import { onMount } from 'solid-js'

interface SoundwaveProps {
  url: String
  context: AudioContext
}

export const Soundwave = (props: SoundwaveProps) => {
  let canvasRef: HTMLCanvasElement
  /**
   * A utility function for drawing our line segments
   * @param {AudioContext} ctx the audio context
   * @param {number} x  the x coordinate of the beginning of the line segment
   * @param {number} height the desired height of the line segment
   * @param {number} width the desired width of the line segment
   * @param {boolean} isEven whether or not the segmented is even-numbered
   */
  const drawLineSegment = (ctx, x, height, width, isEven) => {
    ctx.lineWidth = 1 // how thick the line is
    ctx.strokeStyle = '#fff' // what color our line is
    ctx.beginPath()
    const h = isEven ? height : -height
    ctx.moveTo(x, 0)
    ctx.lineTo(x, h)
    ctx.arc(x + width / 2, h, width / 2, Math.PI, 0, isEven)
    ctx.lineTo(x + width, 0)
    ctx.stroke()
  }

  /**
   * Draws the audio file into a canvas element.
   * @param {Array} normalizedData The filtered array returned from filterData()
   * @returns {Array} a normalized array of data
   */
  const draw = (normalizedData) => {
    // set up the canvas
    const canvas = canvasRef
    const dpr = window.devicePixelRatio || 1
    const padding = 20
    canvas.width = canvas.offsetWidth * dpr
    canvas.height = (canvas.offsetHeight + padding * 2) * dpr
    const ctx = canvas.getContext('2d')
    ctx.scale(dpr, dpr)
    ctx.translate(0, canvas.offsetHeight / 2 + padding) // set Y = 0 to be in the middle of the canvas

    // draw the line segments
    const width = canvas.offsetWidth / normalizedData.length
    // eslint-disable-next-line unicorn/no-for-loop
    for (let i = 0; i < normalizedData.length; i++) {
      const x = width * i
      let height = normalizedData[i] * canvas.offsetHeight - padding
      if (height < 0) {
        height = 0
      } else if (height > canvas.offsetHeight / 2) {
        height = height - canvas.offsetHeight / 2
      }
      drawLineSegment(ctx, x, height, width, (i + 1) % 2)
    }
  }

  /**
   * Filters the AudioBuffer retrieved from an external source
   * @param {AudioBuffer} audioBuffer the AudioBuffer from drawAudio()
   * @returns {Array} an array of floating point numbers
   */
  const filterData = (audioBuffer) => {
    const rawData = audioBuffer.getChannelData(0) // We only need to work with one channel of data
    const samples = 70 // Number of samples we want to have in our final data set
    const blockSize = Math.floor(rawData.length / samples) // the number of samples in each subdivision
    const filteredData = []
    for (let i = 0; i < samples; i++) {
      const blockStart = blockSize * i // the location of the first sample in the block
      let sum = 0
      for (let j = 0; j < blockSize; j++) {
        sum = sum + Math.abs(rawData[blockStart + j]) // find the sum of all the samples in the block
      }
      filteredData.push(sum / blockSize) // divide the sum by the block size to get the average
    }
    return filteredData
  }

  /**
   * Normalizes the audio data to make a cleaner illustration
   * @param {Array} filteredData the data from filterData()
   * @returns {Array} an normalized array of floating point numbers
   */
  const normalizeData = (filteredData) => {
    const multiplier = Math.pow(Math.max(...filteredData), -1)
    return filteredData.map((n) => n * multiplier)
  }

  /**
   * Retrieves audio from an external source, the initializes the drawing function
   * @param {AudioContext} audioContext the audio context
   * @param {String} url the url of the audio we'd like to fetch
   */
  const drawAudio = (audioContext, url) => {
    fetch(url)
      .then((response) => response.arrayBuffer())
      .then((arrayBuffer) => audioContext.decodeAudioData(arrayBuffer))
      .then((audioBuffer) => draw(normalizeData(filterData(audioBuffer))))
      .catch(console.error)
  }
  onMount(() => {
    drawAudio(props.context, props.url)
  })
  return <canvas ref={canvasRef}></canvas>
}
