# SPDX-FileCopyrightText: 2021-2023 Blender Foundation
#
# SPDX-License-Identifier: GPL-2.0-or-later

if "bpy" in locals():
    import importlib
    importlib.reload(properties)
else:
    from . import properties

import bpy
from bpy.app.translations import (
    pgettext_n as n_,
    pgettext_iface as iface_,
    contexts as i18n_contexts,
)
from bpy.types import (
    Menu,
    Panel,
    UIList,
)
# Add space_view3d.py to module search path for VIEW3D_PT_object_type_visibility import.
import os.path
import sys
sys.path.append(os.path.abspath(os.path.join(os.path.dirname(__file__), '../../startup/bl_ui')))
from space_view3d import VIEW3D_PT_object_type_visibility


# Session.
class VIEW3D_PT_vr_session(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "VR"
    bl_label = "VR Session"

    def draw(self, context):
        layout = self.layout
        session_settings = context.window_manager.xr_session_settings
        scene = context.scene

        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        is_session_running = bpy.types.XrSessionState.is_running(context)

        # Using SNAP_FACE because it looks like a stop icon -- I shouldn't
        # have commit rights...
        toggle_info = ((iface_("Start VR Session"), 'PLAY') if not is_session_running
                       else (iface_("Stop VR Session"), 'SNAP_FACE'))
        layout.operator("wm.xr_session_toggle", text=toggle_info[0],
                        translate=False, icon=toggle_info[1])

        layout.separator()

        col = layout.column(align=True, heading="Tracking")
        col.prop(session_settings, "use_positional_tracking", text="Positional")
        col.prop(session_settings, "use_absolute_tracking", text="Absolute")

        col = layout.column(align=True, heading="Actions")
        col.prop(scene, "vr_actions_enable")


# View.
class VIEW3D_PT_vr_session_view(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "VR"
    bl_label = "View"

    def draw(self, context):
        layout = self.layout
        session_settings = context.window_manager.xr_session_settings

        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        col = layout.column(align=True, heading="Show")
        col.prop(session_settings, "show_floor", text="Floor")
        col.prop(session_settings, "show_passthrough", text="Passthrough")
        col.prop(session_settings, "show_annotation", text="Annotations")

        col.prop(session_settings, "show_selection", text="Selection")
        col.prop(session_settings, "show_controllers", text="Controllers")
        col.prop(session_settings, "show_custom_overlays", text="Custom Overlays")
        col.prop(session_settings, "show_object_extras", text="Object Extras")

        col = col.row(align=True, heading=" ")
        col.scale_x = 2.0
        col.popover(
            panel="VIEW3D_PT_vr_session_view_object_type_visibility",
            icon_value=session_settings.icon_from_show_object_viewport,
            text="",
        )

        col = layout.column(align=True)
        col.prop(session_settings, "controller_draw_style", text="Controller Style")

        col = layout.column(align=True)
        col.prop(session_settings, "clip_start", text="Clip Start")
        col.prop(session_settings, "clip_end", text="End", text_ctxt=i18n_contexts.id_camera)

        col = layout.column(align=True)
        col.prop(session_settings, "view_scale", text="View Scale")

        col = layout.column(align=True)
        col.prop(session_settings, "fly_speed", text="Fly Speed")


class VIEW3D_PT_vr_session_view_object_type_visibility(VIEW3D_PT_object_type_visibility):
    def draw(self, context):
        session_settings = context.window_manager.xr_session_settings
        self.draw_ex(context, session_settings, False)  # Pass session settings instead of 3D view.


# Landmarks.
class VIEW3D_MT_vr_landmark_menu(Menu):
    bl_label = "Landmark Controls"

    def draw(self, _context):
        layout = self.layout

        layout.operator("view3d.vr_camera_landmark_from_session")
        layout.operator("view3d.vr_landmark_from_camera")
        layout.operator("view3d.update_vr_landmark")
        layout.separator()
        layout.operator("view3d.cursor_to_vr_landmark")
        layout.operator("view3d.camera_to_vr_landmark")
        layout.operator("view3d.add_camera_from_vr_landmark")


class VIEW3D_UL_vr_landmarks(UIList):
    def draw_item(self, context, layout, _data, item, icon, _active_data,
                  _active_propname, index):
        landmark = item
        landmark_active_idx = context.scene.vr_landmarks_active

        layout.emboss = 'NONE'

        layout.prop(landmark, "name", text="")

        icon = (
            'RADIOBUT_ON' if (index == landmark_active_idx) else 'RADIOBUT_OFF'
        )
        props = layout.operator(
            "view3d.vr_landmark_activate", text="", icon=icon)
        props.index = index


class VIEW3D_PT_vr_landmarks(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "VR"
    bl_label = "Landmarks"
    bl_options = {'DEFAULT_CLOSED'}

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        landmark_selected = properties.VRLandmark.get_selected_landmark(context)

        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        row = layout.row()

        row.template_list("VIEW3D_UL_vr_landmarks", "", scene, "vr_landmarks",
                          scene, "vr_landmarks_selected", rows=3)

        col = row.column(align=True)
        col.operator("view3d.vr_landmark_add", icon='ADD', text="")
        col.operator("view3d.vr_landmark_remove", icon='REMOVE', text="")
        col.operator("view3d.vr_landmark_from_session", icon='PLUS', text="")

        col.menu("VIEW3D_MT_vr_landmark_menu", icon='DOWNARROW_HLT', text="")

        if landmark_selected:
            layout.prop(landmark_selected, "type")

            if landmark_selected.type == 'OBJECT':
                layout.prop(landmark_selected, "base_pose_object")
                layout.prop(landmark_selected, "base_scale", text="Scale")
            elif landmark_selected.type == 'CUSTOM':
                layout.prop(landmark_selected,
                            "base_pose_location", text="Location")
                layout.prop(landmark_selected,
                            "base_pose_angle", text="Angle")
                layout.prop(landmark_selected,
                            "base_scale", text="Scale")


# Actions.
class VIEW3D_PT_vr_actionmaps(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "VR"
    bl_label = "Action Maps"
    bl_options = {'DEFAULT_CLOSED'}

    def draw(self, context):
        layout = self.layout
        scene = context.scene

        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        col = layout.column(align=True)
        col.prop(scene, "vr_actions_use_gamepad", text="Gamepad")

        col = layout.column(align=True, heading="Extensions")
        col.prop(scene, "vr_actions_enable_reverb_g2", text="HP Reverb G2")
        col.prop(scene, "vr_actions_enable_vive_cosmos", text="HTC Vive Cosmos")
        col.prop(scene, "vr_actions_enable_vive_focus", text="HTC Vive Focus")
        col.prop(scene, "vr_actions_enable_huawei", text="Huawei")


# Viewport feedback.
class VIEW3D_PT_vr_viewport_feedback(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "VR"
    bl_label = "Viewport Feedback"
    bl_options = {'DEFAULT_CLOSED'}

    def draw(self, context):
        layout = self.layout
        view3d = context.space_data
        session_settings = context.window_manager.xr_session_settings

        col = layout.column(align=True)
        col.label(icon='ERROR', text="Note:")
        col.label(text="Settings here may have a significant")
        col.label(text="performance impact!")

        layout.separator()

        layout.prop(view3d.shading, "vr_show_virtual_camera")
        layout.prop(view3d.shading, "vr_show_controllers")
        layout.prop(view3d.shading, "vr_show_landmarks")
        layout.prop(view3d, "mirror_xr_session")


# Info.
class VIEW3D_PT_vr_info(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "VR"
    bl_label = "VR Info"

    @classmethod
    def poll(cls, context):
        return not bpy.app.build_options.xr_openxr

    def draw(self, context):
        import platform
        layout = self.layout
        missing_support_string = n_("Built without VR/OpenXR features")
        layout.label(icon='ERROR', text=missing_support_string)


classes = (
    VIEW3D_PT_vr_session,
    VIEW3D_PT_vr_session_view,
    VIEW3D_PT_vr_session_view_object_type_visibility,
    VIEW3D_PT_vr_landmarks,
    VIEW3D_PT_vr_actionmaps,
    VIEW3D_PT_vr_viewport_feedback,

    VIEW3D_UL_vr_landmarks,
    VIEW3D_MT_vr_landmark_menu,
)


def register():
    for cls in classes:
        bpy.utils.register_class(cls)

    # View3DShading is the only per 3D-View struct with custom property
    # support, so "abusing" that to get a per 3D-View option.
    bpy.types.View3DShading.vr_show_virtual_camera = bpy.props.BoolProperty(
        name="Show VR Camera"
    )
    bpy.types.View3DShading.vr_show_controllers = bpy.props.BoolProperty(
        name="Show VR Controllers"
    )
    bpy.types.View3DShading.vr_show_landmarks = bpy.props.BoolProperty(
        name="Show Landmarks"
    )


def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

    del bpy.types.View3DShading.vr_show_virtual_camera
    del bpy.types.View3DShading.vr_show_controllers
    del bpy.types.View3DShading.vr_show_landmarks
