use std::future::Future;
#[cfg(target_arch = "wasm32")]
use std::str::FromStr;
#[cfg(target_arch = "wasm32")]
use web_sys::{ImageBitmapRenderingContext, OffscreenCanvas};
use winit::{
	event::{self, WindowEvent, DeviceEvent},
	event_loop::{ControlFlow, EventLoop},
};

#[allow(dead_code)]
pub fn cast_slice<T>(data: &[T]) -> &[u8] {
	use std::{mem::size_of, slice::from_raw_parts};

	unsafe { from_raw_parts(data.as_ptr() as *const u8, data.len() * size_of::<T>()) }
}

#[allow(dead_code)]
pub enum ShaderStage {
	Vertex,
	Fragment,
	Compute,
}

pub trait Example: 'static + Sized {
	fn optional_features() -> wgpu::Features {
		wgpu::Features::empty()
	}
	fn required_features() -> wgpu::Features {
		wgpu::Features::empty()
	}
	fn required_downlevel_capabilities() -> wgpu::DownlevelCapabilities {
		wgpu::DownlevelCapabilities {
			flags: wgpu::DownlevelFlags::empty(),
			shader_model: wgpu::ShaderModel::Sm5,
			..wgpu::DownlevelCapabilities::default()
		}
	}
	fn required_limits() -> wgpu::Limits {
		wgpu::Limits::downlevel_webgl2_defaults() // These downlevel limits will allow the code to run on all possible hardware
	}
	fn init(
		config: &wgpu::SurfaceConfiguration,
		adapter: &wgpu::Adapter,
		device: &wgpu::Device,
		queue: &wgpu::Queue,
	) -> Self;
	fn resize(
		&mut self,
		config: &wgpu::SurfaceConfiguration,
		device: &wgpu::Device,
		queue: &wgpu::Queue,
	);
	fn update(&mut self, window: &winit::window::Window, device: &wgpu::Device, queue: &wgpu::Queue, event: WindowEvent);
	fn device_event(&mut self, window: &winit::window::Window, event: DeviceEvent);
	fn load_file(&mut self, path:std::path::PathBuf, device: &wgpu::Device, queue: &wgpu::Queue);
	fn render(
		&mut self,
		view: &wgpu::TextureView,
		device: &wgpu::Device,
		queue: &wgpu::Queue,
		spawner: &Spawner,
	);
}

struct Setup {
	window: winit::window::Window,
	event_loop: EventLoop<()>,
	instance: wgpu::Instance,
	size: winit::dpi::PhysicalSize<u32>,
	surface: wgpu::Surface,
	adapter: wgpu::Adapter,
	device: wgpu::Device,
	queue: wgpu::Queue,
	#[cfg(target_arch = "wasm32")]
	offscreen_canvas_setup: Option<OffscreenCanvasSetup>,
}

#[cfg(target_arch = "wasm32")]
struct OffscreenCanvasSetup {
	offscreen_canvas: OffscreenCanvas,
	bitmap_renderer: ImageBitmapRenderingContext,
}

async fn setup<E: Example>(title: &str) -> Setup {
	#[cfg(not(target_arch = "wasm32"))]
	{
		env_logger::init();
	};

	let event_loop = EventLoop::new();
	let mut builder = winit::window::WindowBuilder::new();
	builder = builder.with_title(title);
	#[cfg(windows_OFF)] // TODO
	{
		use winit::platform::windows::WindowBuilderExtWindows;
		builder = builder.with_no_redirection_bitmap(true);
	}
	let window = builder.build(&event_loop).unwrap();

	#[cfg(target_arch = "wasm32")]
	{
		use winit::platform::web::WindowExtWebSys;
		let query_string = web_sys::window().unwrap().location().search().unwrap();
		let level: log::Level = parse_url_query_string(&query_string, "RUST_LOG")
			.and_then(|x| x.parse().ok())
			.unwrap_or(log::Level::Error);
		console_log::init_with_level(level).expect("could not initialize logger");
		std::panic::set_hook(Box::new(console_error_panic_hook::hook));
		// On wasm, append the canvas to the document body
		web_sys::window()
			.and_then(|win| win.document())
			.and_then(|doc| doc.body())
			.and_then(|body| {
				body.append_child(&web_sys::Element::from(window.canvas()))
					.ok()
			})
			.expect("couldn't append canvas to document body");
	}

	#[cfg(target_arch = "wasm32")]
	let mut offscreen_canvas_setup: Option<OffscreenCanvasSetup> = None;
	#[cfg(target_arch = "wasm32")]
	{
		use wasm_bindgen::JsCast;
		use winit::platform::web::WindowExtWebSys;

		let query_string = web_sys::window().unwrap().location().search().unwrap();
		if let Some(offscreen_canvas_param) =
			parse_url_query_string(&query_string, "offscreen_canvas")
		{
			if FromStr::from_str(offscreen_canvas_param) == Ok(true) {
				log::info!("Creating OffscreenCanvasSetup");

				let offscreen_canvas =
					OffscreenCanvas::new(1024, 768).expect("couldn't create OffscreenCanvas");

				let bitmap_renderer = window
					.canvas()
					.get_context("bitmaprenderer")
					.expect("couldn't create ImageBitmapRenderingContext (Result)")
					.expect("couldn't create ImageBitmapRenderingContext (Option)")
					.dyn_into::<ImageBitmapRenderingContext>()
					.expect("couldn't convert into ImageBitmapRenderingContext");

				offscreen_canvas_setup = Some(OffscreenCanvasSetup {
					offscreen_canvas,
					bitmap_renderer,
				})
			}
		}
	};

	log::info!("Initializing the surface...");

	let backends = wgpu::util::backend_bits_from_env().unwrap_or_else(wgpu::Backends::all);
	let dx12_shader_compiler = wgpu::util::dx12_shader_compiler_from_env().unwrap_or_default();

	let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
		backends,
		dx12_shader_compiler,
	});
	let (size, surface) = unsafe {
		let size = window.inner_size();

		#[cfg(any(not(target_arch = "wasm32"), target_os = "emscripten"))]
		let surface = instance.create_surface(&window).unwrap();
		#[cfg(all(target_arch = "wasm32", not(target_os = "emscripten")))]
		let surface = {
			if let Some(offscreen_canvas_setup) = &offscreen_canvas_setup {
				log::info!("Creating surface from OffscreenCanvas");
				instance.create_surface_from_offscreen_canvas(
					offscreen_canvas_setup.offscreen_canvas.clone(),
				)
			} else {
				instance.create_surface(&window)
			}
		}
		.unwrap();

		(size, surface)
	};

	let adapter;

	let optional_features = E::optional_features();
	let required_features = E::required_features();

	//no helper function smh gotta write it myself
	let adapters = instance.enumerate_adapters(backends);

	let mut chosen_adapter = None;
	let mut chosen_adapter_score=0;
	for adapter in adapters {
		if !adapter.is_surface_supported(&surface) {
			continue;
		}

		let score=match adapter.get_info().device_type{
			wgpu::DeviceType::IntegratedGpu=>3,
			wgpu::DeviceType::DiscreteGpu=>4,
			wgpu::DeviceType::VirtualGpu=>2,
			wgpu::DeviceType::Other|wgpu::DeviceType::Cpu=>1,
		};

		let adapter_features = adapter.features();
		if chosen_adapter_score<score&&adapter_features.contains(required_features) {
			chosen_adapter_score=score;
			chosen_adapter=Some(adapter);
		}
	}

	if let Some(maybe_chosen_adapter) = chosen_adapter{
		adapter=maybe_chosen_adapter;
	}else{
		panic!("No suitable GPU adapters found on the system!");
	}

	#[cfg(not(target_arch = "wasm32"))]
	{
		let adapter_info = adapter.get_info();
		println!("Using {} ({:?})", adapter_info.name, adapter_info.backend);
	}

	let required_downlevel_capabilities = E::required_downlevel_capabilities();
	let downlevel_capabilities = adapter.get_downlevel_capabilities();
	assert!(
		downlevel_capabilities.shader_model >= required_downlevel_capabilities.shader_model,
		"Adapter does not support the minimum shader model required to run this example: {:?}",
		required_downlevel_capabilities.shader_model
	);
	assert!(
		downlevel_capabilities
			.flags
			.contains(required_downlevel_capabilities.flags),
		"Adapter does not support the downlevel capabilities required to run this example: {:?}",
		required_downlevel_capabilities.flags - downlevel_capabilities.flags
	);

	// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the surface.
	let needed_limits = E::required_limits().using_resolution(adapter.limits());

	let trace_dir = std::env::var("WGPU_TRACE");
	let (device, queue) = adapter
		.request_device(
			&wgpu::DeviceDescriptor {
				label: None,
				features: (optional_features & adapter.features()) | required_features,
				limits: needed_limits,
			},
			trace_dir.ok().as_ref().map(std::path::Path::new),
		)
		.await
		.expect("Unable to find a suitable GPU adapter!");

	Setup {
		window,
		event_loop,
		instance,
		size,
		surface,
		adapter,
		device,
		queue,
		#[cfg(target_arch = "wasm32")]
		offscreen_canvas_setup,
	}
}

fn start<E: Example>(
	#[cfg(not(target_arch = "wasm32"))] Setup {
		window,
		event_loop,
		instance,
		size,
		surface,
		adapter,
		device,
		queue,
	}: Setup,
	#[cfg(target_arch = "wasm32")] Setup {
		window,
		event_loop,
		instance,
		size,
		surface,
		adapter,
		device,
		queue,
		offscreen_canvas_setup,
	}: Setup,
) {
	let spawner = Spawner::new();
	let mut config = surface
		.get_default_config(&adapter, size.width, size.height)
		.expect("Surface isn't supported by the adapter.");
	let surface_view_format = config.format.add_srgb_suffix();
	config.view_formats.push(surface_view_format);
	surface.configure(&device, &config);

	log::info!("Initializing the example...");
	let mut example = E::init(&config, &adapter, &device, &queue);

	log::info!("Entering render loop...");
	event_loop.run(move |event, _, control_flow| {
		let _ = (&instance, &adapter); // force ownership by the closure
		*control_flow = if cfg!(feature = "metal-auto-capture") {
			ControlFlow::Exit
		} else {
			ControlFlow::Poll
		};
		match event {
			event::Event::RedrawEventsCleared => {
				#[cfg(not(target_arch = "wasm32"))]
				spawner.run_until_stalled();

				window.request_redraw();
			}
			event::Event::WindowEvent {
				event:
					WindowEvent::Resized(size)
					| WindowEvent::ScaleFactorChanged {
						new_inner_size: &mut size,
						..
					},
				..
			} => {
				// Once winit is fixed, the detection conditions here can be removed.
				// https://github.com/rust-windowing/winit/issues/2876
				let max_dimension = adapter.limits().max_texture_dimension_2d;
				if size.width > max_dimension || size.height > max_dimension {
					log::warn!(
						"The resizing size {:?} exceeds the limit of {}.",
						size,
						max_dimension
					);
				} else {
					log::info!("Resizing to {:?}", size);
					config.width = size.width.max(1);
					config.height = size.height.max(1);
					example.resize(&config, &device, &queue);
					surface.configure(&device, &config);
				}
			}
			event::Event::WindowEvent { event, .. } => match event {
				WindowEvent::KeyboardInput {
					input:
						event::KeyboardInput {
							virtual_keycode: Some(event::VirtualKeyCode::Escape),
							state: event::ElementState::Pressed,
							..
						},
					..
				}
				| WindowEvent::CloseRequested => {
					*control_flow = ControlFlow::Exit;
				}
				#[cfg(not(target_arch = "wasm32"))]
				WindowEvent::KeyboardInput {
					input:
						event::KeyboardInput {
							virtual_keycode: Some(event::VirtualKeyCode::Scroll),
							state: event::ElementState::Pressed,
							..
						},
					..
				} => {
					println!("{:#?}", instance.generate_report());
				}
				_ => {
					example.update(&window,&device,&queue,event);
				}
			},
			event::Event::DeviceEvent {
				event,
				..
			} => {
				example.device_event(&window,event);
			},
			event::Event::RedrawRequested(_) => {

				let frame = match surface.get_current_texture() {
					Ok(frame) => frame,
					Err(_) => {
						surface.configure(&device, &config);
						surface
							.get_current_texture()
							.expect("Failed to acquire next surface texture!")
					}
				};
				let view = frame.texture.create_view(&wgpu::TextureViewDescriptor {
					format: Some(surface_view_format),
					..wgpu::TextureViewDescriptor::default()
				});

				example.render(&view, &device, &queue, &spawner);

				frame.present();

				#[cfg(target_arch = "wasm32")]
				{
					if let Some(offscreen_canvas_setup) = &offscreen_canvas_setup {
						let image_bitmap = offscreen_canvas_setup
							.offscreen_canvas
							.transfer_to_image_bitmap()
							.expect("couldn't transfer offscreen canvas to image bitmap.");
						offscreen_canvas_setup
							.bitmap_renderer
							.transfer_from_image_bitmap(&image_bitmap);

						log::info!("Transferring OffscreenCanvas to ImageBitmapRenderer");
					}
				}
			}
			_ => {}
		}
	});
}

#[cfg(not(target_arch = "wasm32"))]
pub struct Spawner<'a> {
	executor: async_executor::LocalExecutor<'a>,
}

#[cfg(not(target_arch = "wasm32"))]
impl<'a> Spawner<'a> {
	fn new() -> Self {
		Self {
			executor: async_executor::LocalExecutor::new(),
		}
	}

	#[allow(dead_code)]
	pub fn spawn_local(&self, future: impl Future<Output = ()> + 'a) {
		self.executor.spawn(future).detach();
	}

	fn run_until_stalled(&self) {
		while self.executor.try_tick() {}
	}
}

#[cfg(target_arch = "wasm32")]
pub struct Spawner {}

#[cfg(target_arch = "wasm32")]
impl Spawner {
	fn new() -> Self {
		Self {}
	}

	#[allow(dead_code)]
	pub fn spawn_local(&self, future: impl Future<Output = ()> + 'static) {
		wasm_bindgen_futures::spawn_local(future);
	}
}

#[cfg(not(target_arch = "wasm32"))]
pub fn run<E: Example>(title: &str) {
	let setup = pollster::block_on(setup::<E>(title));
	start::<E>(setup);
}

#[cfg(target_arch = "wasm32")]
pub fn run<E: Example>(title: &str) {
	use wasm_bindgen::prelude::*;

	let title = title.to_owned();
	wasm_bindgen_futures::spawn_local(async move {
		let setup = setup::<E>(&title).await;
		let start_closure = Closure::once_into_js(move || start::<E>(setup));

		// make sure to handle JS exceptions thrown inside start.
		// Otherwise wasm_bindgen_futures Queue would break and never handle any tasks again.
		// This is required, because winit uses JS exception for control flow to escape from `run`.
		if let Err(error) = call_catch(&start_closure) {
			let is_control_flow_exception = error.dyn_ref::<js_sys::Error>().map_or(false, |e| {
				e.message().includes("Using exceptions for control flow", 0)
			});

			if !is_control_flow_exception {
				web_sys::console::error_1(&error);
			}
		}

		#[wasm_bindgen]
		extern "C" {
			#[wasm_bindgen(catch, js_namespace = Function, js_name = "prototype.call.call")]
			fn call_catch(this: &JsValue) -> Result<(), JsValue>;
		}
	});
}

#[cfg(target_arch = "wasm32")]
/// Parse the query string as returned by `web_sys::window()?.location().search()?` and get a
/// specific key out of it.
pub fn parse_url_query_string<'a>(query: &'a str, search_key: &str) -> Option<&'a str> {
	let query_string = query.strip_prefix('?')?;

	for pair in query_string.split('&') {
		let mut pair = pair.split('=');
		let key = pair.next()?;
		let value = pair.next()?;

		if key == search_key {
			return Some(value);
		}
	}

	None
}

// This allows treating the framework as a standalone example,
// thus avoiding listing the example names in `Cargo.toml`.
#[allow(dead_code)]
fn main() {}
