#include <LibJS/Runtime/Array.h>
#include <LibJS/Runtime/Error.h>
#include <LibJS/Runtime/Value.h>
#include <LibJS/Runtime/ValueInlines.h>
#include <LibWeb/Bindings/ExceptionOrUtils.h>
#include <LibWeb/Bindings/InternalGamepad.h>
#include <LibWeb/Bindings/Intrinsics.h>
#include <LibWeb/Internals/InternalGamepad.h>
#include <LibWeb/WebIDL/AbstractOperations.h>
#include <LibWeb/WebIDL/Tracing.h>
#include <LibWeb/WebIDL/Types.h>

namespace Web::Bindings {

void InternalGamepadConstructor::initialize(JS::Realm& realm, JS::NativeFunction& object)
{
    auto& vm = realm.vm();
    [[maybe_unused]] u8 default_attributes = JS::Attribute::Enumerable;

    
    object.define_direct_property(vm.names.length, JS::Value(0), JS::Attribute::Configurable);
    object.define_direct_property(vm.names.name, JS::PrimitiveString::create(vm, "InternalGamepad"_utf16), JS::Attribute::Configurable);
    object.define_direct_property(vm.names.prototype, &ensure_web_prototype<InternalGamepadPrototype>(realm, "InternalGamepad"_fly_string), 0);
}

JS::ThrowCompletionOr<GC::Ref<JS::Object>> InternalGamepadConstructor::construct([[maybe_unused]] InterfaceConstructor& constructor, [[maybe_unused]] JS::FunctionObject& new_target)
{
    WebIDL::log_trace(constructor.vm(), "InternalGamepadConstructor::construct");
    return constructor.vm().throw_completion<JS::TypeError>(JS::ErrorType::NotAConstructor, "InternalGamepad");
}

void InternalGamepadPrototype::initialize(JS::Realm& realm, JS::Object& object)
{
    [[maybe_unused]] auto& vm = realm.vm();
    [[maybe_unused]] u8 default_attributes = JS::Attribute::Enumerable | JS::Attribute::Configurable | JS::Attribute::Writable;

    object.set_prototype(realm.intrinsics().object_prototype());

    auto buttons_id = "buttons"_utf16_fly_string;
    auto native_buttons_getter = JS::NativeFunction::create(realm, buttons_getter, 0, buttons_id, &realm, "get"sv);
    GC::Ptr<JS::NativeFunction> native_buttons_setter;

    // 4. Let configurable be false if attr is unforgeable and true otherwise.
    auto buttons_attributes = default_attributes;

    // 5. Let desc be the PropertyDescriptor{[[Get]]: getter, [[Set]]: setter, [[Enumerable]]: true, [[Configurable]]: configurable}.

    // 7. Perform ! DefinePropertyOrThrow(target, id, desc).
    object.define_direct_accessor(buttons_id, native_buttons_getter, native_buttons_setter, buttons_attributes);

    // 8. FIXME: If attr’s type is an observable array type with type argument T, then set target’s backing observable array exotic object for attr to the result of creating an observable array exotic object in realm, given T, attr’s set an indexed value algorithm, and attr’s delete an indexed value algorithm.
    auto axes_id = "axes"_utf16_fly_string;
    auto native_axes_getter = JS::NativeFunction::create(realm, axes_getter, 0, axes_id, &realm, "get"sv);
    GC::Ptr<JS::NativeFunction> native_axes_setter;

    // 4. Let configurable be false if attr is unforgeable and true otherwise.
    auto axes_attributes = default_attributes;

    // 5. Let desc be the PropertyDescriptor{[[Get]]: getter, [[Set]]: setter, [[Enumerable]]: true, [[Configurable]]: configurable}.

    // 7. Perform ! DefinePropertyOrThrow(target, id, desc).
    object.define_direct_accessor(axes_id, native_axes_getter, native_axes_setter, axes_attributes);

    // 8. FIXME: If attr’s type is an observable array type with type argument T, then set target’s backing observable array exotic object for attr to the result of creating an observable array exotic object in realm, given T, attr’s set an indexed value algorithm, and attr’s delete an indexed value algorithm.
    auto triggers_id = "triggers"_utf16_fly_string;
    auto native_triggers_getter = JS::NativeFunction::create(realm, triggers_getter, 0, triggers_id, &realm, "get"sv);
    GC::Ptr<JS::NativeFunction> native_triggers_setter;

    // 4. Let configurable be false if attr is unforgeable and true otherwise.
    auto triggers_attributes = default_attributes;

    // 5. Let desc be the PropertyDescriptor{[[Get]]: getter, [[Set]]: setter, [[Enumerable]]: true, [[Configurable]]: configurable}.

    // 7. Perform ! DefinePropertyOrThrow(target, id, desc).
    object.define_direct_accessor(triggers_id, native_triggers_getter, native_triggers_setter, triggers_attributes);

    // 8. FIXME: If attr’s type is an observable array type with type argument T, then set target’s backing observable array exotic object for attr to the result of creating an observable array exotic object in realm, given T, attr’s set an indexed value algorithm, and attr’s delete an indexed value algorithm.
    object.define_native_function(realm, "setButton"_utf16_fly_string, set_button, 2, default_attributes);

    object.define_native_function(realm, "setAxis"_utf16_fly_string, set_axis, 2, default_attributes);

    object.define_native_function(realm, "getReceivedRumbleEffects"_utf16_fly_string, get_received_rumble_effects, 0, default_attributes);

    object.define_native_function(realm, "getReceivedRumbleTriggerEffects"_utf16_fly_string, get_received_rumble_trigger_effects, 0, default_attributes);

    object.define_native_function(realm, "disconnect"_utf16_fly_string, disconnect, 0, default_attributes);

    object.define_direct_property(vm.well_known_symbol_to_string_tag(), JS::PrimitiveString::create(vm, "InternalGamepad"_utf16), JS::Attribute::Configurable);
}

void InternalGamepadPrototype::define_unforgeable_attributes(JS::Realm& realm, [[maybe_unused]] JS::Object& object)
{
    [[maybe_unused]] auto& vm = realm.vm();
    [[maybe_unused]] u8 default_attributes = JS::Attribute::Enumerable;
}

[[maybe_unused]] static JS::ThrowCompletionOr<Internals::InternalGamepad*> impl_from(JS::VM& vm, JS::Value js_value)
{

    if (auto impl = js_value.as_if<Internals::InternalGamepad>())
        return impl.ptr();
    return vm.throw_completion<JS::TypeError>(JS::ErrorType::NotAnObjectOfType, "InternalGamepad");
}

[[maybe_unused]] static JS::ThrowCompletionOr<Internals::InternalGamepad*> impl_from(JS::VM& vm)
{
    auto this_value = vm.this_value();
    if (this_value.is_nullish())
        this_value = &vm.current_realm()->global_object();
    return impl_from(vm, this_value);
}

JS_DEFINE_NATIVE_FUNCTION(InternalGamepadPrototype::buttons_getter)
{
    WebIDL::log_trace(vm, "InternalGamepadPrototype::buttons_getter");
    [[maybe_unused]] auto& realm = *vm.current_realm();

    auto* idl_object = TRY(impl_from(vm));


    auto R = TRY(throw_dom_exception_if_needed(vm, [&] { return idl_object->buttons(); }));

    return [&]() -> JS::Value {
        // An IDL sequence<T> value S is converted to a JavaScript value as follows:
        // 1. Let n be the length of S.
        auto sequence_length = R.size();

        // 2. Let A be a new Array object created as if by the expression [].
        auto sequence_array = MUST(JS::Array::create(realm, sequence_length));

        // 3. Initialize i to be 0.
        // 4. While i < n:
        for (size_t sequence_index = 0; sequence_index < sequence_length; ++sequence_index) {
            // 1. Let V be the value in S at index i.
            auto& sequence_element = R.at(sequence_index);

            // 2. Let E be the result of converting V to a JavaScript value.
            JS::Value js_sequence_element = JS::Value(static_cast<WebIDL::Long>(sequence_element));

            // 3. Let P be the result of calling ! ToString(i).
            // 4. Perform ! CreateDataPropertyOrThrow(A, P, E).
            MUST(sequence_array->create_data_property(JS::PropertyKey { sequence_index }, js_sequence_element));

            // 5. Set i to i + 1.
        }

        // 5. Return A.
        return sequence_array;
    }();
}

JS_DEFINE_NATIVE_FUNCTION(InternalGamepadPrototype::axes_getter)
{
    WebIDL::log_trace(vm, "InternalGamepadPrototype::axes_getter");
    [[maybe_unused]] auto& realm = *vm.current_realm();

    auto* idl_object = TRY(impl_from(vm));


    auto R = TRY(throw_dom_exception_if_needed(vm, [&] { return idl_object->axes(); }));

    return [&]() -> JS::Value {
        // An IDL sequence<T> value S is converted to a JavaScript value as follows:
        // 1. Let n be the length of S.
        auto sequence_length = R.size();

        // 2. Let A be a new Array object created as if by the expression [].
        auto sequence_array = MUST(JS::Array::create(realm, sequence_length));

        // 3. Initialize i to be 0.
        // 4. While i < n:
        for (size_t sequence_index = 0; sequence_index < sequence_length; ++sequence_index) {
            // 1. Let V be the value in S at index i.
            auto& sequence_element = R.at(sequence_index);

            // 2. Let E be the result of converting V to a JavaScript value.
            JS::Value js_sequence_element = JS::Value(static_cast<WebIDL::Long>(sequence_element));

            // 3. Let P be the result of calling ! ToString(i).
            // 4. Perform ! CreateDataPropertyOrThrow(A, P, E).
            MUST(sequence_array->create_data_property(JS::PropertyKey { sequence_index }, js_sequence_element));

            // 5. Set i to i + 1.
        }

        // 5. Return A.
        return sequence_array;
    }();
}

JS_DEFINE_NATIVE_FUNCTION(InternalGamepadPrototype::triggers_getter)
{
    WebIDL::log_trace(vm, "InternalGamepadPrototype::triggers_getter");
    [[maybe_unused]] auto& realm = *vm.current_realm();

    auto* idl_object = TRY(impl_from(vm));


    auto R = TRY(throw_dom_exception_if_needed(vm, [&] { return idl_object->triggers(); }));

    return [&]() -> JS::Value {
        // An IDL sequence<T> value S is converted to a JavaScript value as follows:
        // 1. Let n be the length of S.
        auto sequence_length = R.size();

        // 2. Let A be a new Array object created as if by the expression [].
        auto sequence_array = MUST(JS::Array::create(realm, sequence_length));

        // 3. Initialize i to be 0.
        // 4. While i < n:
        for (size_t sequence_index = 0; sequence_index < sequence_length; ++sequence_index) {
            // 1. Let V be the value in S at index i.
            auto& sequence_element = R.at(sequence_index);

            // 2. Let E be the result of converting V to a JavaScript value.
            JS::Value js_sequence_element = JS::Value(static_cast<WebIDL::Long>(sequence_element));

            // 3. Let P be the result of calling ! ToString(i).
            // 4. Perform ! CreateDataPropertyOrThrow(A, P, E).
            MUST(sequence_array->create_data_property(JS::PropertyKey { sequence_index }, js_sequence_element));

            // 5. Set i to i + 1.
        }

        // 5. Return A.
        return sequence_array;
    }();
}

JS_DEFINE_NATIVE_FUNCTION(InternalGamepadPrototype::set_button)
{
    WebIDL::log_trace(vm, "InternalGamepadPrototype::set_button");
    [[maybe_unused]] auto& realm = *vm.current_realm();
    [[maybe_unused]] Internals::InternalGamepad* idl_object = TRY(impl_from(vm));

    if (vm.argument_count() < 2)
        return vm.throw_completion<JS::TypeError>(JS::ErrorType::BadArgCountMany, "setButton", "2");

    auto arg0 = vm.argument(0);
    auto button = TRY(throw_dom_exception_if_needed(vm, [&] { return WebIDL::convert_to_int<WebIDL::Long>(vm, arg0, WebIDL::EnforceRange::No, WebIDL::Clamp::No); }));

    auto arg1 = vm.argument(1);
    auto down = TRY(throw_dom_exception_if_needed(vm, [&] { return arg1.to_boolean(); }));

    [[maybe_unused]] auto R = TRY(throw_dom_exception_if_needed(vm, [&] { return idl_object->set_button(button, down); }));
    return JS::js_undefined();
}

JS_DEFINE_NATIVE_FUNCTION(InternalGamepadPrototype::set_axis)
{
    WebIDL::log_trace(vm, "InternalGamepadPrototype::set_axis");
    [[maybe_unused]] auto& realm = *vm.current_realm();
    [[maybe_unused]] Internals::InternalGamepad* idl_object = TRY(impl_from(vm));

    if (vm.argument_count() < 2)
        return vm.throw_completion<JS::TypeError>(JS::ErrorType::BadArgCountMany, "setAxis", "2");

    auto arg0 = vm.argument(0);
    auto axis = TRY(throw_dom_exception_if_needed(vm, [&] { return WebIDL::convert_to_int<WebIDL::Long>(vm, arg0, WebIDL::EnforceRange::No, WebIDL::Clamp::No); }));

    auto arg1 = vm.argument(1);
    auto value = TRY(throw_dom_exception_if_needed(vm, [&] { return WebIDL::convert_to_int<WebIDL::Short>(vm, arg1, WebIDL::EnforceRange::No, WebIDL::Clamp::No); }));

    [[maybe_unused]] auto R = TRY(throw_dom_exception_if_needed(vm, [&] { return idl_object->set_axis(axis, value); }));
    return JS::js_undefined();
}

JS_DEFINE_NATIVE_FUNCTION(InternalGamepadPrototype::get_received_rumble_effects)
{
    WebIDL::log_trace(vm, "InternalGamepadPrototype::get_received_rumble_effects");
    [[maybe_unused]] auto& realm = *vm.current_realm();
    [[maybe_unused]] Internals::InternalGamepad* idl_object = TRY(impl_from(vm));

    [[maybe_unused]] auto R = TRY(throw_dom_exception_if_needed(vm, [&] { return idl_object->get_received_rumble_effects(); }));
    return [&]() -> JS::Value {
        // An IDL sequence<T> value S is converted to a JavaScript value as follows:
        // 1. Let n be the length of S.
        auto sequence_length = R.size();

        // 2. Let A be a new Array object created as if by the expression [].
        auto sequence_array = MUST(JS::Array::create(realm, sequence_length));

        // 3. Initialize i to be 0.
        // 4. While i < n:
        for (size_t sequence_index = 0; sequence_index < sequence_length; ++sequence_index) {
            // 1. Let V be the value in S at index i.
            auto& sequence_element = R.at(sequence_index);

            // 2. Let E be the result of converting V to a JavaScript value.
            JS::Value js_sequence_element = JS::Value(sequence_element);

            // 3. Let P be the result of calling ! ToString(i).
            // 4. Perform ! CreateDataPropertyOrThrow(A, P, E).
            MUST(sequence_array->create_data_property(JS::PropertyKey { sequence_index }, js_sequence_element));

            // 5. Set i to i + 1.
        }

        // 5. Return A.
        return sequence_array;
    }();
}

JS_DEFINE_NATIVE_FUNCTION(InternalGamepadPrototype::get_received_rumble_trigger_effects)
{
    WebIDL::log_trace(vm, "InternalGamepadPrototype::get_received_rumble_trigger_effects");
    [[maybe_unused]] auto& realm = *vm.current_realm();
    [[maybe_unused]] Internals::InternalGamepad* idl_object = TRY(impl_from(vm));

    [[maybe_unused]] auto R = TRY(throw_dom_exception_if_needed(vm, [&] { return idl_object->get_received_rumble_trigger_effects(); }));
    return [&]() -> JS::Value {
        // An IDL sequence<T> value S is converted to a JavaScript value as follows:
        // 1. Let n be the length of S.
        auto sequence_length = R.size();

        // 2. Let A be a new Array object created as if by the expression [].
        auto sequence_array = MUST(JS::Array::create(realm, sequence_length));

        // 3. Initialize i to be 0.
        // 4. While i < n:
        for (size_t sequence_index = 0; sequence_index < sequence_length; ++sequence_index) {
            // 1. Let V be the value in S at index i.
            auto& sequence_element = R.at(sequence_index);

            // 2. Let E be the result of converting V to a JavaScript value.
            JS::Value js_sequence_element = JS::Value(sequence_element);

            // 3. Let P be the result of calling ! ToString(i).
            // 4. Perform ! CreateDataPropertyOrThrow(A, P, E).
            MUST(sequence_array->create_data_property(JS::PropertyKey { sequence_index }, js_sequence_element));

            // 5. Set i to i + 1.
        }

        // 5. Return A.
        return sequence_array;
    }();
}

JS_DEFINE_NATIVE_FUNCTION(InternalGamepadPrototype::disconnect)
{
    WebIDL::log_trace(vm, "InternalGamepadPrototype::disconnect");
    [[maybe_unused]] auto& realm = *vm.current_realm();
    [[maybe_unused]] Internals::InternalGamepad* idl_object = TRY(impl_from(vm));

    [[maybe_unused]] auto R = TRY(throw_dom_exception_if_needed(vm, [&] { return idl_object->disconnect(); }));
    return JS::js_undefined();
}

} // namespace Web::Bindings
