'''
Window Pygame: windowing provider based on Pygame
'''
 
__all__ = ('WindowPygame', )
 
# fail early if possible
import pygame
 
from kivy.compat import PY2
from kivy.core.window import WindowBase
from kivy.core import CoreCriticalException
from os import environ
from os.path import exists, join
from kivy.config import Config
from kivy import kivy_data_dir
from kivy.base import ExceptionManager
from kivy.logger import Logger
from kivy.base import stopTouchApp, EventLoop
from kivy.utils import platform
from kivy.resources import resource_find
from kivy.clock import Clock
 
try:
    android = None
    if platform == 'android':
        import android
except ImportError:
    pass
 
# late binding
glReadPixels = GL_RGBA = GL_UNSIGNED_BYTE = None
 
 
class WindowPygame(WindowBase):
 
    def create_window(self, *largs):
        # ensure the mouse is still not up after window creation, otherwise, we
        # have some weird bugs
        self.dispatch('on_mouse_up', 0, 0, 'all', [])
 
        # force display to show (available only for fullscreen)
        displayidx = Config.getint('graphics', 'display')
        if not 'SDL_VIDEO_FULLSCREEN_HEAD' in environ and displayidx != -1:
            environ['SDL_VIDEO_FULLSCREEN_HEAD'] = '%d' % displayidx
 
        # init some opengl, same as before.
        self.flags = pygame.HWSURFACE | pygame.OPENGL | pygame.DOUBLEBUF
 
        # right now, activate resizable window only on linux.
        # on window / macosx, the opengl context is lost, and we need to
        # reconstruct everything. Check #168 for a state of the work.
        if platform in ('linux', 'macosx', 'win') and \
                Config.getint('graphics', 'resizable'):
            self.flags |= pygame.RESIZABLE
 
        try:
            pygame.display.init()
        except pygame.error as e:
            raise CoreCriticalException(e.message)
 
        multisamples = Config.getint('graphics', 'multisamples')
 
        if multisamples > 0:
            pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLEBUFFERS, 1)
            pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLESAMPLES,
                                            multisamples)
        pygame.display.gl_set_attribute(pygame.GL_DEPTH_SIZE, 16)
        pygame.display.gl_set_attribute(pygame.GL_STENCIL_SIZE, 1)
        pygame.display.set_caption(self.title)
 
        if self.position == 'auto':
            self._pos = None
        elif self.position == 'custom':
            self._pos = self.left, self.top
        else:
            raise ValueError('position token in configuration accept only '
                             '"auto" or "custom"')
 
        if self.fullscreen == 'fake':
            Logger.debug('WinPygame: Set window to fake fullscreen mode')
            self.flags |= pygame.NOFRAME
            # if no position set, in fake mode, we always need to set the
            # position. so replace 0, 0.
            if self._pos is None:
                self._pos = (0, 0)
            environ['SDL_VIDEO_WINDOW_POS'] = '%d,%d' % self._pos
 
        elif self.fullscreen in ('auto', True):
            Logger.debug('WinPygame: Set window to fullscreen mode')
            self.flags |= pygame.FULLSCREEN
 
        elif self._pos is not None:
            environ['SDL_VIDEO_WINDOW_POS'] = '%d,%d' % self._pos
 
        # never stay with a None pos, application using w.center will be fired.
        self._pos = (0, 0)
 
        # prepare keyboard
        repeat_delay = int(Config.get('kivy', 'keyboard_repeat_delay'))
        repeat_rate = float(Config.get('kivy', 'keyboard_repeat_rate'))
        pygame.key.set_repeat(repeat_delay, int(1000. / repeat_rate))
 
        # set window icon before calling set_mode
        try:
            filename_icon = self.icon or Config.get('kivy', 'window_icon')
            if filename_icon == '':
                logo_size = 32
                if platform == 'macosx':
                    logo_size = 512
                elif platform == 'win':
                    logo_size = 64
                filename_icon = 'kivy-icon-{}.png'.format(logo_size)
                filename_icon = resource_find(
                        join(kivy_data_dir, 'logo', filename_icon))
            self.set_icon(filename_icon)
        except:
            Logger.exception('Window: cannot set icon')
 
        # try to use mode with multisamples
        try:
            self._pygame_set_mode()
        except pygame.error as e:
            if multisamples:
                Logger.warning('WinPygame: Video: failed (multisamples=%d)' %
                               multisamples)
                Logger.warning('WinPygame: trying without antialiasing')
                pygame.display.gl_set_attribute(
                    pygame.GL_MULTISAMPLEBUFFERS, 0)
                pygame.display.gl_set_attribute(
                    pygame.GL_MULTISAMPLESAMPLES, 0)
                multisamples = 0
                try:
                    self._pygame_set_mode()
                except pygame.error as e:
                    raise CoreCriticalException(e.message)
            else:
                raise CoreCriticalException(e.message)
 
        info = pygame.display.Info()
        self._size = (info.current_w, info.current_h)
        #self.dispatch('on_resize', *self._size)
 
        # in order to debug futur issue with pygame/display, let's show
        # more debug output.
        Logger.debug('Window: Display driver ' + pygame.display.get_driver())
        Logger.debug('Window: Actual window size: %dx%d',
                     info.current_w, info.current_h)
        if platform != 'android':
            # unsupported platform, such as android that doesn't support
            # gl_get_attribute.
            Logger.debug(
                'Window: Actual color bits r%d g%d b%d a%d',
                pygame.display.gl_get_attribute(pygame.GL_RED_SIZE),
                pygame.display.gl_get_attribute(pygame.GL_GREEN_SIZE),
                pygame.display.gl_get_attribute(pygame.GL_BLUE_SIZE),
                pygame.display.gl_get_attribute(pygame.GL_ALPHA_SIZE))
            Logger.debug(
                'Window: Actual depth bits: %d',
                pygame.display.gl_get_attribute(pygame.GL_DEPTH_SIZE))
            Logger.debug(
                'Window: Actual stencil bits: %d',
                pygame.display.gl_get_attribute(pygame.GL_STENCIL_SIZE))
            Logger.debug(
                'Window: Actual multisampling samples: %d',
                pygame.display.gl_get_attribute(pygame.GL_MULTISAMPLESAMPLES))
        super(WindowPygame, self).create_window()
 
        # set mouse visibility
        pygame.mouse.set_visible(
            Config.getboolean('graphics', 'show_cursor'))
 
        # if we are on android platform, automaticly create hooks
        if android:
            from kivy.support import install_android
            install_android()
 
    def close(self):
        pygame.display.quit()
        self.dispatch('on_close')
 
    def on_title(self, instance, value):
        if self.initialized:
            pygame.display.set_caption(self.title)
 
    def set_icon(self, filename):
        if not exists(filename):
            return False
        try:
            if platform == 'win':
                try:
                    if self._set_icon_win(filename):
                        return True
                except:
                    # fallback on standard loading then.
                    pass
 
            # for all others platform, or if the ico is not available, use the
            # default way to set it.
            self._set_icon_standard(filename)
            super(WindowPygame, self).set_icon(filename)
        except:
            Logger.exception('WinPygame: unable to set icon')
 
    def _set_icon_standard(self, filename):
        if PY2:
            try:
                im = pygame.image.load(filename)
            except UnicodeEncodeError:
                im = pygame.image.load(filename.encode('utf8'))
        else:
            im = pygame.image.load(filename)
        if im is None:
            raise Exception('Unable to load window icon (not found)')
        pygame.display.set_icon(im)
 
    def _set_icon_win(self, filename):
        # ensure the window ico is ended by ico
        if not filename.endswith('.ico'):
            filename = '{}.ico'.format(filename.rsplit('.', 1)[0])
        if not exists(filename):
            return False
 
        import win32api
        import win32gui
        import win32con
        hwnd = pygame.display.get_wm_info()['window']
        icon_big = win32gui.LoadImage(
            None, filename, win32con.IMAGE_ICON,
            48, 48, win32con.LR_LOADFROMFILE)
        icon_small = win32gui.LoadImage(
            None, filename, win32con.IMAGE_ICON,
            16, 16, win32con.LR_LOADFROMFILE)
        win32api.SendMessage(
            hwnd, win32con.WM_SETICON, win32con.ICON_SMALL, icon_small)
        win32api.SendMessage(
            hwnd, win32con.WM_SETICON, win32con.ICON_BIG, icon_big)
        return True
 
    def screenshot(self, *largs, **kwargs):
        global glReadPixels, GL_RGBA, GL_UNSIGNED_BYTE
        filename = super(WindowPygame, self).screenshot(*largs, **kwargs)
        if filename is None:
            return None
        if glReadPixels is None:
            from kivy.core.gl import glReadPixels, GL_RGBA, GL_UNSIGNED_BYTE
        width, height = self.system_size
        data = glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE)
        data = str(buffer(data))
        surface = pygame.image.fromstring(data, (width, height), 'RGBA', True)
        pygame.image.save(surface, filename)
        Logger.debug('Window: Screenshot saved at <%s>' % filename)
        return filename
 
    def flip(self):
        pygame.display.flip()
        super(WindowPygame, self).flip()
 
    def toggle_fullscreen(self):
        if self.flags & pygame.FULLSCREEN:
            self.flags &= ~pygame.FULLSCREEN
        else:
            self.flags |= pygame.FULLSCREEN
        self._pygame_set_mode()
 
    def _mainloop(self):
        EventLoop.idle()
 
        for event in pygame.event.get():
 
            # kill application (SIG_TERM)
            if event.type == pygame.QUIT:
                if self.dispatch('on_request_close'):
                    continue
                EventLoop.quit = True
                self.close()
 
            # mouse move
            elif event.type == pygame.MOUSEMOTION:
                x, y = event.pos
                self.mouse_pos = x, self.system_size[1] - y
                # don't dispatch motion if no button are pressed
                if event.buttons == (0, 0, 0):
                    continue
                self._mouse_x = x
                self._mouse_y = y
                self._mouse_meta = self.modifiers
                self.dispatch('on_mouse_move', x, y, self.modifiers)
 
            # mouse action
            elif event.type in (pygame.MOUSEBUTTONDOWN,
                                pygame.MOUSEBUTTONUP):
                self._pygame_update_modifiers()
                x, y = event.pos
                btn = 'left'
                if event.button == 3:
                    btn = 'right'
                elif event.button == 2:
                    btn = 'middle'
                elif event.button == 4:
                    btn = 'scrolldown'
                elif event.button == 5:
                    btn = 'scrollup'
                elif event.button == 6:
                    btn = 'scrollright'
                elif event.button == 7:
                    btn = 'scrollleft'
                eventname = 'on_mouse_down'
                if event.type == pygame.MOUSEBUTTONUP:
                    eventname = 'on_mouse_up'
                self._mouse_x = x
                self._mouse_y = y
                self._mouse_meta = self.modifiers
                self._mouse_btn = btn
                self._mouse_down = eventname == 'on_mouse_down'
                self.dispatch(eventname, x, y, btn, self.modifiers)
 
            # keyboard action
            elif event.type in (pygame.KEYDOWN, pygame.KEYUP):
                self._pygame_update_modifiers(event.mod)
                # atm, don't handle keyup
                if event.type == pygame.KEYUP:
                    self.dispatch('on_key_up', event.key,
                                  event.scancode)
                    continue
 
                # don't dispatch more key if down event is accepted
                if self.dispatch('on_key_down', event.key,
                                 event.scancode, event.unicode,
                                 self.modifiers):
                    continue
                self.dispatch('on_keyboard', event.key,
                              event.scancode, event.unicode,
                              self.modifiers)
 
            # video resize
            elif event.type == pygame.VIDEORESIZE:
                self._size = event.size
                self.update_viewport()
 
            elif event.type == pygame.VIDEOEXPOSE:
                self.canvas.ask_update()
 
            # ignored event
            elif event.type == pygame.ACTIVEEVENT:
                pass
 
            # drop file (pygame patch needed)
            elif event.type == pygame.USEREVENT and \
                    hasattr(pygame, 'USEREVENT_DROPFILE') and \
                    event.code == pygame.USEREVENT_DROPFILE:
                self.dispatch('on_dropfile', event.filename)
 
            '''
            # unhandled event !
            else:
                Logger.debug('WinPygame: Unhandled event %s' % str(event))
            '''
 
    def mainloop(self):
        while not EventLoop.quit and EventLoop.status == 'started':
            try:
                self._mainloop()
                if not pygame.display.get_active():
                    pygame.time.wait(100)
            except BaseException as inst:
                # use exception manager first
                r = ExceptionManager.handle_exception(inst)
                if r == ExceptionManager.RAISE:
                    stopTouchApp()
                    raise
                else:
                    pass
 
    #
    # Pygame wrapper
    #
    def _pygame_set_mode(self, size=None):
        if size is None:
            size = self.size
        if self.fullscreen == 'auto':
            pygame.display.set_mode((0, 0), self.flags)
        else:
            pygame.display.set_mode(size, self.flags)
 
    def _pygame_update_modifiers(self, mods=None):
        # Available mod, from dir(pygame)
        # 'KMOD_ALT', 'KMOD_CAPS', 'KMOD_CTRL', 'KMOD_LALT',
        # 'KMOD_LCTRL', 'KMOD_LMETA', 'KMOD_LSHIFT', 'KMOD_META',
        # 'KMOD_MODE', 'KMOD_NONE'
        if mods is None:
            mods = pygame.key.get_mods()
        self._modifiers = []
        if mods & (pygame.KMOD_SHIFT | pygame.KMOD_LSHIFT):
            self._modifiers.append('shift')
        if mods & (pygame.KMOD_ALT | pygame.KMOD_LALT):
            self._modifiers.append('alt')
        if mods & (pygame.KMOD_CTRL | pygame.KMOD_LCTRL):
            self._modifiers.append('ctrl')
        if mods & (pygame.KMOD_META | pygame.KMOD_LMETA):
            self._modifiers.append('meta')
 
    def request_keyboard(self, callback, target, input_type='text'):
        keyboard = super(WindowPygame, self).request_keyboard(
            callback, target, input_type)
        if android and not self.allow_vkeyboard:
            android.show_keyboard(target, input_type)
        return keyboard
 
    def release_keyboard(self, *largs):
        super(WindowPygame, self).release_keyboard(*largs)
        if android:
            android.hide_keyboard()
        return True