/**
 * Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
 *
 * You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
 * copy, modify, and distribute this software in source code or binary form for use
 * in connection with the web services and APIs provided by Facebook.
 *
 * As with any software that integrates with the Facebook platform, your use of
 * this software is subject to the Facebook Developer Principles and Policies
 * [http://developers.facebook.com/policy/]. This copyright notice shall be
 * included in all copies or substantial portions of the software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
 * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
 * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;

public class Utility {
  private static Dictionary<string, Texture> _textures = new Dictionary<string, Texture>();

  // TODO check if loading a texture already for an id and wait for that instead of redoing the work
  public static IEnumerator GetTexture(string id, string url, System.Action<Texture> callback) {
    if (_textures.ContainsKey(id)) {
      callback(_textures[id]);
      yield break;
    }

    UnityWebRequest www = UnityWebRequestTexture.GetTexture(url);
    yield return www.SendWebRequest();

    if (www.responseCode != 200) {
      Debug.Log(www.error);
    }
    else {
      // Texture texture = ((DownloadHandlerTexture)www.downloadHandler).texture;
      Texture texture = DownloadHandlerTexture.GetContent(www);
      callback(texture);
    }
  }
}
