# Copyright (c) 2011-2020 Eric Froemling
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
# -----------------------------------------------------------------------------
"""Defines Actors related to controls guides."""

from __future__ import annotations

from typing import TYPE_CHECKING

import _ba
import ba

if TYPE_CHECKING:
    from typing import Any, Tuple, Optional, Sequence, Union


class ControlsGuide(ba.Actor):
    """A screen overlay of game controls.

    category: Gameplay Classes

    Shows button mappings based on what controllers are connected.
    Handy to show at the start of a series or whenever there might
    be newbies watching.
    """

    def __init__(self,
                 position: Tuple[float, float] = (390.0, 120.0),
                 scale: float = 1.0,
                 delay: float = 0.0,
                 lifespan: float = None,
                 bright: bool = False):
        """Instantiate an overlay.

        delay: is the time in seconds before the overlay fades in.

        lifespan: if not None, the overlay will fade back out and die after
                  that long (in milliseconds).

        bright: if True, brighter colors will be used; handy when showing
                over gameplay but may be too bright for join-screens, etc.
        """
        # pylint: disable=too-many-statements
        # pylint: disable=too-many-locals
        super().__init__()
        show_title = True
        scale *= 0.75
        image_size = 90.0 * scale
        offs = 74.0 * scale
        offs5 = 43.0 * scale
        ouya = False
        maxw = 50
        self._lifespan = lifespan
        self._dead = False
        self._bright = bright
        self._cancel_timer: Optional[ba.Timer] = None
        self._fade_in_timer: Optional[ba.Timer] = None
        self._update_timer: Optional[ba.Timer] = None
        self._title_text: Optional[ba.Node]
        clr: Sequence[float]
        if show_title:
            self._title_text_pos_top = (position[0],
                                        position[1] + 139.0 * scale)
            self._title_text_pos_bottom = (position[0],
                                           position[1] + 139.0 * scale)
            clr = (1, 1, 1) if bright else (0.7, 0.7, 0.7)
            tval = ba.Lstr(value='${A}:',
                           subs=[('${A}', ba.Lstr(resource='controlsText'))])
            self._title_text = ba.newnode('text',
                                          attrs={
                                              'text': tval,
                                              'host_only': True,
                                              'scale': 1.1 * scale,
                                              'shadow': 0.5,
                                              'flatness': 1.0,
                                              'maxwidth': 480,
                                              'v_align': 'center',
                                              'h_align': 'center',
                                              'color': clr
                                          })
        else:
            self._title_text = None
        pos = (position[0], position[1] - offs)
        clr = (0.4, 1, 0.4)
        self._jump_image = ba.newnode(
            'image',
            attrs={
                'texture': ba.gettexture('buttonJump'),
                'absolute_scale': True,
                'host_only': True,
                'vr_depth': 10,
                'position': pos,
                'scale': (image_size, image_size),
                'color': clr
            })
        self._jump_text = ba.newnode('text',
                                     attrs={
                                         'v_align': 'top',
                                         'h_align': 'center',
                                         'scale': 1.5 * scale,
                                         'flatness': 1.0,
                                         'host_only': True,
                                         'shadow': 1.0,
                                         'maxwidth': maxw,
                                         'position': (pos[0], pos[1] - offs5),
                                         'color': clr
                                     })
        pos = (position[0] - offs * 1.1, position[1])
        clr = (0.2, 0.6, 1) if ouya else (1, 0.7, 0.3)
        self._punch_image = ba.newnode(
            'image',
            attrs={
                'texture': ba.gettexture('buttonPunch'),
                'absolute_scale': True,
                'host_only': True,
                'vr_depth': 10,
                'position': pos,
                'scale': (image_size, image_size),
                'color': clr
            })
        self._punch_text = ba.newnode('text',
                                      attrs={
                                          'v_align': 'top',
                                          'h_align': 'center',
                                          'scale': 1.5 * scale,
                                          'flatness': 1.0,
                                          'host_only': True,
                                          'shadow': 1.0,
                                          'maxwidth': maxw,
                                          'position': (pos[0], pos[1] - offs5),
                                          'color': clr
                                      })
        pos = (position[0] + offs * 1.1, position[1])
        clr = (1, 0.3, 0.3)
        self._bomb_image = ba.newnode(
            'image',
            attrs={
                'texture': ba.gettexture('buttonBomb'),
                'absolute_scale': True,
                'host_only': True,
                'vr_depth': 10,
                'position': pos,
                'scale': (image_size, image_size),
                'color': clr
            })
        self._bomb_text = ba.newnode('text',
                                     attrs={
                                         'h_align': 'center',
                                         'v_align': 'top',
                                         'scale': 1.5 * scale,
                                         'flatness': 1.0,
                                         'host_only': True,
                                         'shadow': 1.0,
                                         'maxwidth': maxw,
                                         'position': (pos[0], pos[1] - offs5),
                                         'color': clr
                                     })
        pos = (position[0], position[1] + offs)
        clr = (1, 0.8, 0.3) if ouya else (0.8, 0.5, 1)
        self._pickup_image = ba.newnode(
            'image',
            attrs={
                'texture': ba.gettexture('buttonPickUp'),
                'absolute_scale': True,
                'host_only': True,
                'vr_depth': 10,
                'position': pos,
                'scale': (image_size, image_size),
                'color': clr
            })
        self._pick_up_text = ba.newnode('text',
                                        attrs={
                                            'v_align': 'top',
                                            'h_align': 'center',
                                            'scale': 1.5 * scale,
                                            'flatness': 1.0,
                                            'host_only': True,
                                            'shadow': 1.0,
                                            'maxwidth': maxw,
                                            'position':
                                                (pos[0], pos[1] - offs5),
                                            'color': clr
                                        })
        clr = (0.9, 0.9, 2.0, 1.0) if bright else (0.8, 0.8, 2.0, 1.0)
        self._run_text_pos_top = (position[0], position[1] - 135.0 * scale)
        self._run_text_pos_bottom = (position[0], position[1] - 172.0 * scale)
        sval = (1.0 * scale if ba.app.vr_mode else 0.8 * scale)
        self._run_text = ba.newnode(
            'text',
            attrs={
                'scale': sval,
                'host_only': True,
                'shadow': 1.0 if ba.app.vr_mode else 0.5,
                'flatness': 1.0,
                'maxwidth': 380,
                'v_align': 'top',
                'h_align': 'center',
                'color': clr
            })
        clr = (1, 1, 1) if bright else (0.7, 0.7, 0.7)
        self._extra_text = ba.newnode('text',
                                      attrs={
                                          'scale': 0.8 * scale,
                                          'host_only': True,
                                          'shadow': 0.5,
                                          'flatness': 1.0,
                                          'maxwidth': 380,
                                          'v_align': 'top',
                                          'h_align': 'center',
                                          'color': clr
                                      })
        self._nodes = [
            self._bomb_image, self._bomb_text, self._punch_image,
            self._punch_text, self._jump_image, self._jump_text,
            self._pickup_image, self._pick_up_text, self._run_text,
            self._extra_text
        ]
        if show_title:
            assert self._title_text
            self._nodes.append(self._title_text)

        # Start everything invisible.
        for node in self._nodes:
            node.opacity = 0.0

        # Don't do anything until our delay has passed.
        ba.timer(delay, ba.WeakCall(self._start_updating))

    def _start_updating(self) -> None:

        # Ok, our delay has passed. Now lets periodically see if we can fade
        # in (if a touch-screen is present we only want to show up if gamepads
        # are connected, etc).
        # Also set up a timer so if we haven't faded in by the end of our
        # duration, abort.
        if self._lifespan is not None:
            self._cancel_timer = ba.Timer(
                self._lifespan,
                ba.WeakCall(self.handlemessage, ba.DieMessage(immediate=True)))
        self._fade_in_timer = ba.Timer(1.0,
                                       ba.WeakCall(self._check_fade_in),
                                       repeat=True)
        self._check_fade_in()  # Do one check immediately.

    def _check_fade_in(self) -> None:
        from ba.internal import get_device_value

        # If we have a touchscreen, we only fade in if we have a player with
        # an input device that is *not* the touchscreen.
        touchscreen = _ba.get_input_device('TouchScreen', '#1', doraise=False)

        if touchscreen is not None:
            # We look at the session's players; not the activity's.
            # We want to get ones who are still in the process of
            # selecting a character, etc.
            input_devices = [
                p.get_input_device() for p in ba.getsession().players
            ]
            input_devices = [
                i for i in input_devices if i and i is not touchscreen
            ]
            fade_in = False
            if input_devices:
                # Only count this one if it has non-empty button names
                # (filters out wiimotes, the remote-app, etc).
                for device in input_devices:
                    for name in ('buttonPunch', 'buttonJump', 'buttonBomb',
                                 'buttonPickUp'):
                        if device.get_button_name(
                                get_device_value(device, name)) != '':
                            fade_in = True
                            break
                    if fade_in:
                        break  # No need to keep looking.
        else:
            # No touch-screen; fade in immediately.
            fade_in = True
        if fade_in:
            self._cancel_timer = None  # Didn't need this.
            self._fade_in_timer = None  # Done with this.
            self._fade_in()

    def _fade_in(self) -> None:
        for node in self._nodes:
            ba.animate(node, 'opacity', {0: 0.0, 2.0: 1.0})

        # If we were given a lifespan, transition out after it.
        if self._lifespan is not None:
            ba.timer(self._lifespan,
                     ba.WeakCall(self.handlemessage, ba.DieMessage()))
        self._update()
        self._update_timer = ba.Timer(1.0,
                                      ba.WeakCall(self._update),
                                      repeat=True)

    def _update(self) -> None:
        # pylint: disable=too-many-statements
        # pylint: disable=too-many-branches
        # pylint: disable=too-many-locals
        from ba.internal import get_device_value, get_remote_app_name
        if self._dead:
            return
        punch_button_names = set()
        jump_button_names = set()
        pickup_button_names = set()
        bomb_button_names = set()

        # We look at the session's players; not the activity's - we want to
        # get ones who are still in the process of selecting a character, etc.
        input_devices = [p.get_input_device() for p in ba.getsession().players]
        input_devices = [i for i in input_devices if i]

        # If there's no players with input devices yet, try to default to
        # showing keyboard controls.
        if not input_devices:
            kbd = _ba.get_input_device('Keyboard', '#1', doraise=False)
            if kbd is not None:
                input_devices.append(kbd)

        # We word things specially if we have nothing but keyboards.
        all_keyboards = (input_devices
                         and all(i.name == 'Keyboard' for i in input_devices))
        only_remote = (len(input_devices) == 1
                       and all(i.name == 'Amazon Fire TV Remote'
                               for i in input_devices))

        right_button_names = set()
        left_button_names = set()
        up_button_names = set()
        down_button_names = set()

        # For each player in the game with an input device,
        # get the name of the button for each of these 4 actions.
        # If any of them are uniform across all devices, display the name.
        for device in input_devices:
            # We only care about movement buttons in the case of keyboards.
            if all_keyboards:
                right_button_names.add(
                    device.get_button_name(
                        get_device_value(device, 'buttonRight')))
                left_button_names.add(
                    device.get_button_name(
                        get_device_value(device, 'buttonLeft')))
                down_button_names.add(
                    device.get_button_name(
                        get_device_value(device, 'buttonDown')))
                up_button_names.add(
                    device.get_button_name(get_device_value(
                        device, 'buttonUp')))

            # Ignore empty values; things like the remote app or
            # wiimotes can return these.
            bname = device.get_button_name(
                get_device_value(device, 'buttonPunch'))
            if bname != '':
                punch_button_names.add(bname)
            bname = device.get_button_name(
                get_device_value(device, 'buttonJump'))
            if bname != '':
                jump_button_names.add(bname)
            bname = device.get_button_name(
                get_device_value(device, 'buttonBomb'))
            if bname != '':
                bomb_button_names.add(bname)
            bname = device.get_button_name(
                get_device_value(device, 'buttonPickUp'))
            if bname != '':
                pickup_button_names.add(bname)

        # If we have no values yet, we may want to throw out some sane
        # defaults.
        if all(not lst for lst in (punch_button_names, jump_button_names,
                                   bomb_button_names, pickup_button_names)):
            # Otherwise on android show standard buttons.
            if ba.app.platform == 'android':
                punch_button_names.add('X')
                jump_button_names.add('A')
                bomb_button_names.add('B')
                pickup_button_names.add('Y')

        run_text = ba.Lstr(
            value='${R}: ${B}',
            subs=[('${R}', ba.Lstr(resource='runText')),
                  ('${B}',
                   ba.Lstr(resource='holdAnyKeyText'
                           if all_keyboards else 'holdAnyButtonText'))])

        # If we're all keyboards, lets show move keys too.
        if (all_keyboards and len(up_button_names) == 1
                and len(down_button_names) == 1 and len(left_button_names) == 1
                and len(right_button_names) == 1):
            up_text = list(up_button_names)[0]
            down_text = list(down_button_names)[0]
            left_text = list(left_button_names)[0]
            right_text = list(right_button_names)[0]
            run_text = ba.Lstr(value='${M}: ${U}, ${L}, ${D}, ${R}\n${RUN}',
                               subs=[('${M}', ba.Lstr(resource='moveText')),
                                     ('${U}', up_text), ('${L}', left_text),
                                     ('${D}', down_text), ('${R}', right_text),
                                     ('${RUN}', run_text)])

        self._run_text.text = run_text
        w_text: Union[ba.Lstr, str]
        if only_remote and self._lifespan is None:
            w_text = ba.Lstr(resource='fireTVRemoteWarningText',
                             subs=[('${REMOTE_APP_NAME}',
                                    get_remote_app_name())])
        else:
            w_text = ''
        self._extra_text.text = w_text
        if len(punch_button_names) == 1:
            self._punch_text.text = list(punch_button_names)[0]
        else:
            self._punch_text.text = ''

        if len(jump_button_names) == 1:
            tval = list(jump_button_names)[0]
        else:
            tval = ''
        self._jump_text.text = tval
        if tval == '':
            self._run_text.position = self._run_text_pos_top
            self._extra_text.position = (self._run_text_pos_top[0],
                                         self._run_text_pos_top[1] - 50)
        else:
            self._run_text.position = self._run_text_pos_bottom
            self._extra_text.position = (self._run_text_pos_bottom[0],
                                         self._run_text_pos_bottom[1] - 50)
        if len(bomb_button_names) == 1:
            self._bomb_text.text = list(bomb_button_names)[0]
        else:
            self._bomb_text.text = ''

        # Also move our title up/down depending on if this is shown.
        if len(pickup_button_names) == 1:
            self._pick_up_text.text = list(pickup_button_names)[0]
            if self._title_text is not None:
                self._title_text.position = self._title_text_pos_top
        else:
            self._pick_up_text.text = ''
            if self._title_text is not None:
                self._title_text.position = self._title_text_pos_bottom

    def _die(self) -> None:
        for node in self._nodes:
            node.delete()
        self._nodes = []
        self._update_timer = None
        self._dead = True

    def exists(self) -> bool:
        return not self._dead

    def handlemessage(self, msg: Any) -> Any:
        if __debug__:
            self._handlemessage_sanity_check()
        if isinstance(msg, ba.DieMessage):
            if msg.immediate:
                self._die()
            else:
                # If they don't need immediate,
                # fade out our nodes and die later.
                for node in self._nodes:
                    ba.animate(node, 'opacity', {0: node.opacity, 3.0: 0.0})
                ba.timer(3.1, ba.WeakCall(self._die))
            return None
        return super().handlemessage(msg)
