--[[ The Module ]]--
local MouseLockController = {}
MouseLockController.__index = MouseLockController

function MouseLockController.new()
	local self = setmetatable({}, MouseLockController)
	
	self.inputBeganConn = nil -- Remove with FFlagPlayerScriptsBindAtPriority
	self.isMouseLocked = false
	self.savedMouseCursor = nil
	self.boundKeys = {Enum.KeyCode.LeftShift, Enum.KeyCode.RightShift} -- defaults
	
	self.mouseLockToggledEvent = Instance.new("BindableEvent")
	
	local boundKeysObj = script:FindFirstChild("BoundKeys")
	if (not boundKeysObj) or (not boundKeysObj:IsA("StringValue")) then
		-- If object with correct name was found, but it's not a StringValue, destroy and replace
		if boundKeysObj then
			boundKeysObj:Destroy()
		end
		
		boundKeysObj = Instance.new("StringValue")
		boundKeysObj.Name = "BoundKeys"
		boundKeysObj.Value = "LeftShift,RightShift"
		boundKeysObj.Parent = script
	end
	
	if boundKeysObj then
		boundKeysObj.Changed:Connect(function(value)
			self:OnBoundKeysObjectChanged(value)
		end)
		self:OnBoundKeysObjectChanged(boundKeysObj.Value) -- Initial setup call
	end
	
	-- Watch for changes to user's ControlMode and ComputerMovementMode settings and update the feature availability accordingly
	GameSettings.Changed:Connect(function(property)
		if property == "ControlMode" or property == "ComputerMovementMode" then
			self:UpdateMouseLockAvailability()
		end
	end)
	
	-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly
	PlayersService.LocalPlayer:GetPropertyChangedSignal("DevEnableMouseLock"):Connect(function()
		self:UpdateMouseLockAvailability()
	end)
	
	-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly
	PlayersService.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function()
		self:UpdateMouseLockAvailability()
	end)
	
	self:UpdateMouseLockAvailability()
	
	return self
end

function MouseLockController:GetIsMouseLocked()
	return self.isMouseLocked
end

function MouseLockController:GetBindableToggleEvent()
	return self.mouseLockToggledEvent.Event
end

function MouseLockController:GetMouseLockOffset()
	local offsetValueObj = script:FindFirstChild("CameraOffset")
	if offsetValueObj and offsetValueObj:IsA("Vector3Value") then
		return offsetValueObj.Value
	else
		-- If CameraOffset object was found but not correct type, destroy
		if offsetValueObj then
			offsetValueObj:Destroy()
		end
		offsetValueObj = Instance.new("Vector3Value")
		offsetValueObj.Name = "CameraOffset"
		offsetValueObj.Value = Vector3.new(1.75,0,0) -- Legacy Default Value
		offsetValueObj.Parent = script
	end
	
	if offsetValueObj and offsetValueObj.Value then
		return offsetValueObj.Value
	end
	
	return Vector3.new(1.75,0,0)
end

function MouseLockController:UpdateMouseLockAvailability()
	local devAllowsMouseLock = PlayersService.LocalPlayer.DevEnableMouseLock
	local devMovementModeIsScriptable = PlayersService.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable
	local userHasMouseLockModeEnabled = GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch
	local userHasClickToMoveEnabled =  GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove
	local MouseLockAvailable = devAllowsMouseLock and userHasMouseLockModeEnabled and not userHasClickToMoveEnabled and not devMovementModeIsScriptable
	
	if MouseLockAvailable~=self.enabled then
		self:EnableMouseLock(MouseLockAvailable)
	end
end

function MouseLockController:OnBoundKeysObjectChanged(newValue)
	self.boundKeys = {} -- Overriding defaults, note: possibly with nothing at all if boundKeysObj.Value is "" or contains invalid values
	for token in string.gmatch(newValue,"[^%s,]+") do
		for keyCode, keyEnum in pairs(Enum.KeyCode:GetEnumItems()) do
			if token == keyEnum.Name then
				self.boundKeys[#self.boundKeys+1] = keyEnum
				break
			end
		end
	end
	if FFlagPlayerScriptsBindAtPriority then 
		self:UnbindContextActions()
		self:BindContextActions()
	end
end