--rbxassetid%20%
-- ContextActionTouch.lua
-- Copyright ROBLOX 2014, created by Ben Tkacheff
-- this script controls ui and firing of lua functions that are bound in ContextActionService for touch inputs
-- Essentially a user can bind a lua function to a key code, input type (mousebutton1 etc.) and this

-- Variables
local contextActionService = Game:GetService("ContextActionService")
local isTouchDevice = Game:GetService("UserInputService").TouchEnabled
local functionTable = {}
local buttonVector = {}
local buttonScreenGui = nil
local buttonFrame = nil

local ContextDownImage = "http://www.roblox.com/asset/?id=97166756"
local ContextUpImage = "http://www.roblox.com/asset/?id=97166444"

local oldTouches = {}

local buttonPositionTable = {	
								[1] = UDim2.new(0,123,0,70), 
								[2] = UDim2.new(0,30,0,60),
								[3] = UDim2.new(0,180,0,160),
								[4] = UDim2.new(0,85,0,-25),
								[5] = UDim2.new(0,185,0,-25),
								[6] = UDim2.new(0,185,0,260),
								[7] = UDim2.new(0,216,0,65)
							}
local maxButtons = #buttonPositionTable

-- Preload images
Game:GetService("ContentProvider"):Preload(ContextDownImage)
Game:GetService("ContentProvider"):Preload(ContextUpImage)

while not Game.Players do
	wait()
end

while not Game.Players.LocalPlayer do
	wait()
end

function createContextActionGui()
	if not buttonScreenGui and isTouchDevice then
		buttonScreenGui = Instance.new("ScreenGui")
		buttonScreenGui.Name = "ContextActionGui"

		buttonFrame = Instance.new("Frame")
		buttonFrame.BackgroundTransparency = 1
		buttonFrame.Size = UDim2.new(0.3,0,0.5,0)
		buttonFrame.Position = UDim2.new(0.7,0,0.5,0)
		buttonFrame.Name = "ContextButtonFrame"
		buttonFrame.Parent = buttonScreenGui
	end
end

-- functions
function setButtonSizeAndPosition(object)
	local buttonSize = 55
	local xOffset = 10
	local yOffset = 95

	-- todo: better way to determine mobile sized screens
	local onSmallScreen = (game.CoreGui.RobloxGui.AbsoluteSize.X < 600)
	if not onSmallScreen then
		buttonSize = 85
		xOffset = 40
	end

	object.Size = UDim2.new(0,buttonSize,0,buttonSize)
end

function contextButtonDown(button, inputObject, actionName)
	if inputObject.UserInputType == Enum.UserInputType.Touch then
		button.Image = ContextDownImage
		contextActionService:CallFunction(actionName, Enum.UserInputState.Begin, inputObject)
	end
end

function contextButtonMoved(button, inputObject, actionName)
	if inputObject.UserInputType == Enum.UserInputType.Touch then
		button.Image = ContextDownImage
		contextActionService:CallFunction(actionName, Enum.UserInputState.Change, inputObject)
	end
end

function contextButtonUp(button, inputObject, actionName)
	button.Image = ContextUpImage
	if inputObject.UserInputType == Enum.UserInputType.Touch and inputObject.UserInputState == Enum.UserInputState.End then
		contextActionService:CallFunction(actionName, Enum.UserInputState.End, inputObject)
	end
end

function isSmallScreenDevice()
	return Game:GetService("GuiService"):GetScreenResolution().y <= 320
end


function createNewButton(actionName, functionInfoTable)
	local contextButton = Instance.new("ImageButton")
	contextButton.Name = "ContextActionButton"
	contextButton.BackgroundTransparency = 1
	contextButton.Size = UDim2.new(0,90,0,90)
	contextButton.Active = true
	if isSmallScreenDevice() then 
		contextButton.Size = UDim2.new(0,70,0,70)
	end
	contextButton.Image = ContextUpImage
	contextButton.Parent = buttonFrame

	local currentButtonTouch = nil

	Game:GetService("UserInputService").InputEnded:connect(function ( inputObject )
		oldTouches[inputObject] = nil
	end)
	contextButton.InputBegan:connect(function(inputObject)
		if oldTouches[inputObject] then return end

		if inputObject.UserInputState == Enum.UserInputState.Begin and currentButtonTouch == nil then
			currentButtonTouch = inputObject
			contextButtonDown(contextButton, inputObject, actionName)
		end
	end)
	contextButton.InputChanged:connect(function(inputObject)
		if oldTouches[inputObject] then return end
		if currentButtonTouch ~= inputObject then return end

		contextButtonMoved(contextButton, inputObject, actionName)
	end)
	contextButton.InputEnded:connect(function(inputObject)
		if oldTouches[inputObject] then return end
		if currentButtonTouch ~= inputObject then return end

		currentButtonTouch = nil
		oldTouches[inputObject] = true
		contextButtonUp(contextButton, inputObject, actionName)
	end)

	local actionIcon = Instance.new("ImageLabel")
	actionIcon.Name = "ActionIcon"
	actionIcon.Position = UDim2.new(0.175, 0, 0.175, 0)
	actionIcon.Size = UDim2.new(0.65, 0, 0.65, 0)
	actionIcon.BackgroundTransparency = 1
	if functionInfoTable["image"] and type(functionInfoTable["image"]) == "string" then
		actionIcon.Image = functionInfoTable["image"]
	end
	actionIcon.Parent = contextButton

	local actionTitle = Instance.new("TextLabel")
	actionTitle.Name = "ActionTitle"
	actionTitle.Size = UDim2.new(1,0,1,0)
	actionTitle.BackgroundTransparency = 1
	actionTitle.Font = Enum.Font.SourceSansBold
	actionTitle.TextColor3 = Color3.new(1,1,1)
	actionTitle.TextStrokeTransparency = 0
	actionTitle.FontSize = Enum.FontSize.Size18
	actionTitle.TextWrapped = true
	actionTitle.Text = ""
	if functionInfoTable["title"] and type(functionInfoTable["title"]) == "string" then
		actionTitle.Text = functionInfoTable["title"]
	end
	actionTitle.Parent = contextButton

	return contextButton
end

function createButton( actionName, functionInfoTable )
	local button = createNewButton(actionName, functionInfoTable)

	local position = nil
	for i = 1,#buttonVector do
		if buttonVector[i] == "empty" then
			position = i
			break
		end
	end

	if not position then
		position = #buttonVector + 1
	end

	if position > maxButtons then
		return -- todo: let user know we have too many buttons already?
	end

	buttonVector[position] = button
	functionTable[actionName]["button"] = button

	button.Position = buttonPositionTable[position]
	button.Parent = buttonFrame

	if buttonScreenGui and buttonScreenGui.Parent == nil then
		buttonScreenGui.Parent = Game.Players.LocalPlayer.PlayerGui
	end
end

function removeAction(actionName)
	if not functionTable[actionName] then return end

	local actionButton = functionTable[actionName]["button"]
	
	if actionButton then
		actionButton.Parent = nil

		for i = 1,#buttonVector do
			if buttonVector[i] == actionButton then
				buttonVector[i] = "empty"
				break
			end
		end

		actionButton:Destroy()
	end

	functionTable[actionName] = nil
end

function addAction(actionName,createTouchButton,functionInfoTable)
	if functionTable[actionName] then
		removeAction(actionName)
	end
	functionTable[actionName] = {functionInfoTable}
	if createTouchButton and isTouchDevice then
		createContextActionGui()
		createButton(actionName, functionInfoTable)
	end
end

-- Connections
contextActionService.BoundActionChanged:connect( function(actionName, changeName, changeTable)
	if functionTable[actionName] and changeTable then
		local button = functionTable[actionName]["button"]
		if button then
			if changeName == "image" then
				button.ActionIcon.Image = changeTable[changeName]
			elseif changeName == "title" then
				button.ActionTitle.Text = changeTable[changeName]
			elseif changeName == "description" then
				-- todo: add description to menu
			elseif changeName == "position" then
				button.Position = changeTable[changeName]
			end
		end
	end
end)

contextActionService.BoundActionAdded:connect( function(actionName, createTouchButton, functionInfoTable)
	addAction(actionName, createTouchButton, functionInfoTable)
end)

contextActionService.BoundActionRemoved:connect( function(actionName, functionInfoTable)
	removeAction(actionName)
end)

contextActionService.GetActionButtonEvent:connect( function(actionName)
	if functionTable[actionName] then
		contextActionService:FireActionButtonFoundSignal(actionName, functionTable[actionName]["button"])
	end
end)

-- make sure any bound data before we setup connections is handled
local boundActions = contextActionService:GetAllBoundActionInfo()
for actionName, actionData in pairs(boundActions) do
	addAction(actionName,actionData["createTouchButton"],actionData)
end
