# Source code for pymunk.pygame_util

    # ----------------------------------------------------------------------------
    # pymunk
    # Copyright (c) 2007-2016 Victor Blomqvist
    #
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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",
        "positive_y_is_up",
    ]

    from typing import List, Sequence, Tuple

    import pygame

    import pymunk
    from pymunk.space_debug_draw_options import SpaceDebugColor
    from pymunk.vec2d import Vec2d

    positive_y_is_up: bool = False
    """Make increasing values of y point upwards.

    When True::

        y
        ^
        |      . (3, 3)
        |
        |   . (2, 2)
        |
        +------ > x

    When False::

        +------ > x
        |
        |   . (2, 2)
        |
        |      . (3, 3)
        v
        y

    """

    class DrawOptions(pymunk.SpaceDebugDrawOptions):
        def __init__(self, surface: pygame.Surface) -> None:
            """Draw a pymunk.Space on a pygame.Surface object.

            Typical usage::

            >>> import pymunk
            >>> surface = pygame.Surface((10,10))
            >>> space = pymunk.Space()
            >>> options = pymunk.pygame_util.DrawOptions(surface)
            >>> space.debug_draw(options)

            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("pink")

            See pygame_util.demo.py for a full example

            Since pygame uses a coordiante system where y points down (in contrast
            to many other cases), you either have to make the physics simulation
            with Pymunk also behave in that way, or flip everything when you draw.

            The easiest is probably to just make the simulation behave the same
            way as Pygame does. In that way all coordinates used are in the same
            orientation and easy to reason about::

            >>> space = pymunk.Space()
            >>> space.gravity = (0, -1000)
            >>> body = pymunk.Body()
            >>> body.position = (0, 0) # will be positioned in the top left corner
            >>> space.debug_draw(options)

            To flip the drawing its possible to set the module property
            :py:data:`positive_y_is_up` to True. Then the pygame drawing will flip
            the simulation upside down before drawing::

            >>> positive_y_is_up = True
            >>> body = pymunk.Body()
            >>> body.position = (0, 0)
            >>> # Body will be position in bottom left corner

            :Parameters:
                    surface : pygame.Surface
                        Surface that the objects will be drawn on
            """
            self.surface = surface
            super(DrawOptions, self).__init__()

        def draw_circle(
            self,
            pos: Vec2d,
            angle: float,
            radius: float,
            outline_color: SpaceDebugColor,
            fill_color: SpaceDebugColor,
        ) -> None:
            p = to_pygame(pos, self.surface)

            pygame.draw.circle(self.surface, fill_color.as_int(), p, round(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.as_int(), False, [p, p2], line_r)

        def draw_segment(self, a: Vec2d, b: Vec2d, color: SpaceDebugColor) -> None:
            p1 = to_pygame(a, self.surface)
            p2 = to_pygame(b, self.surface)

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

        def draw_fat_segment(
            self,
            a: Tuple[float, float],
            b: Tuple[float, float],
            radius: float,
            outline_color: SpaceDebugColor,
            fill_color: SpaceDebugColor,
        ) -> None:
            p1 = to_pygame(a, self.surface)
            p2 = to_pygame(b, self.surface)

            r = round(max(1, radius * 2))
            pygame.draw.lines(self.surface, fill_color.as_int(), False, [p1, p2], r)
            if r > 2:
                orthog = [abs(p2[1] - p1[1]), abs(p2[0] - p1[0])]
                if orthog[0] == 0 and orthog[1] == 0:
                    return
                scale = radius / (orthog[0] * orthog[0] + orthog[1] * orthog[1]) ** 0.5
                orthog[0] = round(orthog[0] * scale)
                orthog[1] = round(orthog[1] * scale)
                points = [
                    (p1[0] - orthog[0], p1[1] - orthog[1]),
                    (p1[0] + orthog[0], p1[1] + orthog[1]),
                    (p2[0] + orthog[0], p2[1] + orthog[1]),
                    (p2[0] - orthog[0], p2[1] - orthog[1]),
                ]
                pygame.draw.polygon(self.surface, fill_color.as_int(), points)
                pygame.draw.circle(
                    self.surface,
                    fill_color.as_int(),
                    (round(p1[0]), round(p1[1])),
                    round(radius),
                )
                pygame.draw.circle(
                    self.surface,
                    fill_color.as_int(),
                    (round(p2[0]), round(p2[1])),
                    round(radius),
                )

        def draw_polygon(
            self,
            verts: Sequence[Tuple[float, float]],
            radius: float,
            outline_color: SpaceDebugColor,
            fill_color: SpaceDebugColor,
        ) -> None:
            ps = [to_pygame(v, self.surface) for v in verts]
            ps += [ps[0]]

            pygame.draw.polygon(self.surface, fill_color.as_int(), ps)

            if radius > 0:
                for i in range(len(verts)):
                    a = verts[i]
                    b = verts[(i + 1) % len(verts)]
                    self.draw_fat_segment(a, b, radius, outline_color, outline_color)

        def draw_dot(
            self, size: float, pos: Tuple[float, float], color: SpaceDebugColor
        ) -> None:
            p = to_pygame(pos, self.surface)
            pygame.draw.circle(self.surface, color.as_int(), p, round(size), 0)

    def get_mouse_pos(surface: pygame.Surface) -> Tuple[int, int]:
        """Get position of the mouse pointer in pymunk coordinates."""
        p = pygame.mouse.get_pos()
        return from_pygame(p, surface)

    def to_pygame(p: Tuple[float, float], surface: pygame.Surface) -> Tuple[int, int]:
        """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 round(p[0]), surface.get_height() - round(p[1])
        else:
            return round(p[0]), round(p[1])

    def from_pygame(p: Tuple[float, float], surface: pygame.Surface) -> Tuple[int, int]:
        """Convenience method to convert pygame surface local coordinates to
        pymunk coordinates
        """
        return to_pygame(p, surface)