﻿using UnityEditor;
using UnityEngine;
using System.Collections.Generic;

namespace I2.Loc
{
	public partial class LocalizationEditor
	{
		#region Variables
		static string _Tools_NoLocalized_Include = null, 
 	   				  _Tools_NoLocalized_Exclude = null;
		const string _Help_Tool_NoLocalized = "This selects all labels in the current scene that don't have a Localized component.\n\nWhen Include or Exclude are set, labels will be filtered based on those settings.Separate by (,) if multiple strings are used.\n(e.g. Include:\"example,tutorial\")";
		#endregion
		
		#region GUI Find NoLocalized Terms
		
		void OnGUI_Tools_NoLocalized()
		{
			//OnGUI_ScenesList();

			if (_Tools_NoLocalized_Include==null)
			{
				_Tools_NoLocalized_Include = EditorPrefs.GetString ("_Tools_NoLocalized_Include", string.Empty);
				_Tools_NoLocalized_Exclude = EditorPrefs.GetString ("_Tools_NoLocalized_Exclude", string.Empty);
			}
			
			GUILayout.Space (5);
			
			GUI.backgroundColor = Color.Lerp (Color.gray, Color.white, 0.2f);
			GUILayout.BeginVertical(LocalizeInspector.GUIStyle_OldTextArea, GUILayout.Height(1));
			GUI.backgroundColor = Color.white;
			
			EditorGUILayout.HelpBox(_Help_Tool_NoLocalized, MessageType.Info);

			GUILayout.Space(5);
			GUILayout.BeginHorizontal();
				GUILayout.Label ("Include:", GUILayout.Width(60));
				_Tools_NoLocalized_Include = EditorGUILayout.TextArea(_Tools_NoLocalized_Include, GUILayout.ExpandWidth(true));
			GUILayout.EndHorizontal();

			GUILayout.BeginHorizontal();
				GUILayout.Label ("Exclude:", GUILayout.Width(60));
				_Tools_NoLocalized_Exclude = EditorGUILayout.TextArea(_Tools_NoLocalized_Exclude, GUILayout.ExpandWidth(true));
			GUILayout.EndHorizontal();

			GUILayout.Space (5);
			
			GUILayout.BeginHorizontal ();
			GUILayout.FlexibleSpace();
			if (GUILayout.Button("Select No Localized Labels"))
				EditorApplication.update += SelectNoLocalizedLabels;
			GUILayout.FlexibleSpace();
			GUILayout.EndHorizontal();
			
			GUILayout.EndVertical();
		}
		
		#endregion
		
		
		#region Find No Localized

		void SelectNoLocalizedLabels()
		{
			EditorPrefs.SetString ("_Tools_NoLocalized_Include", _Tools_NoLocalized_Include);
			EditorPrefs.SetString ("_Tools_NoLocalized_Exclude", _Tools_NoLocalized_Exclude);

			EditorApplication.update -= SelectNoLocalizedLabels;

			List<Component> labels = new List<Component>();

			TextMesh[] textMeshes = (TextMesh[])Resources.FindObjectsOfTypeAll(typeof(TextMesh));
			if (textMeshes!=null && textMeshes.Length>0)
				labels.AddRange(textMeshes);

#if NGUI
			UILabel[] uiLabels = (UILabel[])Resources.FindObjectsOfTypeAll(typeof(UILabel));
			if (uiLabels!=null && uiLabels.Length>0)
				labels.AddRange(uiLabels);
#endif
			UnityEngine.UI.Text[] uiTexts = (UnityEngine.UI.Text[])Resources.FindObjectsOfTypeAll(typeof(UnityEngine.UI.Text));
			if (uiTexts!=null && uiTexts.Length>0)
				labels.AddRange(uiTexts);
#if TextMeshPro
			TMPro.TextMeshPro[] tmpText = (TMPro.TextMeshPro[])Resources.FindObjectsOfTypeAll(typeof(TMPro.TextMeshPro));
			if (tmpText!=null && tmpText.Length>0)
				labels.AddRange(tmpText);

			TMPro.TextMeshProUGUI[] uiTextsUGUI = (TMPro.TextMeshProUGUI[])Resources.FindObjectsOfTypeAll(typeof(TMPro.TextMeshProUGUI));
			if (uiTextsUGUI!=null && uiTextsUGUI.Length>0)
				labels.AddRange(uiTextsUGUI);
#endif
#if TK2D
			tk2dTextMesh[] tk2dTM = (tk2dTextMesh[])Resources.FindObjectsOfTypeAll(typeof(tk2dTextMesh));
			if (tk2dTM!=null && tk2dTM.Length>0)
				labels.AddRange(tk2dTM);
#endif

			if (labels.Count==0)
				return;

			string[] Includes = null;
			string[] Excludes = null; 

			if (!string.IsNullOrEmpty (_Tools_NoLocalized_Include))
				Includes = _Tools_NoLocalized_Include.ToLower().Split(new char[]{',',';'});

			if (!string.IsNullOrEmpty (_Tools_NoLocalized_Exclude))
				Excludes = _Tools_NoLocalized_Exclude.ToLower().Split(new char[]{',',';'});

			List<GameObject> Objs = new List<GameObject>();
			
			for (int i=0, imax=labels.Count; i<imax; ++i)
			{
				Component label = labels[i];
				if (label==null || label.gameObject==null || !GUITools.ObjectExistInScene(label.gameObject))
					continue;

				if (labels[i].GetComponent<Localize>()!=null)
					continue;

				if (ShouldFilter(label.name.ToLower(), Includes, Excludes))
					continue;

				Objs.Add( labels[i].gameObject );
			}
			
			if (Objs.Count>0)
				Selection.objects = Objs.ToArray();
			else
				ShowWarning("All labels in this scene have a Localize component assigned");
		}

		bool ShouldFilter( string Text, string[] Includes, string[] Excludes )
		{
			if (Includes!=null && Includes.Length>0)
			{
				bool hasAny = false;
				for (int j=0; j<Includes.Length; ++j)
					if (Text.Contains(Includes[j]))
					{
						hasAny = true;
						break;
					}
				if (!hasAny)
					return true;
			}

			if (Excludes!=null && Excludes.Length>0)
			{
				for (int j=0; j<Excludes.Length; ++j)
					if (Text.Contains(Excludes[j]))
						return true;
			}

			return false;
		}

		#endregion
	}
}
