using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
using Ryujinx.HLE.HOS.Services.Am.AppletAE;
using System;
using System.IO;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;

namespace Ryujinx.HLE.HOS.Applets
{
    internal class SoftwareKeyboardApplet : IApplet
    {
        private const string DefaultText = "Ryujinx";

        private readonly Switch _device;

        private const int StandardBufferSize    = 0x7D8;
        private const int InteractiveBufferSize = 0x7D4;

        private SoftwareKeyboardState _state = SoftwareKeyboardState.Uninitialized;

        private bool _isBackground = false;

        private AppletSession _normalSession;
        private AppletSession _interactiveSession;

        // Configuration for foreground mode
        private SoftwareKeyboardConfig  _keyboardFgConfig;
        private SoftwareKeyboardCalc    _keyboardCalc;
        private SoftwareKeyboardDictSet _keyboardDict;

        // Configuration for background mode
        private SoftwareKeyboardInitialize _keyboardBgInitialize;

        private byte[] _transferMemory;

        private string   _textValue = null;
        private bool     _okPressed = false;
        private Encoding _encoding  = Encoding.Unicode;

        public event EventHandler AppletStateChanged;

        public SoftwareKeyboardApplet(Horizon system)
        {
            _device = system.Device;
        }

        public ResultCode Start(AppletSession normalSession,
                                AppletSession interactiveSession)
        {
            _normalSession      = normalSession;
            _interactiveSession = interactiveSession;

            _interactiveSession.DataAvailable += OnInteractiveData;

            var launchParams   = _normalSession.Pop();
            var keyboardConfig = _normalSession.Pop();

            // TODO: A better way would be handling the background creation properly
            // in LibraryAppleCreator / Acessor instead of guessing by size.
            if (keyboardConfig.Length == Marshal.SizeOf<SoftwareKeyboardInitialize>())
            {
                _isBackground = true;

                _keyboardBgInitialize = ReadStruct<SoftwareKeyboardInitialize>(keyboardConfig);
                _state = SoftwareKeyboardState.Uninitialized;

                return ResultCode.Success;
            }
            else
            {
                _isBackground = false;

                if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
                {
                    Logger.Error?.Print(LogClass.ServiceAm, $"SoftwareKeyboardConfig size mismatch. Expected {Marshal.SizeOf<SoftwareKeyboardConfig>():x}. Got {keyboardConfig.Length:x}");
                }
                else
                {
                    _keyboardFgConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
                }

                if (!_normalSession.TryPop(out _transferMemory))
                {
                    Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
                }

                if (_keyboardFgConfig.UseUtf8)
                {
                    _encoding = Encoding.UTF8;
                }

                _state = SoftwareKeyboardState.Ready;

                ExecuteForegroundKeyboard();

                return ResultCode.Success;
            }
        }

        public ResultCode GetResult()
        {
            return ResultCode.Success;
        }

        private void ExecuteForegroundKeyboard()
        {
            string initialText = null;

            // Initial Text is always encoded as a UTF-16 string in the work buffer (passed as transfer memory)
            // InitialStringOffset points to the memory offset and InitialStringLength is the number of UTF-16 characters
            if (_transferMemory != null && _keyboardFgConfig.InitialStringLength > 0)
            {
                initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardFgConfig.InitialStringOffset, 2 * _keyboardFgConfig.InitialStringLength);
            }

            // If the max string length is 0, we set it to a large default
            // length.
            if (_keyboardFgConfig.StringLengthMax == 0)
            {
                _keyboardFgConfig.StringLengthMax = 100;
            }

            var args = new SoftwareKeyboardUiArgs
            {
                HeaderText = _keyboardFgConfig.HeaderText,
                SubtitleText = _keyboardFgConfig.SubtitleText,
                GuideText = _keyboardFgConfig.GuideText,
                SubmitText = (!string.IsNullOrWhiteSpace(_keyboardFgConfig.SubmitText) ? _keyboardFgConfig.SubmitText : "OK"),
                StringLengthMin = _keyboardFgConfig.StringLengthMin,
                StringLengthMax = _keyboardFgConfig.StringLengthMax,
                InitialText = initialText
            };

            // Call the configured GUI handler to get user's input
            if (_device.UiHandler == null)
            {
                Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
                _okPressed = true;
            }
            else
            {
                _okPressed = _device.UiHandler.DisplayInputDialog(args, out _textValue);
            }

            _textValue ??= initialText ?? DefaultText;

            // If the game requests a string with a minimum length less
            // than our default text, repeat our default text until we meet
            // the minimum length requirement.
            // This should always be done before the text truncation step.
            while (_textValue.Length < _keyboardFgConfig.StringLengthMin)
            {
                _textValue = String.Join(" ", _textValue, _textValue);
            }

            // If our default text is longer than the allowed length,
            // we truncate it.
            if (_textValue.Length > _keyboardFgConfig.StringLengthMax)
            {
                _textValue = _textValue.Substring(0, (int)_keyboardFgConfig.StringLengthMax);
            }

            // Does the application want to validate the text itself?
            if (_keyboardFgConfig.CheckText)
            {
                // The application needs to validate the response, so we
                // submit it to the interactive output buffer, and poll it
                // for validation. Once validated, the application will submit
                // back a validation status, which is handled in OnInteractiveDataPushIn.
                _state = SoftwareKeyboardState.ValidationPending;

                _interactiveSession.Push(BuildResponse(_textValue, true));
            }
            else
            {
                // If the application doesn't need to validate the response,
                // we push the data to the non-interactive output buffer
                // and poll it for completion.
                _state = SoftwareKeyboardState.Complete;

                _normalSession.Push(BuildResponse(_textValue, false));

                AppletStateChanged?.Invoke(this, null);
            }
        }

        private void OnInteractiveData(object sender, EventArgs e)
        {
            // Obtain the validation status response.
            var data = _interactiveSession.Pop();

            if (_isBackground)
            {
                OnBackgroundInteractiveData(data);
            }
            else
            {
                OnForegroundInteractiveData(data);
            }
        }

        private void OnForegroundInteractiveData(byte[] data)
        {
            if (_state == SoftwareKeyboardState.ValidationPending)
            {
                // TODO(jduncantor):
                // If application rejects our "attempt", submit another attempt,
                // and put the applet back in PendingValidation state.

                // For now we assume success, so we push the final result
                // to the standard output buffer and carry on our merry way.
                _normalSession.Push(BuildResponse(_textValue, false));

                AppletStateChanged?.Invoke(this, null);

                _state = SoftwareKeyboardState.Complete;
            }
            else if(_state == SoftwareKeyboardState.Complete)
            {
                // If we have already completed, we push the result text
                // back on the output buffer and poll the application.
                _normalSession.Push(BuildResponse(_textValue, false));

                AppletStateChanged?.Invoke(this, null);
            }
            else
            {
                // We shouldn't be able to get here through standard swkbd execution.
                throw new InvalidOperationException("Software Keyboard is in an invalid state.");
            }
        }

        private void OnBackgroundInteractiveData(byte[] data)
        {
            // WARNING: Only invoke applet state changes after an explicit finalization
            // request from the game, this is because the inline keyboard is expected to
            // keep running in the background sending data by itself.

            using (MemoryStream stream = new MemoryStream(data))
            using (BinaryReader reader = new BinaryReader(stream))
            {
                var request = (InlineKeyboardRequest)reader.ReadUInt32();

                long remaining;

                // Always show the keyboard if the state is 'Ready'.
                bool showKeyboard = _state == SoftwareKeyboardState.Ready;

                switch (request)
                {
                    case InlineKeyboardRequest.Unknown0: // Unknown request sent by some games after calc
                        _interactiveSession.Push(InlineResponses.Default());
                        break;
                    case InlineKeyboardRequest.UseChangedStringV2:
                        // Not used because we only send the entire string after confirmation.
                        _interactiveSession.Push(InlineResponses.Default());
                        break;
                    case InlineKeyboardRequest.UseMovedCursorV2:
                        // Not used because we only send the entire string after confirmation.
                        _interactiveSession.Push(InlineResponses.Default());
                        break;
                    case InlineKeyboardRequest.SetCustomizeDic:
                        remaining = stream.Length - stream.Position;
                        if (remaining != Marshal.SizeOf<SoftwareKeyboardDictSet>())
                        {
                            Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes!");
                        }
                        else
                        {
                            var keyboardDictData = reader.ReadBytes((int)remaining);
                            _keyboardDict = ReadStruct<SoftwareKeyboardDictSet>(keyboardDictData);
                        }
                        _interactiveSession.Push(InlineResponses.Default());
                        break;
                    case InlineKeyboardRequest.Calc:
                        // Put the keyboard in a Ready state, this will force showing
                        _state = SoftwareKeyboardState.Ready;
                        remaining = stream.Length - stream.Position;
                        if (remaining != Marshal.SizeOf<SoftwareKeyboardCalc>())
                        {
                            Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes!");
                        }
                        else
                        {
                            var keyboardCalcData = reader.ReadBytes((int)remaining);
                            _keyboardCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);

                            if (_keyboardCalc.Utf8Mode == 0x1)
                            {
                                _encoding = Encoding.UTF8;
                            }

                            // Force showing the keyboard regardless of the state, an unwanted
                            // input dialog may show, but it is better than a soft lock.
                            if (_keyboardCalc.Appear.ShouldBeHidden == 0)
                            {
                                showKeyboard = true;
                            }
                        }
                        // Send an initialization finished signal.
                        _interactiveSession.Push(InlineResponses.FinishedInitialize());
                        // Start a task with the GUI handler to get user's input.
                        new Task(() =>
                        {
                            bool submit = true;
                            string inputText = (!string.IsNullOrWhiteSpace(_keyboardCalc.InputText) ? _keyboardCalc.InputText : DefaultText);

                            // Call the configured GUI handler to get user's input.
                            if (!showKeyboard)
                            {
                                // Submit the default text to avoid soft locking if the keyboard was ignored by
                                // accident. It's better to change the name than being locked out of the game.
                                submit = true;
                                inputText = DefaultText;

                                Logger.Debug?.Print(LogClass.Application, "Received a dummy Calc, keyboard will not be shown");
                            }
                            else if (_device.UiHandler == null)
                            {
                                Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
                            }
                            else
                            {
                                var args = new SoftwareKeyboardUiArgs
                                {
                                    HeaderText = "", // The inline keyboard lacks these texts
                                    SubtitleText = "",
                                    GuideText = "",
                                    SubmitText = (!string.IsNullOrWhiteSpace(_keyboardCalc.Appear.OkText) ? _keyboardCalc.Appear.OkText : "OK"),
                                    StringLengthMin = 0,
                                    StringLengthMax = 100,
                                    InitialText = inputText
                                };

                                submit = _device.UiHandler.DisplayInputDialog(args, out inputText);
                            }

                            if (submit)
                            {
                                Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard OK...");

                                if (_encoding == Encoding.UTF8)
                                {
                                    _interactiveSession.Push(InlineResponses.DecidedEnterUtf8(inputText));
                                }
                                else
                                {
                                    _interactiveSession.Push(InlineResponses.DecidedEnter(inputText));
                                }
                            }
                            else
                            {
                                Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel...");
                                _interactiveSession.Push(InlineResponses.DecidedCancel());
                            }

                            // TODO: Why is this necessary? Does the software expect a constant stream of responses?
                            Thread.Sleep(500);

                            Logger.Debug?.Print(LogClass.ServiceAm, "Resetting state of the keyboard...");
                            _interactiveSession.Push(InlineResponses.Default());
                        }).Start();
                        break;
                    case InlineKeyboardRequest.Finalize:
                        // The game wants to close the keyboard applet and will wait for a state change.
                        _state = SoftwareKeyboardState.Uninitialized;
                        AppletStateChanged?.Invoke(this, null);
                        break;
                    default:
                        // We shouldn't be able to get here through standard swkbd execution.
                        Logger.Error?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_state}!");
                        _interactiveSession.Push(InlineResponses.Default());
                        break;
                }
            }
        }

        private byte[] BuildResponse(string text, bool interactive)
        {
            int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize;

            using (MemoryStream stream = new MemoryStream(new byte[bufferSize]))
            using (BinaryWriter writer = new BinaryWriter(stream))
            {
                byte[] output = _encoding.GetBytes(text);

                if (!interactive)
                {
                    // Result Code
                    writer.Write(_okPressed ? 0U : 1U);
                }
                else
                {
                    // In interactive mode, we write the length of the text as a long, rather than
                    // a result code. This field is inclusive of the 64-bit size.
                    writer.Write((long)output.Length + 8);
                }

                writer.Write(output);

                return stream.ToArray();
            }
        }

        private static T ReadStruct<T>(byte[] data)
            where T : struct
        {
            GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);

            try
            {
                return Marshal.PtrToStructure<T>(handle.AddrOfPinnedObject());
            }
            finally
            {
                handle.Free();
            }
        }
    }
}