingUI()

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;