/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this file,
 * You can obtain one at http://mozilla.org/MPL/2.0/. */

"use strict";

const {utils: Cu} = Components;
Cu.importGlobalProperties(["crypto"]);

this.EXPORTED_SYMBOLS = ["capture"];

const CONTEXT_2D = "2d";
const BG_COLOUR = "rgb(255,255,255)";
const PNG_MIME = "image/png";
const XHTML_NS = "http://www.w3.org/1999/xhtml";

/** Provides primitives to capture screenshots. */
this.capture = {};

capture.Format = {
  Base64: 0,
  Hash: 1,
};

/**
 * Take a screenshot of a single element.
 *
 * @param {Node} node
 *     The node to take a screenshot of.
 * @param {Array.<Node>=} highlights
 *     Optional array of nodes, around which a border will be marked to
 *     highlight them in the screenshot.
 *
 * @return {HTMLCanvasElement}
 *     The canvas element where the element has been painted on.
 */
capture.element = function (node, highlights = []) {
  let win = node.ownerGlobal;
  let rect = node.getBoundingClientRect();

  return capture.canvas(
      win,
      rect.left,
      rect.top,
      rect.width,
      rect.height,
      highlights);
};

/**
 * Take a screenshot of the window's viewport by taking into account
 * the current offsets.
 *
 * @param {DOMWindow} win
 *     The DOM window providing the document element to capture,
 *     and the offsets for the viewport.
 * @param {Array.<Node>=} highlights
 *     Optional array of nodes, around which a border will be marked to
 *     highlight them in the screenshot.
 *
 * @return {HTMLCanvasElement}
 *     The canvas element where the viewport has been painted on.
 */
capture.viewport = function (win, highlights = []) {
  let rootNode = win.document.documentElement;

  return capture.canvas(
      win,
      win.pageXOffset,
      win.pageYOffset,
      rootNode.clientWidth,
      rootNode.clientHeight,
      highlights);
};

/**
 * Low-level interface to draw a rectangle off the framebuffer.
 *
 * @param {DOMWindow} win
 *     The DOM window used for the framebuffer, and providing the interfaces
 *     for creating an HTMLCanvasElement.
 * @param {number} left
 *     The left, X axis offset of the rectangle.
 * @param {number} top
 *     The top, Y axis offset of the rectangle.
 * @param {number} width
 *     The width dimension of the rectangle to paint.
 * @param {number} height
 *     The height dimension of the rectangle to paint.
 * @param {Array.<Node>=} highlights
 *     Optional array of nodes, around which a border will be marked to
 *     highlight them in the screenshot.
 *
 * @return {HTMLCanvasElement}
 *     The canvas on which the selection from the window's framebuffer
 *     has been painted on.
 */
capture.canvas = function (win, left, top, width, height, highlights = []) {
  let scale = win.devicePixelRatio;

  let canvas = win.document.createElementNS(XHTML_NS, "canvas");
  canvas.width = width * scale;
  canvas.height = height * scale;

  let ctx = canvas.getContext(CONTEXT_2D);
  let flags = ctx.DRAWWINDOW_DRAW_CARET;
      // Disabled in bug 1243415 for webplatform-test failures due to out of view elements.
      // Needs https://github.com/w3c/web-platform-tests/issues/4383 fixed.
      // ctx.DRAWWINDOW_DRAW_VIEW;
      // Bug 1009762 - Crash in [@ mozilla::gl::ReadPixelsIntoDataSurface]
      // ctx.DRAWWINDOW_USE_WIDGET_LAYERS;

  ctx.scale(scale, scale);
  ctx.drawWindow(win, left, top, width, height, BG_COLOUR, flags);
  ctx = capture.highlight_(ctx, highlights, top, left);

  return canvas;
};

capture.highlight_ = function (context, highlights, top = 0, left = 0) {
  if (!highlights) {
    return;
  }

  context.lineWidth = "2";
  context.strokeStyle = "red";
  context.save();

  for (let el of highlights) {
    let rect = el.getBoundingClientRect();
    let oy = -top;
    let ox = -left;

    context.strokeRect(
        rect.left + ox,
        rect.top + oy,
        rect.width,
        rect.height);
  }

  return context;
};

/**
 * Encode the contents of an HTMLCanvasElement to a Base64 encoded string.
 *
 * @param {HTMLCanvasElement} canvas
 *     The canvas to encode.
 *
 * @return {string}
 *     A Base64 encoded string.
 */
capture.toBase64 = function (canvas) {
  let u = canvas.toDataURL(PNG_MIME);
  return u.substring(u.indexOf(",") + 1);
};

/**
* Hash the contents of an HTMLCanvasElement to a SHA-256 hex digest.
*
* @param {HTMLCanvasElement} canvas
*     The canvas to encode.
*
* @return {string}
*     A hex digest of the SHA-256 hash of the base64 encoded string.
*/
capture.toHash = function (canvas) {
  let u = capture.toBase64(canvas);
  let buffer = new TextEncoder("utf-8").encode(u);
  return crypto.subtle.digest("SHA-256", buffer).then(hash => hex(hash));
};

/**
* Convert buffer into to hex.
*
* @param {ArrayBuffer} buffer
*     The buffer containing the data to convert to hex.
*
* @return {string}
*     A hex digest of the input buffer.
*/
function hex(buffer) {
  let hexCodes = [];
  let view = new DataView(buffer);
  for (let i = 0; i < view.byteLength; i += 4) {
    let value = view.getUint32(i);
    let stringValue = value.toString(16);
    let padding = '00000000';
    let paddedValue = (padding + stringValue).slice(-padding.length);
    hexCodes.push(paddedValue);
  }
  return hexCodes.join("");
};