import { LoaderResource } from '@pixi/loaders';
import { url } from '@pixi/utils';
import { settings } from '@pixi/settings';

import type { Loader } from '@pixi/loaders';
import type { INTERNAL_FORMATS } from '../const';
import type { ExtensionMetadata } from '@pixi/core';
import { ExtensionType } from '@pixi/core';

/**
 * Schema for compressed-texture manifests
 * @ignore
 * @see PIXI.CompressedTextureLoader
 */
export type CompressedTextureManifest = {
    textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>,
    cacheID: string;
};

// Missing typings? - https://github.com/microsoft/TypeScript/issues/39655
/** Compressed texture extensions */
/* eslint-disable camelcase */
export type CompressedTextureExtensions = {
    s3tc?: WEBGL_compressed_texture_s3tc,
    s3tc_sRGB: WEBGL_compressed_texture_s3tc_srgb,
    etc: any,
    etc1: any,
    pvrtc: any,
    atc: any,
    astc: WEBGL_compressed_texture_astc
};
export type CompressedTextureExtensionRef = keyof CompressedTextureExtensions;
/* eslint-enable camelcase */

/**
 * Loader plugin for handling compressed textures for all platforms.
 * @class
 * @memberof PIXI
 * @implements {PIXI.ILoaderPlugin}
 */
export class CompressedTextureLoader
{
    /** @ignore */
    static extension: ExtensionMetadata = ExtensionType.Loader;

    /**  Map of available texture extensions. */
    private static _textureExtensions: Partial<CompressedTextureExtensions>;

    /** Map of available texture formats. */
    private static _textureFormats: { [P in keyof INTERNAL_FORMATS]?: number };

    /**
     * Called after a compressed-textures manifest is loaded.
     *
     * This will then load the correct compression format for the device. Your manifest should adhere
     * to the following schema:
     *
     * ```js
     * import { INTERNAL_FORMATS } from '@pixi/constants';
     *
     * type CompressedTextureManifest = {
     *  textures: Array<{ src: string, format?: keyof INTERNAL_FORMATS}>,
     *  cacheID: string;
     * };
     * ```
     *
     * This is an example of a .json manifest file
     *
     * ```json
     * {
     *   "cacheID":"asset",
     *   "textures":[
     *     { "src":"asset.fallback.png" },
     *     { "format":"COMPRESSED_RGBA_S3TC_DXT5_EXT", "src":"asset.s3tc.ktx" },
     *     { "format":"COMPRESSED_RGBA8_ETC2_EAC", "src":"asset.etc.ktx" },
     *     { "format":"RGBA_PVRTC_4BPPV1_IMG", "src":"asset.pvrtc.ktx" }
     *   ]
     * }
     * ```
     */
    static use(resource: LoaderResource, next: (...args: any[]) => void): void
    {
        const data: CompressedTextureManifest = resource.data;
        const loader = this as unknown as Loader;

        if (resource.type === LoaderResource.TYPE.JSON
            && data
            && data.cacheID
            && data.textures)
        {
            const textures = data.textures;

            let textureURL: string;
            let fallbackURL: string;

            // Search for an extension that holds one the formats
            for (let i = 0, j = textures.length; i < j; i++)
            {
                const texture = textures[i];
                const url = texture.src;
                const format = texture.format;

                if (!format)
                {
                    fallbackURL = url;
                }
                if (CompressedTextureLoader.textureFormats[format])
                {
                    textureURL = url;
                    break;
                }
            }

            textureURL = textureURL || fallbackURL;

            // Make sure we have a URL
            if (!textureURL)
            {
                next(new Error(`Cannot load compressed-textures in ${resource.url}, make sure you provide a fallback`));

                return;
            }
            if (textureURL === resource.url)
            {
                // Prevent infinite loops
                next(new Error('URL of compressed texture cannot be the same as the manifest\'s URL'));

                return;
            }

            const loadOptions = {
                crossOrigin: resource.crossOrigin,
                metadata: resource.metadata.imageMetadata,
                parentResource: resource
            };

            const resourcePath = url.resolve(resource.url.replace(loader.baseUrl, ''), textureURL);
            const resourceName = data.cacheID;

            // The appropriate loader should register the texture
            loader.add(resourceName, resourcePath, loadOptions, (res: LoaderResource) =>
            {
                if (res.error)
                {
                    next(res.error);

                    return;
                }

                const { texture = null, textures = {} } = res;

                // Make sure texture/textures is assigned to parent resource
                Object.assign(resource, { texture, textures });

                // Pass along any error
                next();
            });
        }
        else
        {
            next();
        }
    }

    /**  Map of available texture extensions. */
    public static get textureExtensions(): Partial<CompressedTextureExtensions>
    {
        if (!CompressedTextureLoader._textureExtensions)
        {
            // Auto-detect WebGL compressed-texture extensions
            const canvas = settings.ADAPTER.createCanvas();
            const gl = canvas.getContext('webgl');

            if (!gl)
            {
                // #if _DEBUG
                console.warn('WebGL not available for compressed textures. Silently failing.');
                // #endif

                return {};
            }

            const extensions = {
                s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'),
                s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'), /* eslint-disable-line camelcase */
                etc: gl.getExtension('WEBGL_compressed_texture_etc'),
                etc1: gl.getExtension('WEBGL_compressed_texture_etc1'),
                pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc')
                    || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),
                atc: gl.getExtension('WEBGL_compressed_texture_atc'),
                astc: gl.getExtension('WEBGL_compressed_texture_astc')
            };

            CompressedTextureLoader._textureExtensions = extensions;
        }

        return CompressedTextureLoader._textureExtensions;
    }

    /** Map of available texture formats. */
    public static get textureFormats(): { [P in keyof INTERNAL_FORMATS]?: number }
    {
        if (!CompressedTextureLoader._textureFormats)
        {
            const extensions = CompressedTextureLoader.textureExtensions;

            CompressedTextureLoader._textureFormats = {};

            // Assign all available compressed-texture formats
            for (const extensionName in extensions)
            {
                const extension = extensions[extensionName as CompressedTextureExtensionRef];

                if (!extension)
                {
                    continue;
                }

                Object.assign(
                    CompressedTextureLoader._textureFormats,
                    Object.getPrototypeOf(extension));
            }
        }

        return CompressedTextureLoader._textureFormats;
    }
}
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