using System;
using System.Collections.ObjectModel;
using System.IO;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.RenderSystem;

// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license

namespace ANX.RenderSystem.Windows.Metro
{
	public class Creator : IRenderSystemCreator
	{
		#region Public
		public string Name
		{
			get
			{
				return "Metro";
			}
		}

		public int Priority
		{
			get
			{
				return 10;
			}
		}

		public bool IsSupported
		{
			get
			{
				return OSInformation.GetName() == PlatformName.Windows8ModernUI;
			}
		}
		#endregion

		#region CreateGraphicsDevice
		public INativeGraphicsDevice CreateGraphicsDevice(PresentationParameters presentationParameters)
		{
			PreventSystemChange();
			return new GraphicsDeviceWindowsMetro(presentationParameters);
		}
		#endregion

		#region CreateIndexBuffer
		public INativeIndexBuffer CreateIndexBuffer(GraphicsDevice graphics, IndexBuffer managedBuffer, IndexElementSize size,
			int indexCount, BufferUsage usage)
		{
			PreventSystemChange();
			return new IndexBuffer_Metro(graphics, size, indexCount, usage);
		}
		#endregion

		#region CreateVertexBuffer
		public INativeVertexBuffer CreateVertexBuffer(GraphicsDevice graphics, VertexBuffer managedBuffer,
			VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
		{
			PreventSystemChange();
			return new VertexBuffer_Metro(graphics, vertexDeclaration, vertexCount, usage);
		}
		#endregion

#if XNAEXT
        #region CreateConstantBuffer
        public INativeConstantBuffer CreateConstantBuffer(GraphicsDevice graphics, ConstantBuffer managedBuffer,
			BufferUsage usage)
		{
			PreventSystemChange();
            throw new NotImplementedException();
        }
        #endregion
#endif

        #region CreateEffect
        public INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect, Stream vertexShaderByteCode,
			Stream pixelShaderByteCode)
		{
			PreventSystemChange();
			return new Effect_Metro(graphics, managedEffect, vertexShaderByteCode, pixelShaderByteCode);
		}
		#endregion

		#region CreateEffect
		public INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect, Stream byteCode)
		{
			PreventSystemChange();
			return new Effect_Metro(graphics, managedEffect, byteCode);
		}
		#endregion
		
		#region CreateTexture
		public INativeTexture2D CreateTexture(GraphicsDevice graphics, SurfaceFormat surfaceFormat, int width, int height,
			int mipCount)
		{
			PreventSystemChange();
			return new Texture2D_Metro(graphics, width, height, surfaceFormat, mipCount);
		}
		#endregion

		#region CreateBlendState
		public INativeBlendState CreateBlendState()
		{
			PreventSystemChange();
			return new BlendState_Metro();
		}
		#endregion

		#region CreateRasterizerState
		public INativeRasterizerState CreateRasterizerState()
		{
			PreventSystemChange();
			return new RasterizerState_Metro();
		}
		#endregion

		#region CreateDepthStencilState
		public INativeDepthStencilState CreateDepthStencilState()
		{
			PreventSystemChange();
			return new DepthStencilState_Metro();
		}
		#endregion

		#region CreateSamplerState
		public INativeSamplerState CreateSamplerState()
		{
			PreventSystemChange();
			return new SamplerState_Metro();
		}
		#endregion

		#region GetShaderByteCode
		public byte[] GetShaderByteCode(PreDefinedShader type)
		{
			PreventSystemChange();

			switch (type)
			{
				case PreDefinedShader.SpriteBatch:
					return ShaderByteCode.SpriteBatchByteCode;
				case PreDefinedShader.DualTextureEffect:
					return ShaderByteCode.DualTextureEffectByteCode;
				case PreDefinedShader.AlphaTestEffect:
					return ShaderByteCode.AlphaTestEffectByteCode;
				case PreDefinedShader.EnvironmentMapEffect:
					return ShaderByteCode.EnvironmentMapEffectByteCode;
				case PreDefinedShader.BasicEffect:
					return ShaderByteCode.BasicEffectByteCode;
				case PreDefinedShader.SkinnedEffect:
					return ShaderByteCode.SkinnedEffectByteCode;
			}

			throw new NotImplementedException("ByteCode for built-in effect '" + type + "' is not yet available.");
		}
		#endregion

        public EffectSourceLanguage GetStockShaderSourceLanguage
        {
            get
            {
                return EffectSourceLanguage.HLSL_FX;
            }
        }

		#region RegisterCreator
		public void RegisterCreator(AddInSystemFactory factory)
		{
			factory.AddCreator(this);
		}
		#endregion

		#region GetAdapterList (TODO)
		public ReadOnlyCollection<GraphicsAdapter> GetAdapterList()
		{
			return new ReadOnlyCollection<GraphicsAdapter>(new GraphicsAdapter[]
			{
				new GraphicsAdapter()
				{
					IsDefaultAdapter = true
				}
			});
            /*
                SharpDX.DXGI.Factory factory = new Factory();

                List<GraphicsAdapter> adapterList = new List<GraphicsAdapter>();
                DisplayModeCollection displayModeCollection = new DisplayModeCollection();

                for (int i = 0; i < factory.GetAdapterCount(); i++)
                {
                        using (Adapter adapter = factory.GetAdapter(i))
                        {
                                GraphicsAdapter ga = new GraphicsAdapter();
                                //ga.CurrentDisplayMode = ;
                                //ga.Description = ;
                                ga.DeviceId = adapter.Description.DeviceId;
                                ga.DeviceName = adapter.Description.Description;
                                ga.IsDefaultAdapter = i == 0; //TODO: how to set default adapter?
                                //ga.IsWideScreen = ;
                                //ga.MonitorHandle = ;
                                ga.Revision = adapter.Description.Revision;
                                ga.SubSystemId = adapter.Description.SubsystemId;
                                //ga.SupportedDisplayModes = ;
                                ga.VendorId = adapter.Description.VendorId;

                                using (Output adapterOutput = adapter.GetOutput(0))
                                {
                                        foreach (ModeDescription modeDescription in adapterOutput.GetDisplayModeList(Format.R8G8B8A8_UNorm, DisplayModeEnumerationFlags.Interlaced))
                                        {
                                                var displayMode = new DisplayMode(modeDescription.Width, modeDescription.Height,
                                                    DxFormatConverter.Translate(modeDescription.Format));
                                                displayModeCollection[displayMode.Format] = new DisplayMode[] { displayMode };
                                        }
                                }

                                ga.SupportedDisplayModes = displayModeCollection;

                                adapterList.Add(ga);
                        }
                }

                factory.Dispose();

                return new System.Collections.ObjectModel.ReadOnlyCollection<GraphicsAdapter>(adapterList);*/
        }
		#endregion

		#region CreateRenderTarget
		public INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics, int width, int height, bool mipMap,
			SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount,
			RenderTargetUsage usage)
		{
			PreventSystemChange();
			return new RenderTarget2D_Metro(graphics, width, height, mipMap, preferredFormat, preferredDepthFormat,
				preferredMultiSampleCount, usage);
		}
		#endregion

		#region CreateOcclusionQuery (TODO)
		public IOcclusionQuery CreateOcclusionQuery()
		{
			PreventSystemChange();
			throw new NotImplementedException();
		}
		#endregion

		#region IsLanguageSupported
		public bool IsLanguageSupported(EffectSourceLanguage sourceLanguage)
		{
			return sourceLanguage == EffectSourceLanguage.HLSL_FX || sourceLanguage == EffectSourceLanguage.HLSL;
		}
		#endregion

		#region SetTextureSampler (TODO)
		public void SetTextureSampler(int index, Texture value)
		{
			PreventSystemChange();
			throw new NotImplementedException();
		}
		#endregion

		#region PreventSystemChange
		private void PreventSystemChange()
		{
			AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
		}
		#endregion
	}
}