"""OnscreenText module: contains the OnscreenText class"""

__all__ = ['OnscreenText', 'Plain', 'ScreenTitle', 'ScreenPrompt', 'NameConfirm', 'BlackOnWhite']

from pandac.PandaModules import *
import DirectGuiGlobals as DGG
from direct.showbase.DirectObject import DirectObject
import string,types

## These are the styles of text we might commonly see.  They set the
## overall appearance of the text according to one of a number of
## pre-canned styles.  You can further customize the appearance of the
## text by specifying individual parameters as well.
Plain = 1
ScreenTitle = 2
ScreenPrompt = 3
NameConfirm = 4
BlackOnWhite = 5

class OnscreenText(DirectObject, NodePath):

    def __init__(self, text = '',
                 style = Plain,
                 pos = (0, 0),
                 roll = 0,
                 scale = None,
                 fg = None,
                 bg = None,
                 shadow = None,
                 shadowOffset = (0.04, 0.04),
                 frame = None,
                 align = None,
                 wordwrap = None,
                 drawOrder = None,
                 decal = 0,
                 font = None,
                 parent = None,
                 sort = 0,
                 mayChange = True):
        """
        Make a text node from string, put it into the 2d sg and set it
        up with all the indicated parameters.

        The parameters are as follows:

          text: the actual text to display.  This may be omitted and
              specified later via setText() if you don't have it
              available, but it is better to specify it up front.

          style: one of the pre-canned style parameters defined at the
              head of this file.  This sets up the default values for
              many of the remaining parameters if they are
              unspecified; however, a parameter may still be specified
              to explicitly set it, overriding the pre-canned style.

          pos: the x, y position of the text on the screen.

          scale: the size of the text.  This may either be a single
              float (and it will usually be a small number like 0.07)
              or it may be a 2-tuple of floats, specifying a different
              x, y scale.

          fg: the (r, g, b, a) foreground color of the text.  This is
              normally a 4-tuple of floats or ints.

          bg: the (r, g, b, a) background color of the text.  If the
              fourth value, a, is nonzero, a card is created to place
              behind the text and set to the given color.

          shadow: the (r, g, b, a) color of the shadow behind the text.
              If the fourth value, a, is nonzero, a little drop shadow
              is created and placed behind the text.

          frame: the (r, g, b, a) color of the frame drawn around the
              text.  If the fourth value, a, is nonzero, a frame is
              created around the text.

          align: one of TextNode.ALeft, TextNode.ARight, or TextNode.ACenter.

          wordwrap: either the width to wordwrap the text at, or None
              to specify no automatic word wrapping.

          drawOrder: the drawing order of this text with respect to
              all other things in the 'fixed' bin within render2d.
              The text will actually use drawOrder through drawOrder +
              2.

          decal: if this is True, the text is decalled onto its
              background card.  Useful when the text will be parented
              into the 3-D scene graph.

          font: the font to use for the text.

          parent: the NodePath to parent the text to initially.

          mayChange: pass true if the text or its properties may need
              to be changed at runtime, false if it is static once
              created (which leads to better memory optimization).
        """
        if parent == None:
            parent = aspect2d

        # make a text node
        textNode = TextNode('')
        self.textNode = textNode

        # We ARE a node path.  Initially, we're an empty node path.
        NodePath.__init__(self)

        # Choose the default parameters according to the selected
        # style.
        if style == Plain:
            scale = scale or 0.07
            fg = fg or (0, 0, 0, 1)
            bg = bg or (0, 0, 0, 0)
            shadow = shadow or (0, 0, 0, 0)
            frame = frame or (0, 0, 0, 0)
            if align == None:
                align = TextNode.ACenter
        elif style == ScreenTitle:
            scale = scale or 0.15
            fg = fg or (1, 0.2, 0.2, 1)
            bg = bg or (0, 0, 0, 0)
            shadow = shadow or (0, 0, 0, 1)
            frame = frame or (0, 0, 0, 0)
            if align == None:
                align = TextNode.ACenter
        elif style == ScreenPrompt:
            scale = scale or 0.1
            fg = fg or (1, 1, 0, 1)
            bg = bg or (0, 0, 0, 0)
            shadow = shadow or (0, 0, 0, 1)
            frame = frame or (0, 0, 0, 0)
            if align == None:
                align = TextNode.ACenter
        elif style == NameConfirm:
            scale = scale or 0.1
            fg = fg or (0, 1, 0, 1)
            bg = bg or (0, 0, 0, 0)
            shadow = shadow or (0, 0, 0, 0)
            frame = frame or (0, 0, 0, 0)
            if align == None:
                align = TextNode.ACenter
        elif style == BlackOnWhite:
            scale = scale or 0.1
            fg = fg or (0, 0, 0, 1)
            bg = bg or (1, 1, 1, 1)
            shadow = shadow or (0, 0, 0, 0)
            frame = frame or (0, 0, 0, 0)
            if align == None:
                align = TextNode.ACenter
        else:
            raise ValueError

        if not isinstance(scale, types.TupleType):
            # If the scale is already a tuple, it's a 2-d (x, y) scale.
            # Otherwise, it's a uniform scale--make it a tuple.
            scale = (scale, scale)

        # Save some of the parameters for posterity.
        self.scale = scale
        self.pos = pos
        self.roll = roll
        self.wordwrap = wordwrap
        
        if decal:
            textNode.setCardDecal(1)

        if font == None:
            font = DGG.getDefaultFont()

        textNode.setFont(font)
        textNode.setTextColor(fg[0], fg[1], fg[2], fg[3])
        textNode.setAlign(align)

        if wordwrap:
            textNode.setWordwrap(wordwrap)

        if bg[3] != 0:
            # If we have a background color, create a card.
            textNode.setCardColor(bg[0], bg[1], bg[2], bg[3])
            textNode.setCardAsMargin(0.1, 0.1, 0.1, 0.1)

        if shadow[3] != 0:
            # If we have a shadow color, create a shadow.
            # Can't use the *shadow interface because it might be a VBase4.
            #textNode.setShadowColor(*shadow)
            textNode.setShadowColor(shadow[0], shadow[1], shadow[2], shadow[3])
            textNode.setShadow(*shadowOffset)

        if frame[3] != 0:
            # If we have a frame color, create a frame.
            textNode.setFrameColor(frame[0], frame[1], frame[2], frame[3])
            textNode.setFrameAsMargin(0.1, 0.1, 0.1, 0.1)

        # Create a transform for the text for our scale and position.
        # We'd rather do it here, on the text itself, rather than on
        # our NodePath, so we have one fewer transforms in the scene
        # graph.
        self.updateTransformMat()

        if drawOrder != None:
            textNode.setBin('fixed')
            textNode.setDrawOrder(drawOrder)

        self.setText(text)
        if not text:
            # If we don't have any text, assume we'll be changing it later.
            self.mayChange = 1
        else:
            self.mayChange = mayChange

        # Ok, now update the node.
        if not self.mayChange:
            # If we aren't going to change the text later, we can
            # throw away the TextNode.
            self.textNode = textNode.generate()

        self.isClean = 0

        # Set ourselves up as the NodePath that points to this node.
        self.assign(parent.attachNewNode(self.textNode, sort))

    def cleanup(self):
        self.textNode = None
        if self.isClean == 0:
            self.isClean = 1
            self.removeNode()

    def destroy(self):
        self.cleanup()

    def freeze(self):
        pass

    def thaw(self):
        pass

    # Allow changing of several of the parameters after the text has
    # been created.  These should be used with caution; it is better
    # to set all the parameters up front.  These functions are
    # primarily intended for interactive placement of the initial
    # text, and for those rare occasions when you actually want to
    # change a text's property after it has been created.

    def setDecal(self, decal):
        self.textNode.setCardDecal(decal)

    def getDecal(self):
        return self.textNode.getCardDecal()

    def setFont(self, font):
        self.textNode.setFont(font)

    def getFont(self):
        return self.textNode.getFont()

    def clearText(self):
        self.textNode.clearText()

    def setText(self, text):
        self.unicodeText = isinstance(text, types.UnicodeType)
        if self.unicodeText:
            self.textNode.setWtext(text)
        else:
            self.textNode.setText(text)

    def appendText(self, text):
        if isinstance(text, types.UnicodeType):
            self.unicodeText = 1
        if self.unicodeText:
            self.textNode.appendWtext(text)
        else:
            self.textNode.appendText(text)

    def getText(self):
        if self.unicodeText:
            return self.textNode.getWtext()
        else:
            return self.textNode.getText()

    def setX(self, x):
        self.setPos(x, self.pos[1])

    def setY(self, y):
        self.setPos(self.pos[0], y)

    def setPos(self, x, y):
        """setPos(self, float, float)
        Position the onscreen text in 2d screen space
        """
        self.pos = (x, y)
        self.updateTransformMat()

    def getPos(self):
        return self.pos

    def setRoll(self, roll):
        """setRoll(self, float)
        Rotate the onscreen text around the screen's normal
        """
        self.roll = roll
        self.updateTransformMat()

    def getRoll(self):
        return self.roll

    def setScale(self, sx, sy = None):
        """setScale(self, float, float)
        Scale the text in 2d space.  You may specify either a single
        uniform scale, or two scales, or a tuple of two scales.
        """

        if sy == None:
            if isinstance(sx, types.TupleType):
                self.scale = sx
            else:
                self.scale = (sx, sx)
        else:
            self.scale = (sx, sy)
        self.updateTransformMat()

    def updateTransformMat(self):
        assert(isinstance(self.textNode, TextNode))
        mat = (
            Mat4.scaleMat(Vec3.rfu(self.scale[0], 1, self.scale[1])) *
            Mat4.rotateMat(self.roll, Vec3.back()) *
            Mat4.translateMat(Point3.rfu(self.pos[0], 0, self.pos[1]))
            )
        self.textNode.setTransform(mat)

    def getScale(self):
        return self.scale

    def setWordwrap(self, wordwrap):
        self.wordwrap = wordwrap
        
        if wordwrap:
            self.textNode.setWordwrap(wordwrap)
        else:
            self.textNode.clearWordwrap()

    def getWordwrap(self):
        return self.wordwrap
    
    def setFg(self, fg):
        self.textNode.setTextColor(fg[0], fg[1], fg[2], fg[3])

    def setBg(self, bg):
        if bg[3] != 0:
            # If we have a background color, create a card.
            self.textNode.setCardColor(bg[0], bg[1], bg[2], bg[3])
            self.textNode.setCardAsMargin(0.1, 0.1, 0.1, 0.1)
        else:
            # Otherwise, remove the card.
            self.textNode.clearCard()

    def setShadow(self, shadow):
        if shadow[3] != 0:
            # If we have a shadow color, create a shadow.
            self.textNode.setShadowColor(shadow[0], shadow[1], shadow[2], shadow[3])
            self.textNode.setShadow(0.04, 0.04)
        else:
            # Otherwise, remove the shadow.
            self.textNode.clearShadow()

    def setFrame(self, frame):
        if frame[3] != 0:
            # If we have a frame color, create a frame.
            self.textNode.setFrameColor(frame[0], frame[1], frame[2], frame[3])
            self.textNode.setFrameAsMargin(0.1, 0.1, 0.1, 0.1)
        else:
            # Otherwise, remove the frame.
            self.textNode.clearFrame()

    def configure(self, option=None, **kw):
        # These is for compatibility with DirectGui functions
        if not self.mayChange:
            print 'OnscreenText.configure: mayChange == 0'
            return
        for option, value in kw.items():
            # Use option string to access setter function
            try:
                setter = eval('self.set' +
                              string.upper(option[0]) + option[1:])
                if setter == self.setPos:
                    setter(value[0], value[1])
                else:
                    setter(value)
            except AttributeError:
                print 'OnscreenText.configure: invalid option:', option

    # Allow index style references
    def __setitem__(self, key, value):
        apply(self.configure, (), {key: value})

    def cget(self, option):
        # Get current configuration setting.
        # This is for compatibility with DirectGui functions
        getter = eval('self.get' + string.upper(option[0]) + option[1:])
        return getter()

    def setAlign(self, align):
        self.textNode.setAlign(align)

    # Allow index style refererences
    __getitem__ = cget

