# THIS FILE IS A PART OF VCStudio
# PYTHON 3

import os
import datetime

# GTK module ( Graphical interface
import gi
gi.require_version('Gtk', '3.0')
from gi.repository import Gtk
import cairo
import datetime


# Own modules
from settings import settings
from settings import talk
from project_manager import pm_project
from studio import studio_storyLayer
from studio import studio_settingsLayer
from studio import studio_assetLayer
from studio import studio_analyticsLayer

# Studio
from studio import analytics
from studio import story
from studio import studio_storyDeletionLayer

# UI modules
from UI import UI_testing
from UI import UI_color
from UI import UI_elements

def previous(win):
    win.previous = {}
    for i in win.current:
        if type(win.current[i]) == list or type(win.current[i]) is dict:
            win.previous[i] = win.current[i].copy()
        else:
            win.previous[i] = win.current[i]

# OK let's make a window
def run(project, win):
    # In the Blender-Organizer I was putting the version into the title. Not cool.
    # Because if you would snap it to the sidebar in Ubuntu. On mouse over it would
    # show the first ever version. So there will be a better way to see version.
    # I think let's do that like in Blender. Drawn with in the window somewhere.
    
    win.destroy()
    # Setting up the window
    win = Gtk.Window()
    win.maximize()
    win.connect("destroy", Gtk.main_quit)
    win.set_title("VCStudio")
    win.set_default_icon_from_file("tinyicon.png")
    
    # Setting up the events ( mouse and keyboard handling )
    win.connect("button-press-event", mouse_button_press, win)
    win.connect("button-release-event", mouse_button_release, win)
    win.connect("key-press-event", key_press, win)
    win.connect("key-release-event", key_release, win)
    
    # Guess what. The entire time on Blender-Organizer 4 ( 2018 -2020 ) and 
    # few days of trying connecting the scroll event directly to window or to
    # the drawing area. And just now I finally made it work. BY DOING THIS 
    # Why scroll event is only on ScrolledWindow ? OMG !!!
    
    scroll = Gtk.ScrolledWindow()
    scroll.connect("scroll-event", scrolling, win)
    
    # Setting up the global variables. (kinda)
    win.animations = {}
    win.previous   = {}
    win.current    = {}
    win.images     = {}
    win.imageload  = 0
    win.text       = {}
    win.textactive = ""
    win.scroll     = {}
    win.FPS        = 0
    win.url        = "story_editor"
    win.cur        = ""  # This will be used to get precicelly what asset / scene / shot we are in
    win.update     = {"versions":{}}
    win.project    = project
    win.out_dots  = {}
    win.assets    = {}
    win.szone     = [[100,100],[100,100]] # Square drawn if selected more then one node.
    win.surround  = {  # And this is the list of the squares. Because it's not
        "frame":0,     # as easy to do. See UI / UI_math / rectangle_surround()
        "rects":[]     # for details of this implementation.
        }
    win.calllayer = False
    win.layercashe = {} # Here I gonna store layers that are inactive to speed up stuff
    win.checklists = {}
    
    if pm_project.is_legacy(project):
        win.story        = story.get_legacy(project)
        win.analytics    = analytics.get_legacy(project)
    else:
        win.story        = story.load(project)
        win.analytics    = analytics.load(project)
    
    # Try to put a name of the project at the title
    win.set_title("VCStudio : "+win.analytics["name"])
    
    # Cashed tables
    win.color    = UI_color.get_table()
    win.settings = settings.load_all()
    
    # Default values
    win.current["frame"]      = 0
    win.current["testing"]    = False
    win.current["LMB"]        = False
    win.current["MMB"]        = False
    win.current["RMB"]        = False
    win.current["keys"]       = []
    win.current["key_letter"] = ""
    win.current["scroll"]     = [0,0]
    win.current["project"]    = ""
    win.current["tool"]       = "selection"
    win.current["draw_dot"]   = "end"
    win.current["calls"]      = {}   # Calls. See sutdio/studio_dialogs.py
    
    new_date_format = "%Y/%m/%d"
    today = datetime.datetime.strftime(datetime.datetime.today(), new_date_format)
    win.current["date"] = today # Don't even ask. I'm litteraly tired already.
    
    previous(win)
    
    # Version of the software
    win.version = 0.0
    try:
        vfile = open("settings/update.data")
        vfile = vfile.read()
        vfile = vfile.split("\n")
        
        for line in vfile:
            if line.startswith("VERSION "):
                win.version = float(line.replace("VERSION ", ""))
                break
    except:
        win.version = 0.0
        
    # FPS
    win.sFPS = datetime.datetime.now()
    
    # Setting the drawable
    pmdraw = Gtk.DrawingArea()
    pmdraw.set_size_request(1280, 720)
    scroll.set_size_request(1280, 720) # This step is because GTK developers are
    win.add(scroll)                    # well. A good, nice, people who knows
    scroll.add_with_viewport(pmdraw)   # what they are doing. Really. 
    pmdraw.connect("draw", pmdrawing, win)
    
    
    #run
    win.show_all()
    Gtk.main()


def pmdrawing(pmdrawing, main_layer, win):
    
    # This function draws the actuall image. I'm doing full frames redraws. It's
    # a bit simpler then making some kind of dynamic draw call system that might
    # be used in such an application. But to hell with it. I did the same on the
    # Blender-Organizer altho with way less cairo. And it works well enought.
    
    # FPS counter
    win.fFPS = datetime.datetime.now()
    win.tFPS = win.fFPS - win.sFPS
    if win.current["frame"] % 10 == 0:
        win.FPS = int ( 1.0 / ( win.tFPS.microseconds /1000000))
        
        if "Auto_De-Blur" not in win.settings:
            win.settings["Auto_De-Blur"] = True
        
        # Fail switch for Graphics.
        if win.FPS < 10 and win.settings["Auto_De-Blur"]:
            win.settings["Blur"] = False    
        
    win.sFPS = datetime.datetime.now()
    
    # Current frame (for animations and things like this)
    win.current["frame"] += 1    
    
    # Getting data about the frame
    win.current['mx'] = win.get_pointer()[0]
    win.current['my'] = win.get_pointer()[1]
    win.current['w']  = win.get_size()[0]
    win.current['h']  = win.get_size()[1]
    
    # Attemt to make things straight when pressing Ctrl.    
    if 65507 in win.current["keys"] and win.current["LMB"]:
        
        # Let's see what's got more distance. X or Y motion of the mouse.
        
        dx = win.current["LMB"][0] - win.current["mx"]
        dx = max(dx, dx*-1)
        dy = win.current["LMB"][1] - win.current["my"]
        dy = max(dy, dy*-1)
        
        # If X has more ditance. Then Y should be the same as begining.
        
        if dx > dy:
            win.current["my"] = win.current["LMB"][1]
        else:
            win.current["mx"] = win.current["LMB"][0]
    
    # Attempt at making the mouse cursor a bit more usefull for stuff.
    if win.previous["LMB"] and len(win.previous["LMB"]) > 2 and win.current["LMB"]:                
        win.current["LMB"] = win.previous["LMB"]
    
    #Background color
    UI_color.set(main_layer, win, "background")
    main_layer.rectangle(
        0,
        0,
        win.current['w'],
        win.current['h'])
    main_layer.fill()
    
    # Tooltips and other junk has to be defined here. And then drawn later to 
    # the screen. So here we get a special layer. That will be drawn to during
    # the time of drawing. And later composeted over everything. 
    
    win.tooltip_surface = cairo.ImageSurface(cairo.FORMAT_ARGB32, win.current['w'],
                                                                  win.current['h'])
    win.tooltip = cairo.Context(win.tooltip_surface)
    win.tooltip.select_font_face("Monospace", cairo.FONT_SLANT_NORMAL, cairo.FONT_WEIGHT_NORMAL)
    
    
    # Layers. Order of them matter
    Layers = []
    
    if win.url == "story_editor":
        Layers.append([studio_storyLayer.layer(win),"story_editor"])
        if "story_editor" in win.layercashe:
            del win.layercashe["story_editor"]
    else:
        if "story_editor"  not in win.layercashe:
            win.layercashe["story_editor" ] = studio_storyLayer.layer(win)
        
        Layers.append([win.layercashe["story_editor" ],"story_editor"])
            
    if win.url == "story_deletion_dialog":
        Layers.append([studio_storyDeletionLayer.layer(win),"story_deletion_dialog"])    
    
    elif win.url == "settings_layer":
        Layers.append([studio_settingsLayer.layer(win),"settings_layer"])  
    
    elif win.url == "analytics":
        Layers.append([studio_analyticsLayer.layer(win),"analytics"])
    
    elif win.url == "assets":
        Layers.append([studio_assetLayer.layer(win),"assets"])  
    
    
    
    # Call layers. See studio/studio_dialogs.py for explanation. It's wild.
    
    win.calllayer = False
    remlater = []
    
    for call in win.current["calls"]:
    
        if win.current["calls"][call]["var"] == None:
            Layers.append([win.current["calls"][call]["draw"](win, call)])
            win.url = win.current["calls"][call]["url"]
            win.calllayer = True    
            
        else:
            win.url = win.current["calls"][call]["back"]
            win.current["calls"][call]["call"](win, win.current["calls"][call]["var"])
            win.textactive = ""
            remlater.append(call)
    
    for call in remlater:
        
        del win.current["calls"][call]
        
    Layers.append([UI_testing.layer(win)])
    Layers.append([win.tooltip_surface])
    
    # Combining layers
    for layer in Layers:
        if len(layer) > 1:
            layer, url = layer
            blur = UI_elements.animate(url+"_blur", win, 50)
            if (win.url != url or win.calllayer):
                if win.current["tool"] not in ["schedule", "grab"]:
                    blur = UI_elements.animate(url+"_blur", win, blur, 50, 2, True)
                else:
                    blur = UI_elements.animate(url+"_blur", win, 50, 50, 0, True)
            else:
                if win.current["tool"] not in ["schedule", "grab"]:
                    blur = UI_elements.animate(url+"_blur", win, blur, 0, 2, True)
                else:
                    blur = UI_elements.animate(url+"_blur", win, 0, 0, 0, True)
            layer = UI_elements.blur(layer, win, blur)
        else:
            layer = layer[0]
        main_layer.set_source_surface(layer, 0 , 0)
        main_layer.paint()
    
    # If you press ESC you get back from any window to the main menu.
    if 65307 in win.current["keys"] and win.url != "install_updates":
        win.url = "story_editor"
        win.story["selected"] = []
        win.current["tool"] = "selection"
        win.current["keys"] = []
        win.textactive = ""
        
    # There is a but in the Gnome I guess. That autopresses the Shift and Ctrl
    # keys when you scroll to different windows. So here is a little fix.
    if not win.is_active():
        win.current["keys"] = []
    
    # Saving data about this frame for the next one. A bit hard to get WTF am I
    # doing here. Basically trying to avoid current and previous data to be links
    # of the same data.
    
    previous(win) # Moved it into a seprate function for obvoius reasons
            
    # Refreshing those that need to be refrashed
    win.current["scroll"] = [0,0]
    
    # Refreshing the frame automatically
    pmdrawing.queue_draw()
    

# This program will have things like mouse and keyboard input. And this setup
# Will be done in both PM and the actuall Project window. ( Also in the render
# Window. Basically all separate windows will have to have this setup separatelly.

# Mouse
def mouse_button_press(widget, event, win):

    # This function marks activation of the button. Not it's deactivation.

    # I'm going to attempt something quite disturbing. Basically I want to save
    # the state of the mouse as the press begun untill it's released. And I'm 
    # going to do in a slightly weird way. Because I'm bored I guess. The prob-
    # lem is that it will require to check whether the data even exists in the
    # first place. If x. Before parsing it. Because it might be False.
    
    for i, button in enumerate(["LMB", "MMB", "RMB"]):
        if i+1 == int(event.get_button()[1]):
            win.current[button] = [event.x, event.y]
            
    # If you folowed the code. By checking for example if win.current["LMB"]
    # You can know if it's even pressed to begin with. Because if it's not
    # It's False.
    
def mouse_button_release(widget, event, win):
    
    # This function reverses the effects of the mouse_button_press() function.
    
    for i, button in enumerate(["LMB", "MMB", "RMB"]):
        if i+1 == int(event.get_button()[1]):
            win.current[button] = False

# I guess it's time to make something similar for the keyboard keys as well.
# I'm going to reuse the old system from the Blender-Organizer. Just a list of
# pressed keys. Maybe as well a strting thingy. Because I want to type in this
# app. 

def key_press(widget, event, win):
    if event.keyval not in win.current["keys"]:
        win.current["keys"].append(event.keyval)
        win.current["key_letter"] = event.string
        
def key_release(widget, event, win):
    try:
        win.current["keys"].remove(event.keyval)
    except:
        win.current["keys"] = []
    
def scrolling(widget, event, win):
    e, x, y = event.get_scroll_deltas()
    win.current["scroll"] = [x,y]