using global::Android.Views;

using Avalonia;
using Avalonia.Controls;
using Avalonia.Controls.Platform;
using Avalonia.Interactivity;
using Avalonia.Markup.Xaml;
using Avalonia.Threading;

using DodoSSH.Client.Android.Platform;
using DodoSSH.Client.Shell.ViewModels;

namespace DodoSSH.Client.Android.Views;

/// <summary>The phone's single view. The desktop head's MainWindow, without the window.</summary>
internal sealed partial class PhoneShell : UserControl
{
    private MainWindowViewModel? shell;

    /// <summary>
    /// Everything the phone draws, which is the element the software keyboard is kept off.
    /// </summary>
    /// <remarks>
    /// Looked up rather than read off the field the name generator declares for <c>x:Name</c>, and
    /// <c>TerminalScreen</c> does the same for the same reason: that field is assigned by the generated
    /// <c>InitializeComponent</c>, and no view on this head calls it — they load their XAML directly. Using
    /// it compiles and is null at run time, which on this control means a crash before the first frame.
    /// </remarks>
    private readonly Panel body;

    /// <summary>The software keyboard, while this control is attached. Null on a platform without one.</summary>
    private IInputPane? keyboard;

    /// <summary>
    /// Whether the lock screen currently showing is the one the application launched into.
    /// </summary>
    /// <remarks>
    /// Set once, when the shell arrives, because this control is built once for the process. Cleared the
    /// moment the state leaves <see cref="ShellState.Locked"/>, and never set again — which is what stops a
    /// deliberate lock from being answered with an immediate request to unlock. See
    /// <see cref="TryOfferDeviceUnlock"/>.
    /// </remarks>
    private bool thisLockIsTheLaunch;

    private bool offeredDeviceUnlock;

    public PhoneShell()
    {
        AvaloniaXamlLoader.Load(this);

        body = this.FindControl<Panel>("Body")!;

        // Subscribed once, for the life of the control, rather than in OnAttachedToVisualTree: the panel is
        // this control's own child and cannot outlive it, and re-subscribing on every attach is how a
        // handler ends up registered twice.
        body.SizeChanged += OnBodyResized;

        DataContextChanged += (_, _) =>
        {
            if (shell is not null)
            {
                shell.PropertyChanged -= OnShellChanged;
            }

            shell = DataContext as MainWindowViewModel;

            if (shell is not null)
            {
                shell.PropertyChanged += OnShellChanged;
                ApplyScreenshotPolicy(shell.State);

                thisLockIsTheLaunch = true;
                TryOfferDeviceUnlock();
            }
        };
    }

    private void OnShellChanged(object? sender, System.ComponentModel.PropertyChangedEventArgs e)
    {
        if (shell is null)
        {
            return;
        }

        if (e.PropertyName is nameof(MainWindowViewModel.State))
        {
            ApplyScreenshotPolicy(shell.State);

            if (shell.State is not ShellState.Locked)
            {
                thisLockIsTheLaunch = false;
                offeredDeviceUnlock = false;
            }
        }

        // Three properties rather than one, because the condition is assembled out of order. Startup sets
        // State to Locked and only then awaits the keystore to decide CanUnlockWithDevice, and it does all
        // of it inside the busy wrapper — which refuses a second command outright. So whichever of the
        // three settles last is the one that has to ask again.
        if (e.PropertyName is nameof(MainWindowViewModel.State)
            or nameof(MainWindowViewModel.CanUnlockWithDevice)
            or nameof(MainWindowViewModel.IsBusy))
        {
            TryOfferDeviceUnlock();
        }
    }

    /// <summary>
    /// Raises the fingerprint prompt on arriving at the lock screen, rather than waiting to be asked.
    /// </summary>
    /// <remarks>
    /// <para>
    /// The button is still there and still says what it does; this only spends the tap for you. On a phone
    /// that is the difference between opening the application in one gesture and in two, and the second of
    /// the two was a button whose entire content was "yes, do the thing you already know I want".
    /// </para>
    /// <para>
    /// <b>Only at launch.</b> A lock the user asked for is not answered with a request to unlock — that
    /// turns LOCK into a control that appears to do nothing, and worse, trains the reflex of authenticating
    /// at a prompt that appeared without being asked for. So the offer belongs to the locked screen the
    /// process started on and to no other.
    /// </para>
    /// <para>
    /// <b>Once.</b> A declined gesture leaves the passphrase box exactly where it was, which is the whole
    /// fallback — and a prompt that reappeared after being dismissed would be a modal the user cannot get
    /// out of to type into it.
    /// </para>
    /// <para>
    /// Nothing here needs a failure path. <c>UnlockWithDeviceAsync</c> turns every refusal into a status
    /// line, and a phone with no enrolled fingerprint never gets here at all, because
    /// <c>CanUnlockWithDevice</c> already asked the keystore.
    /// </para>
    /// </remarks>
    private void TryOfferDeviceUnlock()
    {
        if (!thisLockIsTheLaunch || offeredDeviceUnlock)
        {
            return;
        }

        if (shell is not { State: ShellState.Locked, CanUnlockWithDevice: true, IsBusy: false } current)
        {
            return;
        }

        offeredDeviceUnlock = true;
        current.UnlockWithDeviceCommand.Execute(null);
    }

    /// <inheritdoc />
    protected override void OnAttachedToVisualTree(VisualTreeAttachmentEventArgs e)
    {
        base.OnAttachedToVisualTree(e);

        if (TopLevel.GetTopLevel(this) is { } top)
        {
            top.BackRequested += OnBackRequested;

            keyboard = top.InputPane;

            if (keyboard is not null)
            {
                keyboard.StateChanged += OnKeyboardChanged;
                ApplyKeyboardInset(keyboard);
            }
        }
    }

    /// <inheritdoc />
    protected override void OnDetachedFromVisualTree(VisualTreeAttachmentEventArgs e)
    {
        if (TopLevel.GetTopLevel(this) is { } top)
        {
            top.BackRequested -= OnBackRequested;
        }

        if (keyboard is not null)
        {
            keyboard.StateChanged -= OnKeyboardChanged;
            keyboard = null;
        }

        base.OnDetachedFromVisualTree(e);
    }

    private void OnKeyboardChanged(object? sender, InputPaneStateEventArgs e)
        => ApplyKeyboardInset(e.NewState is InputPaneState.Open ? e.EndRect.Height : 0);

    private void ApplyKeyboardInset(IInputPane pane)
        => ApplyKeyboardInset(pane.State is InputPaneState.Open ? pane.OccludedRect.Height : 0);

    /// <summary>
    /// Holds the phone's whole interface clear of the software keyboard.
    /// </summary>
    /// <remarks>
    /// <para>
    /// <b>Here rather than on each screen, because the keyboard is not a screen's business.</b> Five of them
    /// have a box that can be typed into and every one of them would need the same handler; a sixth added
    /// later would silently not have it. Everything the phone draws is inside <c>Body</c>, so one bottom
    /// margin shortens all of them at once — which is the same thing the window resizing would have done,
    /// and is why the two paths below never both apply.
    /// </para>
    /// <para>
    /// <b>Two paths, one of which is dead on any given device.</b> Before Android 15, the activity's
    /// <c>AdjustResize</c> makes the platform shorten the window itself and the keyboard inset reaches
    /// Avalonia already consumed — this measures zero and the margin stays where it is. From Android 15 the
    /// window is no longer resized for the keyboard at all, edge-to-edge being enforced, and the inset is
    /// reported instead: that is the number applied here. Adding a margin on top of a window that had
    /// already shrunk would strand the interface an entire keyboard above the keyboard, which is why the
    /// value is taken from the inset alone and never from both.
    /// </para>
    /// <para>
    /// Scrolling the box back into view is deliberately not done here. <c>ScrollViewer</c> already brings a
    /// newly focused child into view, and every screen with a box on it is inside one; what it cannot know
    /// is that the visible region shrank *after* the focus. So the trigger is the resize this margin causes
    /// — see <see cref="OnBodyResized"/> — and not this method, which would run a layout pass too early to
    /// have anything to scroll to.
    /// </para>
    /// </remarks>
    private void ApplyKeyboardInset(double occluded)
    {
        var inset = double.IsFinite(occluded) ? Math.Max(occluded, 0) : 0;

        if (Math.Abs(body.Margin.Bottom - inset) > 0.5)
        {
            body.Margin = new Thickness(0, 0, 0, inset);
        }
    }

    /// <summary>
    /// Scrolls whatever has the keyboard back into view once the room left for it is known.
    /// </summary>
    /// <remarks>
    /// <para>
    /// The one moment this is needed is the one no other handler sees: the box was focused while the whole
    /// screen was available, and the space it sits in shrank afterwards. Both ways of losing that space end
    /// here — the margin applied above, and the platform shortening the window on Android 14 and earlier —
    /// which is why the resize is the trigger rather than either of the two things that cause it.
    /// </para>
    /// <para>
    /// Posted rather than called, and at <c>Loaded</c> priority, because the size change is raised during
    /// the layout pass that caused it: asking a <c>ScrollViewer</c> to scroll to a child whose new bounds
    /// have not been written yet scrolls to where the child used to be.
    /// </para>
    /// <para>
    /// Only while the keyboard is up. Every rotation and every screen change resizes this control too, and
    /// a shell that scrolled to the focused control on each of them would be a shell that moves under you.
    /// </para>
    /// </remarks>
    private void OnBodyResized(object? sender, SizeChangedEventArgs e)
    {
        if (keyboard is not { State: InputPaneState.Open })
        {
            return;
        }

        Dispatcher.UIThread.Post(
            () =>
            {
                // Whatever holds focus, not the passphrase box by name: this runs for eleven screens and
                // the one the keyboard is up for is the only one that can answer which box that is.
                if (TopLevel.GetTopLevel(this)?.FocusManager?.GetFocusedElement() is Control focused)
                {
                    focused.BringIntoView();
                }
            },
            DispatcherPriority.Loaded);
    }

    /// <summary>
    /// Takes the system back gesture up the hierarchy rather than out of the application.
    /// </summary>
    /// <remarks>
    /// <para>
    /// v2 is the first arrangement here with a second level: six destinations sit behind MORE, each with
    /// its own back arrow. Android's back is the same gesture as that arrow and users reach for it first,
    /// and left unhandled it does not go up — it finishes the activity. Ending the application from a log
    /// screen is not a plausible reading of "back".
    /// </para>
    /// <para>
    /// Handled in the order the interface is stacked, not by screen alone: the terminal is a surface over a
    /// page, so it is dismissed before the page under it is considered. Setting <c>Handled</c> is what stops
    /// the event being re-dispatched to the activity's own default.
    /// </para>
    /// <para>
    /// <b>Two things it deliberately does not do.</b> It does not answer a host-key prompt — those are
    /// decisions with two named buttons, and a gesture that dismissed one would be the swipe-to-dismiss this
    /// head refused when it made the changed-key refusal a full-screen panel rather than a sheet. And from
    /// the host list it does nothing at all, so back still leaves the application from the screen the
    /// application opens on, which is what every other Android app does.
    /// </para>
    /// <para>
    /// <b>v3 adds one guard above the switch rather than another case inside it.</b> The switch's first case
    /// is the membership test of <see cref="MainWindowViewModel.IsMoreSurface"/> minus <c>More</c> itself,
    /// and has to stay in step with it — a screen added to the hub and not to that case would trap the user
    /// on it. An editor is not a screen and has no entry there. It is also strictly nearer: the add sheet
    /// sits over the host editor's own screen, so back has to lower whatever is topmost before it considers
    /// moving between screens at all. Closing an editor is not the same refusal as leaving a host-key
    /// decision alone — an editor is abandonable by design, and the CANCEL button beside it says so.
    /// </para>
    /// <para>
    /// <b>The connect menu is a second such guard, and it matters more than the first.</b> A terminal now
    /// fills the screen — no header, no bottom bar — so while that menu is up this gesture is the only way
    /// off it other than the scrim and CANCEL. It is checked before the terminal is dismissed for the
    /// reason it is drawn over it: back takes the topmost thing, and dismissing the surface underneath a
    /// menu would take two, neither of them the one being looked at.
    /// </para>
    /// </remarks>
    private void OnBackRequested(object? sender, RoutedEventArgs e)
    {
        if (shell is not { State: ShellState.Unlocked } current)
        {
            return;
        }

        // A decision is on screen. Leave it alone — see the remark.
        if (current.Vault is { HasPendingHostKey: true } or { HasHostKeyMismatch: true }
            || current.Transfers is { HasPendingHostKey: true } or { HasHostKeyMismatch: true })
        {
            return;
        }

        // The connect menu, which is raised from the terminal's own bar and is the topmost thing the phone
        // draws while it is up. Ahead of the editors below because it is nearer, and ahead of leaving the
        // terminal because a gesture that dismissed the surface underneath a menu would close two things at
        // once — and the one the user was looking at would not be either of them.
        if (current.IsConnectSheetOpen)
        {
            current.CloseConnectSheetCommand.Execute(null);
            e.Handled = true;
            return;
        }

        if (TryCloseAnOpenEditor(current))
        {
            e.Handled = true;
            return;
        }

        if (!current.IsShowingPages)
        {
            current.ShowScreenCommand.Execute(current.Screen);
            e.Handled = true;
            return;
        }

        switch (current.Screen)
        {
            case ShellScreen.Snippets or ShellScreen.Logs or ShellScreen.Transfers
                or ShellScreen.Buckets or ShellScreen.Preferences or ShellScreen.Team:
                current.ShowScreenCommand.Execute(ShellScreen.More);
                e.Handled = true;
                break;

            case ShellScreen.More or ShellScreen.Vault:
                current.ShowScreenCommand.Execute(ShellScreen.Hosts);
                e.Handled = true;
                break;

            default:
                // Hosts, and anything the phone does not draw. Left unhandled, so back leaves the app.
                break;
        }
    }

    /// <summary>
    /// Lowers whatever the hosts screen has raised over its list, topmost first.
    /// </summary>
    /// <returns>Whether anything was closed, and so whether back has been spent.</returns>
    /// <remarks>
    /// <para>
    /// Order is the whole of it. The add sheet sits over the list and the two editors sit in place of it, so
    /// the sheet has to go first — closing an editor while a sheet was open would leave the sheet floating
    /// over a list nobody asked to see, and the second back would then close the sheet rather than the
    /// editor the user was looking at.
    /// </para>
    /// <para>
    /// The editors are cancelled rather than merely hidden. Cancelling is what clears the boxes, and the
    /// host editor's boxes are the ones worth clearing: leaving a half-typed hostname behind would have the
    /// next NEW HOST open on somebody else's abandoned draft.
    /// </para>
    /// </remarks>
    private static bool TryCloseAnOpenEditor(MainWindowViewModel current)
    {
        if (current.Vault is not { } vault)
        {
            return false;
        }

        if (vault.IsAddSheetOpen)
        {
            vault.CloseAddSheetCommand.Execute(null);
            return true;
        }

        if (vault.IsEditing)
        {
            vault.CancelEditCommand.Execute(null);
            return true;
        }

        if (vault.IsEditingGroup)
        {
            vault.CancelGroupEditCommand.Execute(null);
            return true;
        }

        return false;
    }

    /// <summary>
    /// Blocks screenshots and screen recording while the recovery code is on screen.
    /// </summary>
    /// <remarks>
    /// <para>
    /// The recovery screen says screenshots are blocked, and this is what makes that true rather than a
    /// claim. <c>FLAG_SECURE</c> is a window flag — no control can set it — so it lives here, on the one
    /// object that has the activity.
    /// </para>
    /// <para>
    /// <b>It is worth being clear about what this buys.</b> It stops the obvious accident — a screenshot
    /// of the only copy of an unrecoverable code landing in a cloud photo library — and it excludes the
    /// screen from the recent-apps thumbnail, which is the part users never think about. It stops nothing
    /// determined: a second phone photographs the screen perfectly well. The code is meant to be written
    /// down, and this only pushes people away from the one place it must not be written down to.
    /// </para>
    /// <para>
    /// Lowered again afterwards rather than left on. Leaving it set would make the terminal unscreenshotable
    /// too, and a screenshot of a shell is a thing people legitimately want.
    /// </para>
    /// </remarks>
    private static void ApplyScreenshotPolicy(ShellState state)
    {
        if (PhoneEnvironment.CurrentActivity?.Window is not { } window)
        {
            return;
        }

        if (state is ShellState.ShowingRecoveryCode)
        {
            window.SetFlags(WindowManagerFlags.Secure, WindowManagerFlags.Secure);
        }
        else
        {
            window.ClearFlags(WindowManagerFlags.Secure);
        }
    }
}
