# ----------------------------------------------------------------------------
# pymunk
# Copyright (c) 2007-2016 Victor Blomqvist
#
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#
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# ----------------------------------------------------------------------------

"""This submodule contains helper functions to help with quick prototyping 
using pymunk together with pygame.

Intended to help with debugging and prototyping, not for actual production use
in a full application. The methods contained in this module is opinionated 
about your coordinate system and not in any way optimized. 
"""

__docformat__ = "reStructuredText"

__all__ = ["DrawOptions", "get_mouse_pos", "to_pygame", "from_pygame"]

import pygame

import pymunk
from pymunk.vec2d import Vec2d

positive_y_is_up = True
"""Make increasing values of y point upwards.

        y
        ^
        |   . (2, 2)
        |
    ----+------ > x
        |
        |   . (2, -2)
        |

"""

class DrawOptions(pymunk.SpaceDebugDrawOptions):
    def __init__(self, surface):
        """Draw a pymunk.Space on a pygame.Surface object.
        
        Typical usage::
        
        >>> surface = pygame.Surface((10,10))
        >>> s = pymunk.Space()
        >>> options = pymunk.pygame_util.DrawOptions(surface)
        >>> s.debug_draw(options)

        Since pygame uses a coordinate system where y points down (compared to
        most other cases where a positive y points upwards), we might want to
        make adjustments for that with the :py:data:`positive_y_is_up` variable.

        By default drawing is done with positive y pointing up, but that will 
        make conversion from pygame coordinate to pymunk coordinate nessecary. 
        If you do a lot of those (for example, lots of mouse input) it might be 
        more convenient to set it to False::

        >>> positive_y_is_up = False
        >>> # Draw verything the pygame way, (0,0) in the top left corner 
        >>> positive_y_is_up = True
        >>> # Draw everything the pymunk way, (0,0) in the bottom left corner

        You can control the color of a shape by setting shape.color to the color 
        you want it drawn in.
        
        >>> c = pymunk.Circle(None, 10)
        >>> c.color = pygame.color.THECOLORS["pink"]
        
        See pygame_util.demo.py for a full example
        
        :Parameters:
                surface : pygame.Surface
                    Surface that the objects will be drawn on
        """
        self.surface = surface
        super(DrawOptions, self).__init__()

    def draw_circle(self, pos, angle, radius, outline_color, fill_color):
        p = to_pygame(pos, self.surface)
    
        pygame.draw.circle(self.surface, fill_color, p, int(radius), 0)
        
        circle_edge = pos + Vec2d(radius, 0).rotated(angle)
        p2 = to_pygame(circle_edge, self.surface)
        line_r = 2 if radius > 20 else 1
        pygame.draw.lines(self.surface, outline_color, False, [p,p2], line_r)    

    def draw_segment(self, a, b, color):
        p1 = to_pygame(a, self.surface)
        p2 = to_pygame(b, self.surface)

        pygame.draw.aalines(self.surface, color, False, [p1,p2])

    def draw_fat_segment(self, a, b, radius, outline_color, fill_color):
        p1 = to_pygame(a, self.surface)
        p2 = to_pygame(b, self.surface)
        
        r = int(max(1, radius*2))
        pygame.draw.lines(self.surface, fill_color, False, [p1,p2], r)
        
    def draw_polygon(self, verts, radius, outline_color, fill_color):
        ps = [to_pygame(v, self.surface) for v in verts]
        ps += [ps[0]]
        
        pygame.draw.polygon(self.surface, fill_color, ps)
        
        if radius < 1 and False:
            pygame.draw.lines(self.surface, outline_color, False, ps)
        else:
            pygame.draw.lines(self.surface, outline_color, False, ps, int(radius*2))

    def draw_dot(self, size, pos, color):
        p = to_pygame(pos, self.surface)
        pygame.draw.circle(self.surface, color, p, int(size), 0)

    
def get_mouse_pos(surface):
    """Get position of the mouse pointer in pymunk coordinates."""
    p = pygame.mouse.get_pos()
    return from_pygame(p, surface)

def to_pygame(p, surface):
    """Convenience method to convert pymunk coordinates to pygame surface 
    local coordinates. 
    
    Note that in case positive_y_is_up is False, this function wont actually do
    anything except converting the point to integers.
    """
    if positive_y_is_up:
        return int(p[0]), surface.get_height()-int(p[1])
    else:
        return int(p[0]), int(p[1])
    
def from_pygame(p, surface):
    """Convenience method to convert pygame surface local coordinates to 
    pymunk coordinates    
    """
    return to_pygame(p,surface)

            
