"""
=========================
User Interaction Handlers
=========================

User interaction handlers for a :class:`~.SchemeEditWidget`.

User interactions encapsulate the logic of user interactions with the
scheme document.

All interactions are subclasses of :class:`UserInteraction`.


"""

import logging
from functools import reduce

import six


from AnyQt.QtWidgets import QApplication, QGraphicsRectItem, QUndoCommand
from AnyQt.QtGui import QPen, QBrush, QColor, QFontMetrics
from AnyQt.QtCore import (
    Qt, QObject, QCoreApplication, QSizeF, QPointF, QRect, QRectF, QLineF
)

from AnyQt.QtCore import pyqtSignal as Signal

from ..registry.description import WidgetDescription
from ..registry.qt import QtWidgetRegistry
from .. import scheme
from ..canvas import items
from ..canvas.items import controlpoints
from ..gui.quickhelp import QuickHelpTipEvent
from . import commands
from .editlinksdialog import EditLinksDialog
from ..utils.qtcompat import qunwrap

log = logging.getLogger(__name__)


class UserInteraction(QObject):
    """
    Base class for user interaction handlers.

    Parameters
    ----------
    document : :class:`~.SchemeEditWidget`
        An scheme editor instance with which the user is interacting.
    parent : :class:`QObject`, optional
        A parent QObject
    deleteOnEnd : bool, optional
        Should the UserInteraction be deleted when it finishes (``True``
        by default).

    """
    # Cancel reason flags

    #: No specified reason
    NoReason = 0
    #: User canceled the operation (e.g. pressing ESC)
    UserCancelReason = 1
    #: Another interaction was set
    InteractionOverrideReason = 3
    #: An internal error occurred
    ErrorReason = 4
    #: Other (unspecified) reason
    OtherReason = 5

    #: Emitted when the interaction is set on the scene.
    started = Signal()

    #: Emitted when the interaction finishes successfully.
    finished = Signal()

    #: Emitted when the interaction ends (canceled or finished)
    ended = Signal()

    #: Emitted when the interaction is canceled.
    canceled = Signal([], [int])

    def __init__(self, document, parent=None, deleteOnEnd=True):
        QObject.__init__(self, parent)
        self.document = document
        self.scene = document.scene()
        self.scheme = document.scheme()
        self.deleteOnEnd = deleteOnEnd

        self.cancelOnEsc = False

        self.__finished = False
        self.__canceled = False
        self.__cancelReason = self.NoReason

    def start(self):
        """
        Start the interaction. This is called by the :class:`CanvasScene` when
        the interaction is installed.

        .. note:: Must be called from subclass implementations.

        """
        self.started.emit()

    def end(self):
        """
        Finish the interaction. Restore any leftover state in this method.

        .. note:: This gets called from the default :func:`cancel`
                  implementation.

        """
        self.__finished = True

        if self.scene.user_interaction_handler is self:
            self.scene.set_user_interaction_handler(None)

        if self.__canceled:
            self.canceled.emit()
            self.canceled[int].emit(self.__cancelReason)
        else:
            self.finished.emit()

        self.ended.emit()

        if self.deleteOnEnd:
            self.deleteLater()

    def cancel(self, reason=OtherReason):
        """
        Cancel the interaction with `reason`.
        """

        self.__canceled = True
        self.__cancelReason = reason

        self.end()

    def isFinished(self):
        """
        Is the interaction finished.
        """
        return self.__finished

    def isCanceled(self):
        """
        Was the interaction canceled.
        """
        return self.__canceled

    def cancelReason(self):
        """
        Return the reason the interaction was canceled.
        """
        return self.__cancelReason

    def mousePressEvent(self, event):
        """
        Handle a `QGraphicsScene.mousePressEvent`.
        """
        return False

    def mouseMoveEvent(self, event):
        """
        Handle a `GraphicsScene.mouseMoveEvent`.
        """
        return False

    def mouseReleaseEvent(self, event):
        """
        Handle a `QGraphicsScene.mouseReleaseEvent`.
        """
        return False

    def mouseDoubleClickEvent(self, event):
        """
        Handle a `QGraphicsScene.mouseDoubleClickEvent`.
        """
        return False

    def keyPressEvent(self, event):
        """
        Handle a `QGraphicsScene.keyPressEvent`
        """
        if self.cancelOnEsc and event.key() == Qt.Key_Escape:
            self.cancel(self.UserCancelReason)
        return False

    def keyReleaseEvent(self, event):
        """
        Handle a `QGraphicsScene.keyPressEvent`
        """
        return False

    def contextMenuEvent(self, event):
        """
        Handle a `QGraphicsScene.contextMenuEvent`
        """
        return False


class NoPossibleLinksError(ValueError):
    pass


class UserCanceledError(ValueError):
    pass


def reversed_arguments(func):
    """
    Return a function with reversed argument order.
    """
    def wrapped(*args):
        return func(*reversed(args))
    return wrapped


class NewLinkAction(UserInteraction):
    """
    User drags a new link from an existing `NodeAnchorItem` to create
    a connection between two existing nodes or to a new node if the release
    is over an empty area, in which case a quick menu for new node selection
    is presented to the user.

    """
    # direction of the drag
    FROM_SOURCE = 1
    FROM_SINK = 2

    def __init__(self, document, *args, **kwargs):
        UserInteraction.__init__(self, document, *args, **kwargs)
        self.source_item = None
        self.sink_item = None
        self.from_item = None
        self.direction = None
        self.force_link_dialog = False

        # An `NodeItem` currently under the mouse as a possible
        # link drop target.
        self.current_target_item = None
        # A temporary `LinkItem` used while dragging.
        self.tmp_link_item = None
        # An temporary `AnchorPoint` inserted into `current_target_item`
        self.tmp_anchor_point = None
        # An `AnchorPoint` following the mouse cursor
        self.cursor_anchor_point = None
        # An QUndoCommand
        self.macro = None

    def remove_tmp_anchor(self):
        """
        Remove a temporary anchor point from the current target item.
        """
        if self.direction == self.FROM_SOURCE:
            self.current_target_item.removeInputAnchor(self.tmp_anchor_point)
        else:
            self.current_target_item.removeOutputAnchor(self.tmp_anchor_point)
        self.tmp_anchor_point = None

    def create_tmp_anchor(self, item):
        """
        Create a new tmp anchor at the `item` (:class:`NodeItem`).
        """
        assert(self.tmp_anchor_point is None)
        if self.direction == self.FROM_SOURCE:
            self.tmp_anchor_point = item.newInputAnchor()
        else:
            self.tmp_anchor_point = item.newOutputAnchor()

    def can_connect(self, target_item):
        """
        Is the connection between `self.from_item` (item where the drag
        started) and `target_item` possible.

        """
        node1 = self.scene.node_for_item(self.from_item)
        node2 = self.scene.node_for_item(target_item)

        if self.direction == self.FROM_SOURCE:
            return bool(self.scheme.propose_links(node1, node2))
        else:
            return bool(self.scheme.propose_links(node2, node1))

    def set_link_target_anchor(self, anchor):
        """
        Set the temp line target anchor.
        """
        if self.direction == self.FROM_SOURCE:
            self.tmp_link_item.setSinkItem(None, anchor)
        else:
            self.tmp_link_item.setSourceItem(None, anchor)

    def target_node_item_at(self, pos):
        """
        Return a suitable :class:`NodeItem` at position `pos` on which
        a link can be dropped.

        """
        # Test for a suitable `NodeAnchorItem` or `NodeItem` at pos.
        if self.direction == self.FROM_SOURCE:
            anchor_type = items.SinkAnchorItem
        else:
            anchor_type = items.SourceAnchorItem

        item = self.scene.item_at(pos, (anchor_type, items.NodeItem))

        if isinstance(item, anchor_type):
            item = item.parentNodeItem()

        return item

    def mousePressEvent(self, event):
        anchor_item = self.scene.item_at(event.scenePos(),
                                         items.NodeAnchorItem,
                                         buttons=Qt.LeftButton)
        if anchor_item and event.button() == Qt.LeftButton:
            # Start a new link starting at item
            self.from_item = anchor_item.parentNodeItem()
            if isinstance(anchor_item, items.SourceAnchorItem):
                self.direction = NewLinkAction.FROM_SOURCE
                self.source_item = self.from_item
            else:
                self.direction = NewLinkAction.FROM_SINK
                self.sink_item = self.from_item

            event.accept()

            helpevent = QuickHelpTipEvent(
                self.tr("Create a new link"),
                self.tr('<h3>Create new link</h3>'
                        '<p>Drag a link to an existing node or release on '
                        'an empty spot to create a new node.</p>'
                        '<p>Hold Shift when releasing the mouse button to '
                        'edit connections.</p>'
#                        '<a href="help://orange-canvas/create-new-links">'
#                        'More ...</a>'
                        )
            )
            QCoreApplication.postEvent(self.document, helpevent)

            return True
        else:
            # Whoever put us in charge did not know what he was doing.
            self.cancel(self.ErrorReason)
            return False

    def mouseMoveEvent(self, event):
        if not self.tmp_link_item:
            # On first mouse move event create the temp link item and
            # initialize it to follow the `cursor_anchor_point`.
            self.tmp_link_item = items.LinkItem()
            # An anchor under the cursor for the duration of this action.
            self.cursor_anchor_point = items.AnchorPoint()
            self.cursor_anchor_point.setPos(event.scenePos())

            # Set the `fixed` end of the temp link (where the drag started).
            if self.direction == self.FROM_SOURCE:
                self.tmp_link_item.setSourceItem(self.source_item)
            else:
                self.tmp_link_item.setSinkItem(self.sink_item)

            self.set_link_target_anchor(self.cursor_anchor_point)
            self.scene.addItem(self.tmp_link_item)

        # `NodeItem` at the cursor position
        item = self.target_node_item_at(event.scenePos())

        if self.current_target_item is not None and \
                (item is None or item is not self.current_target_item):
            # `current_target_item` is no longer under the mouse cursor
            # (was replaced by another item or the the cursor was moved over
            # an empty scene spot.
            log.info("%r is no longer the target.", self.current_target_item)
            self.remove_tmp_anchor()
            self.current_target_item = None

        if item is not None and item is not self.from_item:
            # The mouse is over an node item (different from the starting node)
            if self.current_target_item is item:
                # Avoid reseting the points
                pass
            elif self.can_connect(item):
                # Grab a new anchor
                log.info("%r is the new target.", item)
                self.create_tmp_anchor(item)
                self.set_link_target_anchor(self.tmp_anchor_point)
                self.current_target_item = item
            else:
                log.info("%r does not have compatible channels", item)
                self.set_link_target_anchor(self.cursor_anchor_point)
                # TODO: How to indicate that the connection is not possible?
                #       The node's anchor could be drawn with a 'disabled'
                #       palette
        else:
            self.set_link_target_anchor(self.cursor_anchor_point)

        self.cursor_anchor_point.setPos(event.scenePos())

        return True

    def mouseReleaseEvent(self, event):
        if self.tmp_link_item:
            self.force_link_dialog = bool(event.modifiers() & Qt.ShiftModifier)
            item = self.target_node_item_at(event.scenePos())
            node = None
            stack = self.document.undoStack()

            self.macro = QUndoCommand(self.tr("Add link"))

            if item:
                # If the release was over a node item then connect them
                node = self.scene.node_for_item(item)
            else:
                # Release on an empty canvas part
                # Show a quick menu popup for a new widget creation.
                try:
                    node = self.create_new(event)
                except Exception:
                    log.error("Failed to create a new node, ending.",
                              exc_info=True)
                    node = None

                if node is not None:
                    commands.AddNodeCommand(self.scheme, node,
                                            parent=self.macro)

            if node is not None:
                if self.direction == self.FROM_SOURCE:
                    source_node = self.scene.node_for_item(self.source_item)
                    sink_node = node
                else:
                    source_node = node
                    sink_node = self.scene.node_for_item(self.sink_item)
                self.connect_nodes(source_node, sink_node)

                if not self.isCanceled() or not self.isFinished() and \
                        self.macro is not None:
                    # Push (commit) the add link/node action on the stack.
                    stack.push(self.macro)

            self.end()

        else:
            self.end()
            return False

    def create_new(self, event):
        """
        Create and return a new node with a `QuickMenu`.
        """
        pos = event.screenPos()
        menu = self.document.quickMenu()
        node = self.scene.node_for_item(self.from_item)
        from_desc = node.description

        def is_compatible(source, sink):
            return any(scheme.compatible_channels(output, input) \
                       for output in source.outputs \
                       for input in sink.inputs)

        if self.direction == self.FROM_SINK:
            # Reverse the argument order.
            is_compatible = reversed_arguments(is_compatible)

        def filter(index):
            desc = qunwrap(index.data(QtWidgetRegistry.WIDGET_DESC_ROLE))
            if isinstance(desc, WidgetDescription):
                return is_compatible(from_desc, desc)
            else:
                return False

        menu.setFilterFunc(filter)
        try:
            action = menu.exec_(pos)
        finally:
            menu.setFilterFunc(None)

        if action:
            item = qunwrap(action.property("item"))
            desc = qunwrap(item.data(QtWidgetRegistry.WIDGET_DESC_ROLE))
            pos = event.scenePos()
            # a new widget should be placed so that the connection
            # stays as it was
            offset = 31 * (-1 if self.direction == self.FROM_SINK else
                           1 if self.direction == self.FROM_SOURCE else 0)
            node = self.document.newNodeHelper(desc,
                                               position=(pos.x() + offset,
                                                         pos.y()))
            return node

    def connect_nodes(self, source_node, sink_node):
        """
        Connect `source_node` to `sink_node`. If there are more then one
        equally weighted and non conflicting links possible present a
        detailed dialog for link editing.

        """
        try:
            possible = self.scheme.propose_links(source_node, sink_node)

            log.debug("proposed (weighted) links: %r",
                      [(s1.name, s2.name, w) for s1, s2, w in possible])

            if not possible:
                raise NoPossibleLinksError

            source, sink, w = possible[0]

            # just a list of signal tuples for now, will be converted
            # to SchemeLinks later
            links_to_add = [(source, sink)]
            links_to_remove = []
            show_link_dialog = self.force_link_dialog

            # Ambiguous new link request.
            if len(possible) >= 2:
                # Check for possible ties in the proposed link weights
                _, _, w2 = possible[1]
                if w == w2:
                    show_link_dialog = True

                # Check for destructive action (i.e. would the new link
                # replace a previous link)
                if sink.single and self.scheme.find_links(sink_node=sink_node,
                                                          sink_channel=sink):
                    show_link_dialog = True

            if show_link_dialog:
                existing = self.scheme.find_links(source_node=source_node,
                                                  sink_node=sink_node)

                if existing:
                    # edit_links will populate the view with existing links
                    initial_links = None
                else:
                    initial_links = [(source, sink)]

                try:
                    rstatus, links_to_add, links_to_remove = self.edit_links(
                        source_node, sink_node, initial_links
                    )
                except Exception:
                    log.error("Failed to edit the links",
                              exc_info=True)
                    raise
                if rstatus == EditLinksDialog.Rejected:
                    raise UserCanceledError
            else:
                # links_to_add now needs to be a list of actual SchemeLinks
                links_to_add = [scheme.SchemeLink(
                                    source_node, source_channel,
                                    sink_node, sink_channel)
                                for source_channel, sink_channel
                                in links_to_add]

                links_to_add, links_to_remove = \
                    add_links_plan(self.scheme, links_to_add)

            # Remove temp items before creating any new links
            self.cleanup()

            for link in links_to_remove:
                commands.RemoveLinkCommand(self.scheme, link,
                                           parent=self.macro)

            for link in links_to_add:
                # Check if the new requested link is a duplicate of an
                # existing link
                duplicate = self.scheme.find_links(
                    link.source_node, link.source_channel,
                    link.sink_node, link.sink_channel
                )

                if not duplicate:
                    commands.AddLinkCommand(self.scheme, link,
                                            parent=self.macro)

        except scheme.IncompatibleChannelTypeError:
            log.info("Cannot connect: invalid channel types.")
            self.cancel()
        except scheme.SchemeTopologyError:
            log.info("Cannot connect: connection creates a cycle.")
            self.cancel()
        except NoPossibleLinksError:
            log.info("Cannot connect: no possible links.")
            self.cancel()
        except UserCanceledError:
            log.info("User canceled a new link action.")
            self.cancel(UserInteraction.UserCancelReason)
        except Exception:
            log.error("An error occurred during the creation of a new link.",
                      exc_info=True)
            self.cancel()
        finally:
            self.force_link_dialog = False

    def edit_links(self, source_node, sink_node, initial_links=None):
        """
        Show and execute the `EditLinksDialog`.
        Optional `initial_links` list can provide a list of initial
        `(source, sink)` channel tuples to show in the view, otherwise
        the dialog is populated with existing links in the scheme (passing
        an empty list will disable all initial links).

        """
        status, links_to_add, links_to_remove = \
            edit_links(
                self.scheme, source_node, sink_node, initial_links,
                parent=self.document
            )

        if status == EditLinksDialog.Accepted:
            links_to_add = [scheme.SchemeLink(
                                source_node, source_channel,
                                sink_node, sink_channel)
                            for source_channel, sink_channel in links_to_add]

            links_to_remove = [self.scheme.find_links(
                                   source_node, source_channel,
                                   sink_node, sink_channel)
                               for source_channel, sink_channel
                               in links_to_remove]

            links_to_remove = reduce(list.__add__, links_to_remove, [])
            conflicting = [conflicting_single_link(self.scheme, link)
                           for link in links_to_add]
            conflicting = [link for link in conflicting if link is not None]
            for link in conflicting:
                if link not in links_to_remove:
                    links_to_remove.append(link)

            return status, links_to_add, links_to_remove
        else:
            return status, [], []

    def end(self):
        self.cleanup()
        # Remove the help tip set in mousePressEvent
        self.macro = None
        helpevent = QuickHelpTipEvent("", "")
        QCoreApplication.postEvent(self.document, helpevent)
        UserInteraction.end(self)

    def cancel(self, reason=UserInteraction.OtherReason):
        self.cleanup()
        UserInteraction.cancel(self, reason)

    def cleanup(self):
        """
        Cleanup all temporary items in the scene that are left.
        """
        if self.tmp_link_item:
            self.tmp_link_item.setSinkItem(None)
            self.tmp_link_item.setSourceItem(None)

            if self.tmp_link_item.scene():
                self.scene.removeItem(self.tmp_link_item)

            self.tmp_link_item = None

        if self.current_target_item:
            self.remove_tmp_anchor()
            self.current_target_item = None

        if self.cursor_anchor_point and self.cursor_anchor_point.scene():
            self.scene.removeItem(self.cursor_anchor_point)
            self.cursor_anchor_point = None


def edit_links(scheme, source_node, sink_node, initial_links=None,
               parent=None):
    """
    Show and execute the `EditLinksDialog`.
    Optional `initial_links` list can provide a list of initial
    `(source, sink)` channel tuples to show in the view, otherwise
    the dialog is populated with existing links in the scheme (passing
    an empty list will disable all initial links).

    """
    log.info("Constructing a Link Editor dialog.")

    dlg = EditLinksDialog(parent, windowTitle="Edit Links")

    # all SchemeLinks between the two nodes.
    links = scheme.find_links(source_node=source_node, sink_node=sink_node)
    existing_links = [(link.source_channel, link.sink_channel)
                      for link in links]

    if initial_links is None:
        initial_links = list(existing_links)

    dlg.setNodes(source_node, sink_node)
    dlg.setLinks(initial_links)

    log.info("Executing a Link Editor Dialog.")
    rval = dlg.exec_()

    if rval == EditLinksDialog.Accepted:
        edited_links = dlg.links()

        # Differences
        links_to_add = set(edited_links) - set(existing_links)
        links_to_remove = set(existing_links) - set(edited_links)
        return rval, list(links_to_add), list(links_to_remove)
    else:
        return rval, [], []


def add_links_plan(scheme, links, force_replace=False):
    """
    Return a plan for adding a list of links to the scheme.
    """
    links_to_add = list(links)
    links_to_remove = [conflicting_single_link(scheme, link)
                       for link in links]
    links_to_remove = [link for link in links_to_remove if link is not None]

    if not force_replace:
        links_to_add, links_to_remove = remove_duplicates(links_to_add,
                                                          links_to_remove)
    return links_to_add, links_to_remove


def conflicting_single_link(scheme, link):
    """
    Find and return an existing link in `scheme` connected to the same
    input channel as `link` if the channel has the 'single' flag.
    If no such channel exists (or sink channel is not 'single')
    return `None`.

    """

    if link.sink_channel.single:
        existing = scheme.find_links(
            sink_node=link.sink_node,
            sink_channel=link.sink_channel
        )

        if existing:
            assert len(existing) == 1
            return existing[0]
    return None


def remove_duplicates(links_to_add, links_to_remove):
    def link_key(link):
        return (link.source_node, link.source_channel,
                link.sink_node, link.sink_channel)

    add_keys = list(map(link_key, links_to_add))
    remove_keys = list(map(link_key, links_to_remove))
    duplicate_keys = set(add_keys).intersection(remove_keys)

    def not_duplicate(link):
        return link_key(link) not in duplicate_keys

    links_to_add = list(filter(not_duplicate, links_to_add))
    links_to_remove = list(filter(not_duplicate, links_to_remove))
    return links_to_add, links_to_remove


class NewNodeAction(UserInteraction):
    """
    Present the user with a quick menu for node selection and
    create the selected node.

    """

    def mousePressEvent(self, event):
        if event.button() == Qt.RightButton:
            self.create_new(event.screenPos())
            self.end()

    def create_new(self, pos, search_text=""):
        """
        Create a new widget with a `QuickMenu` at `pos` (in screen
        coordinates).

        """
        menu = self.document.quickMenu()
        menu.setFilterFunc(None)

        action = menu.exec_(pos, search_text)
        if action:
            item = qunwrap(action.property("item"))
            desc = qunwrap(item.data(QtWidgetRegistry.WIDGET_DESC_ROLE))
            # Get the scene position
            view = self.document.view()
            pos = view.mapToScene(view.mapFromGlobal(pos))

            node = self.document.newNodeHelper(desc,
                                               position=(pos.x(), pos.y()))
            self.document.addNode(node)
            return node


class RectangleSelectionAction(UserInteraction):
    """
    Select items in the scene using a Rectangle selection
    """
    def __init__(self, document, *args, **kwargs):
        UserInteraction.__init__(self, document, *args, **kwargs)
        # The initial selection at drag start
        self.initial_selection = None
        # Selection when last updated in a mouseMoveEvent
        self.last_selection = None
        # A selection rect (`QRectF`)
        self.selection_rect = None
        # Keyboard modifiers
        self.modifiers = 0

    def mousePressEvent(self, event):
        pos = event.scenePos()
        any_item = self.scene.item_at(pos)
        if not any_item and event.button() & Qt.LeftButton:
            self.modifiers = event.modifiers()
            self.selection_rect = QRectF(pos, QSizeF(0, 0))
            self.rect_item = QGraphicsRectItem(
                self.selection_rect.normalized()
            )

            self.rect_item.setPen(
                QPen(QBrush(QColor(51, 153, 255, 192)),
                     0.4, Qt.SolidLine, Qt.RoundCap)
            )

            self.rect_item.setBrush(
                QBrush(QColor(168, 202, 236, 192))
            )

            self.rect_item.setZValue(-100)

            # Clear the focus if necessary.
            if not self.scene.stickyFocus():
                self.scene.clearFocus()

            if not self.modifiers & Qt.ControlModifier:
                self.scene.clearSelection()

            event.accept()
            return True
        else:
            self.cancel(self.ErrorReason)
            return False

    def mouseMoveEvent(self, event):
        if not self.rect_item.scene():
            # Add the rect item to the scene when the mouse moves.
            self.scene.addItem(self.rect_item)
        self.update_selection(event)
        return True

    def mouseReleaseEvent(self, event):
        if event.button() == Qt.LeftButton:
            if self.initial_selection is None:
                # A single click.
                self.scene.clearSelection()
            else:
                self.update_selection(event)
        self.end()
        return True

    def update_selection(self, event):
        """
        Update the selection rectangle from a QGraphicsSceneMouseEvent
        `event` instance.

        """
        if self.initial_selection is None:
            self.initial_selection = set(self.scene.selectedItems())
            self.last_selection = self.initial_selection

        pos = event.scenePos()
        self.selection_rect = QRectF(self.selection_rect.topLeft(), pos)

        # Make sure the rect_item does not cause the scene rect to grow.
        rect = self._bound_selection_rect(self.selection_rect.normalized())

        # Need that 0.5 constant otherwise the sceneRect will still
        # grow (anti-aliasing correction by QGraphicsScene?)
        pw = self.rect_item.pen().width() + 0.5

        self.rect_item.setRect(rect.adjusted(pw, pw, -pw, -pw))

        selected = self.scene.items(self.selection_rect.normalized(),
                                    Qt.IntersectsItemShape,
                                    Qt.AscendingOrder)

        selected = set([item for item in selected if \
                        item.flags() & Qt.ItemIsSelectable])

        if self.modifiers & Qt.ControlModifier:
            for item in selected | self.last_selection | \
                    self.initial_selection:
                item.setSelected(
                    (item in selected) ^ (item in self.initial_selection)
                )
        else:
            for item in selected.union(self.last_selection):
                item.setSelected(item in selected)

        self.last_selection = set(self.scene.selectedItems())

    def end(self):
        self.initial_selection = None
        self.last_selection = None
        self.modifiers = 0

        self.rect_item.hide()
        if self.rect_item.scene() is not None:
            self.scene.removeItem(self.rect_item)
        UserInteraction.end(self)

    def viewport_rect(self):
        """
        Return the bounding rect of the document's viewport on the scene.
        """
        view = self.document.view()
        vsize = view.viewport().size()
        viewportrect = QRect(0, 0, vsize.width(), vsize.height())
        return view.mapToScene(viewportrect).boundingRect()

    def _bound_selection_rect(self, rect):
        """
        Bound the selection `rect` to a sensible size.
        """
        srect = self.scene.sceneRect()
        vrect = self.viewport_rect()
        maxrect = srect.united(vrect)
        return rect.intersected(maxrect)


class EditNodeLinksAction(UserInteraction):
    """
    Edit multiple links between two :class:`SchemeNode` instances using
    a :class:`EditLinksDialog`

    Parameters
    ----------
    document : :class:`SchemeEditWidget`
        The editor widget.
    source_node : :class:`SchemeNode`
        The source (link start) node for the link editor.
    sink_node : :class:`SchemeNode`
        The sink (link end) node for the link editor.

    """
    def __init__(self, document, source_node, sink_node, *args, **kwargs):
        UserInteraction.__init__(self, document, *args, **kwargs)
        self.source_node = source_node
        self.sink_node = sink_node

    def edit_links(self, initial_links=None):
        """
        Show and execute the `EditLinksDialog`.
        Optional `initial_links` list can provide a list of initial
        `(source, sink)` channel tuples to show in the view, otherwise
        the dialog is populated with existing links in the scheme (passing
        an empty list will disable all initial links).

        """
        log.info("Constructing a Link Editor dialog.")

        dlg = EditLinksDialog(self.document, windowTitle="Edit Links")

        links = self.scheme.find_links(source_node=self.source_node,
                                       sink_node=self.sink_node)
        existing_links = [(link.source_channel, link.sink_channel)
                          for link in links]

        if initial_links is None:
            initial_links = list(existing_links)

        dlg.setNodes(self.source_node, self.sink_node)
        dlg.setLinks(initial_links)

        log.info("Executing a Link Editor Dialog.")
        rval = dlg.exec_()

        if rval == EditLinksDialog.Accepted:
            links = dlg.links()

            links_to_add = set(links) - set(existing_links)
            links_to_remove = set(existing_links) - set(links)

            stack = self.document.undoStack()
            stack.beginMacro("Edit Links")

            # First remove links into a 'Single' sink channel,
            # but only the ones that do not have self.source_node as
            # a source (they will be removed later from links_to_remove)
            for _, sink_channel in links_to_add:
                if sink_channel.single:
                    existing = self.scheme.find_links(
                        sink_node=self.sink_node,
                        sink_channel=sink_channel
                    )

                    existing = [link for link in existing
                                if link.source_node is not self.source_node]

                    if existing:
                        assert len(existing) == 1
                        self.document.removeLink(existing[0])

            for source_channel, sink_channel in links_to_remove:
                links = self.scheme.find_links(source_node=self.source_node,
                                               source_channel=source_channel,
                                               sink_node=self.sink_node,
                                               sink_channel=sink_channel)
                assert len(links) == 1
                self.document.removeLink(links[0])

            for source_channel, sink_channel in links_to_add:
                link = scheme.SchemeLink(self.source_node, source_channel,
                                         self.sink_node, sink_channel)

                self.document.addLink(link)

            stack.endMacro()


def point_to_tuple(point):
    """
    Convert a QPointF into a (x, y) tuple.
    """
    return (point.x(), point.y())


class NewArrowAnnotation(UserInteraction):
    """
    Create a new arrow annotation handler.
    """
    def __init__(self, document, *args, **kwargs):
        UserInteraction.__init__(self, document, *args, **kwargs)
        self.down_pos = None
        self.arrow_item = None
        self.annotation = None
        self.color = "red"

    def start(self):
        self.document.view().setCursor(Qt.CrossCursor)

        helpevent = QuickHelpTipEvent(
            self.tr("Click and drag to create a new arrow"),
            self.tr('<h3>New arrow annotation</h3>'
                    '<p>Click and drag to create a new arrow annotation</p>'
#                    '<a href="help://orange-canvas/arrow-annotations>'
#                    'More ...</a>'
                    )
        )
        QCoreApplication.postEvent(self.document, helpevent)

        UserInteraction.start(self)

    def setColor(self, color):
        """
        Set the color for the new arrow.
        """
        self.color = color

    def mousePressEvent(self, event):
        if event.button() == Qt.LeftButton:
            self.down_pos = event.scenePos()
            event.accept()
            return True

    def mouseMoveEvent(self, event):
        if event.buttons() & Qt.LeftButton:
            if self.arrow_item is None and \
                    (self.down_pos - event.scenePos()).manhattanLength() > \
                    QApplication.instance().startDragDistance():

                annot = scheme.SchemeArrowAnnotation(
                    point_to_tuple(self.down_pos),
                    point_to_tuple(event.scenePos())
                )
                annot.set_color(self.color)
                item = self.scene.add_annotation(annot)

                self.arrow_item = item
                self.annotation = annot

            if self.arrow_item is not None:
                p1, p2 = map(self.arrow_item.mapFromScene,
                             (self.down_pos, event.scenePos()))
                self.arrow_item.setLine(QLineF(p1, p2))

            event.accept()
            return True

    def mouseReleaseEvent(self, event):
        if event.button() == Qt.LeftButton:
            if self.arrow_item is not None:
                p1, p2 = self.down_pos, event.scenePos()

                # Commit the annotation to the scheme
                self.annotation.set_line(point_to_tuple(p1),
                                         point_to_tuple(p2))

                self.document.addAnnotation(self.annotation)

                p1, p2 = map(self.arrow_item.mapFromScene, (p1, p2))
                self.arrow_item.setLine(QLineF(p1, p2))

            self.end()
            return True

    def end(self):
        self.down_pos = None
        self.arrow_item = None
        self.annotation = None
        self.document.view().setCursor(Qt.ArrowCursor)

        # Clear the help tip
        helpevent = QuickHelpTipEvent("", "")
        QCoreApplication.postEvent(self.document, helpevent)

        UserInteraction.end(self)


def rect_to_tuple(rect):
    """
    Convert a QRectF into a (x, y, width, height) tuple.
    """
    return rect.x(), rect.y(), rect.width(), rect.height()


class NewTextAnnotation(UserInteraction):
    """
    A New Text Annotation interaction handler
    """
    def __init__(self, document, *args, **kwargs):
        UserInteraction.__init__(self, document, *args, **kwargs)
        self.down_pos = None
        self.annotation_item = None
        self.annotation = None
        self.control = None
        self.font = document.font()

    def setFont(self, font):
        self.font = font

    def start(self):
        self.document.view().setCursor(Qt.CrossCursor)

        helpevent = QuickHelpTipEvent(
            self.tr("Click to create a new text annotation"),
            self.tr('<h3>New text annotation</h3>'
                    '<p>Click (and drag to resize) on the canvas to create '
                    'a new text annotation item.</p>'
#                    '<a href="help://orange-canvas/text-annotations">'
#                    'More ...</a>'
                    )
        )
        QCoreApplication.postEvent(self.document, helpevent)

        UserInteraction.start(self)

    def createNewAnnotation(self, rect):
        """
        Create a new TextAnnotation at with `rect` as the geometry.
        """
        annot = scheme.SchemeTextAnnotation(rect_to_tuple(rect))
        font = {"family": six.text_type(self.font.family()),
                "size": self.font.pixelSize()}
        annot.set_font(font)

        item = self.scene.add_annotation(annot)
        item.setTextInteractionFlags(Qt.TextEditorInteraction)
        item.setFramePen(QPen(Qt.DashLine))

        self.annotation_item = item
        self.annotation = annot
        self.control = controlpoints.ControlPointRect()
        self.control.rectChanged.connect(
            self.annotation_item.setGeometry
        )
        self.scene.addItem(self.control)

    def mousePressEvent(self, event):
        if event.button() == Qt.LeftButton:
            self.down_pos = event.scenePos()
            return True

    def mouseMoveEvent(self, event):
        if event.buttons() & Qt.LeftButton:
            if self.annotation_item is None and \
                    (self.down_pos - event.scenePos()).manhattanLength() > \
                    QApplication.instance().startDragDistance():
                rect = QRectF(self.down_pos, event.scenePos()).normalized()
                self.createNewAnnotation(rect)

            if self.annotation_item is not None:
                rect = QRectF(self.down_pos, event.scenePos()).normalized()
                self.control.setRect(rect)

            return True

    def mouseReleaseEvent(self, event):
        if event.button() == Qt.LeftButton:
            if self.annotation_item is None:
                self.createNewAnnotation(QRectF(event.scenePos(),
                                                event.scenePos()))
                rect = self.defaultTextGeometry(event.scenePos())

            else:
                rect = QRectF(self.down_pos, event.scenePos()).normalized()

            # Commit the annotation to the scheme.
            self.annotation.rect = rect_to_tuple(rect)

            self.document.addAnnotation(self.annotation)

            self.annotation_item.setGeometry(rect)

            self.control.rectChanged.disconnect(
                self.annotation_item.setGeometry
            )
            self.control.hide()

            # Move the focus to the editor.
            self.annotation_item.setFramePen(QPen(Qt.NoPen))
            self.annotation_item.setFocus(Qt.OtherFocusReason)
            self.annotation_item.startEdit()

            self.end()

    def defaultTextGeometry(self, point):
        """
        Return the default text geometry. Used in case the user single
        clicked in the scene.

        """
        font = self.annotation_item.font()
        metrics = QFontMetrics(font)
        spacing = metrics.lineSpacing()
        margin = self.annotation_item.document().documentMargin()

        rect = QRectF(QPointF(point.x(), point.y() - spacing - margin),
                      QSizeF(150, spacing + 2 * margin))
        return rect

    def end(self):
        if self.control is not None:
            self.scene.removeItem(self.control)

        self.control = None
        self.down_pos = None
        self.annotation_item = None
        self.annotation = None
        self.document.view().setCursor(Qt.ArrowCursor)

        # Clear the help tip
        helpevent = QuickHelpTipEvent("", "")
        QCoreApplication.postEvent(self.document, helpevent)

        UserInteraction.end(self)


class ResizeTextAnnotation(UserInteraction):
    """
    Resize a Text Annotation interaction handler.
    """
    def __init__(self, document, *args, **kwargs):
        UserInteraction.__init__(self, document, *args, **kwargs)
        self.item = None
        self.annotation = None
        self.control = None
        self.savedFramePen = None
        self.savedRect = None

    def mousePressEvent(self, event):
        pos = event.scenePos()
        if event.button() & Qt.LeftButton and self.item is None:
            item = self.scene.item_at(pos, items.TextAnnotation)
            if item is not None and not item.hasFocus():
                self.editItem(item)
                return False

        return UserInteraction.mousePressEvent(self, event)

    def editItem(self, item):
        annotation = self.scene.annotation_for_item(item)
        rect = item.geometry()  # TODO: map to scene if item has a parent.
        control = controlpoints.ControlPointRect(rect=rect)
        self.scene.addItem(control)

        self.savedFramePen = item.framePen()
        self.savedRect = rect

        control.rectEdited.connect(item.setGeometry)
        control.setFocusProxy(item)

        item.setFramePen(QPen(Qt.DashDotLine))
        item.geometryChanged.connect(self.__on_textGeometryChanged)

        self.item = item

        self.annotation = annotation
        self.control = control

    def commit(self):
        """
        Commit the current item geometry state to the document.
        """
        rect = self.item.geometry()
        if self.savedRect != rect:
            command = commands.SetAttrCommand(
                self.annotation, "rect",
                (rect.x(), rect.y(), rect.width(), rect.height()),
                name="Edit text geometry"
            )
            self.document.undoStack().push(command)
            self.savedRect = rect

    def __on_editingFinished(self):
        self.commit()
        self.end()

    def __on_rectEdited(self, rect):
        self.item.setGeometry(rect)

    def __on_textGeometryChanged(self):
        if not self.control.isControlActive():
            rect = self.item.geometry()
            self.control.setRect(rect)

    def cancel(self, reason=UserInteraction.OtherReason):
        log.debug("ResizeTextAnnotation.cancel(%s)", reason)
        if self.item is not None and self.savedRect is not None:
            self.item.setGeometry(self.savedRect)

        UserInteraction.cancel(self, reason)

    def end(self):
        if self.control is not None:
            self.scene.removeItem(self.control)

        if self.item is not None:
            self.item.setFramePen(self.savedFramePen)

        self.item = None
        self.annotation = None
        self.control = None

        UserInteraction.end(self)


class ResizeArrowAnnotation(UserInteraction):
    """
    Resize an Arrow Annotation interaction handler.
    """
    def __init__(self, document, *args, **kwargs):
        UserInteraction.__init__(self, document, *args, **kwargs)
        self.item = None
        self.annotation = None
        self.control = None
        self.savedLine = None

    def mousePressEvent(self, event):
        pos = event.scenePos()
        if self.item is None:
            item = self.scene.item_at(pos, items.ArrowAnnotation)
            if item is not None and not item.hasFocus():
                self.editItem(item)
                return False

        return UserInteraction.mousePressEvent(self, event)

    def editItem(self, item):
        annotation = self.scene.annotation_for_item(item)
        control = controlpoints.ControlPointLine()
        self.scene.addItem(control)

        line = item.line()
        self.savedLine = line

        p1, p2 = map(item.mapToScene, (line.p1(), line.p2()))

        control.setLine(QLineF(p1, p2))
        control.setFocusProxy(item)
        control.lineEdited.connect(self.__on_lineEdited)

        item.geometryChanged.connect(self.__on_lineGeometryChanged)

        self.item = item
        self.annotation = annotation
        self.control = control

    def commit(self):
        """Commit the current geometry of the item to the document.

        .. note:: Does nothing if the actual geometry is not changed.

        """
        line = self.control.line()
        p1, p2 = line.p1(), line.p2()

        if self.item.line() != self.savedLine:
            command = commands.SetAttrCommand(
                self.annotation,
                "geometry",
                ((p1.x(), p1.y()), (p2.x(), p2.y())),
                name="Edit arrow geometry",
            )
            self.document.undoStack().push(command)
            self.savedLine = self.item.line()

    def __on_editingFinished(self):
        self.commit()
        self.end()

    def __on_lineEdited(self, line):
        p1, p2 = map(self.item.mapFromScene, (line.p1(), line.p2()))
        self.item.setLine(QLineF(p1, p2))

    def __on_lineGeometryChanged(self):
        # Possible geometry change from out of our control, for instance
        # item move as a part of a selection group.
        if not self.control.isControlActive():
            line = self.item.line()
            p1, p2 = map(self.item.mapToScene, (line.p1(), line.p2()))
            self.control.setLine(QLineF(p1, p2))

    def cancel(self, reason=UserInteraction.OtherReason):
        log.debug("ResizeArrowAnnotation.cancel(%s)", reason)
        if self.item is not None and self.savedLine is not None:
            self.item.setLine(self.savedLine)

        UserInteraction.cancel(self, reason)

    def end(self):
        if self.control is not None:
            self.scene.removeItem(self.control)

        if self.item is not None:
            self.item.geometryChanged.disconnect(self.__on_lineGeometryChanged)

        self.control = None
        self.item = None
        self.annotation = None

        UserInteraction.end(self)
