"""A static draw class for drawing things directly to the renderer."""
from __future__ import annotations
from ctypes import c_int16
from typing import TYPE_CHECKING, List, Optional, Callable
from dataclasses import dataclass, field
import sdl2, sdl2.sdlgfx, sdl2.ext
from . import Vector, Color, Font, Display, Math
if TYPE_CHECKING:
    from .. import Sprite
[docs]@dataclass(order=True)
class DrawTask:
    priority: int
    func: Callable = field(compare=False) 
[docs]class Draw:
    """Draws things to the renderer. Don't instantiate, instead use it as a static class."""
    _queue: List[DrawTask] = []
[docs]    @classmethod
    def clear(cls, background_color: Color = Color.white, border_color: Color = Color.black):
        """Clears the renderer and draws the background of the frame.
        Args:
            background_color (Color): The background color. Defaults to white.
            border_color (Color): The border color. Defaults to black.
                Shown when the aspect ratio of the game does not match the aspect ratio of the window.
        """
        Display.renderer.clear(border_color.to_tuple())
        Display.renderer.fill(
            (0, 0, *Display.renderer.logical_size),
            background_color.to_tuple(),
        ) 
[docs]    @classmethod
    def push(cls, z_index: int, callback: Callable):
        """
        Add a custom draw function to the frame queue.
        Args:
            z_index (int): The z_index to call at (lower z_indexes get called first).
            callback (Callable): The function to call.
        """
        cls._queue.append(DrawTask(z_index, callback)) 
[docs]    @classmethod
    def dump(cls):
        """Draws all queued items. Is called automatically at the end of every frame."""
        if not cls._queue:
            return
        cls._queue.sort()
        for task in cls._queue:
            task.func()
        cls._queue.clear() 
[docs]    @classmethod
    def queue_point(cls, pos: Vector, color: Color = Color.green, z_index: int = Math.INF):
        """
        Draw a point onto the renderer at the end of the frame.
        Args:
            pos (Vector): The position of the point.
            color (Color): The color to use for the pixel. Defaults to Color.green.
            z_index (int): Where to draw it in the drawing order. Defaults to Math.INF.
        """
        cls.push(z_index, lambda: cls.point(pos, color)) 
[docs]    @staticmethod
    def point(pos: Vector, color: Color = Color.green):
        """
        Draw a point onto the renderer immediately.
        Args:
            pos (Vector): The position of the point.
            color (Color): The color to use for the pixel. Defaults to Color.green.
        """
        sdl2.sdlgfx.pixelRGBA(Display.renderer.sdlrenderer, round(pos.x), round(pos.y), *color.to_tuple()) 
[docs]    @classmethod
    def queue_line(cls, p1: Vector, p2: Vector, color: Color = Color.green, width: int = 1, z_index: int = Math.INF):
        """
        Draw a line onto the renderer at the end of the frame.
        Args:
            p1: The first point of the line.
            p2: The second point of the line.
            color: The color to use for the line. Defaults to Color.green.
            width: The width of the line. Defaults to 1.
            z_index: Where to draw it in the drawing order. Defaults to Math.INF.
        """
        cls.push(z_index, lambda: cls.line(p1, p2, color, width)) 
[docs]    @staticmethod
    def line(p1: Vector, p2: Vector, color: Color = Color.green, width: int = 1):
        """
        Draw a line onto the renderer immediately.
        Args:
            p1: The first point of the line.
            p2: The second point of the line.
            color: The color to use for the line. Defaults to Color.green.
            width: The width of the line. Defaults to 1.
        """
        sdl2.sdlgfx.thickLineRGBA(
            Display.renderer.sdlrenderer, round(p1.x), round(p1.y), round(p2.x), round(p2.y), round(width), color.r,
            color.g, color.b, color.a
        ) 
[docs]    @classmethod
    def queue_rect(
        cls,
        center: Vector,
        width: int,
        height: int,
        border: Color = Color.clear,
        border_thickness: int = 1,
        fill: Optional[Color] = None,
        angle: float = 0,
        z_index: int = Math.INF
    ):
        """
        Draws a rectangle onto the renderer at the end of the frame.
        Args:
            center: The center of the rectangle.
            width: The width of the rectangle.
            height: The height of the rectangle.
            border: The border color. Defaults to Color.clear.
            border_thickness: The border thickness. Defaults to 1.
            fill: The fill color. Defaults to None.
            angle: The angle in degrees. Defaults to 0.
            z_index: Where to draw it in the drawing order. Defaults to Math.INF.
        """
        cls.push(z_index, lambda: cls.rect(center, width, height, border, border_thickness, fill, angle)) 
[docs]    @staticmethod
    def rect(
        center: Vector,
        width: int,
        height: int,
        border: Color = Color.clear,
        border_thickness: int = 1,
        fill: Optional[Color] = None,
        angle: float = 0
    ):
        """
        Draws a rectangle onto the renderer immediately.
        Args:
            center: The center of the rectangle.
            width: The width of the rectangle.
            height: The height of the rectangle.
            border: The border color. Defaults to Color.clear.
            border_thickness: The border thickness. Defaults to 1.
            fill: The fill color. Defaults to None.
            angle: The angle in degrees. Defaults to 0.
        """
        x, y = width // 2, height // 2
        verts = [Vector(-x, -y), Vector(x, -y), Vector(x, y), Vector(-x, y)]
        trans = [v.rotate(angle) for v in verts]
        real = [(center + v).to_int() for v in trans]
        Draw.poly(real, border, border_thickness, fill) 
[docs]    @classmethod
    def queue_circle(
        cls,
        center: Vector,
        radius: int = 4,
        border: Color = Color.clear,
        border_thickness: int = 1,
        fill: Optional[Color] = None,
        z_index: int = Math.INF
    ):
        """
        Draws a circle onto the renderer at the end of the frame.
        Args:
            center: The center.
            radius: The radius. Defaults to 4.
            border: The border color. Defaults to green.
            border_thickness: The border thickness. Defaults to 1.
            fill: The fill color. Defaults to None.
            z_index: Where to draw it in the drawing order. Defaults to Math.INF.
        """
        cls.push(z_index, lambda: cls.circle(center, radius, border, border_thickness, fill)) 
[docs]    @staticmethod
    def circle(
        center: Vector,
        radius: int = 4,
        border: Color = Color.clear,
        border_thickness: int = 1,
        fill: Optional[Color] = None
    ):
        """
        Draws a circle onto the renderer immediately.
        Args:
            center: The center.
            radius: The radius. Defaults to 4.
            border: The border color. Defaults to green.
            border_thickness: The border thickness. Defaults to 1.
            fill: The fill color. Defaults to None.
        """
        if fill:
            sdl2.sdlgfx.filledCircleRGBA(
                Display.renderer.sdlrenderer,
                int(center.x),
                int(center.y),
                int(radius),
                fill.r,
                fill.g,
                fill.b,
                fill.a,
            )
        for i in range(border_thickness):
            sdl2.sdlgfx.aacircleRGBA(
                Display.renderer.sdlrenderer,
                int(center.x),
                int(center.y),
                int(radius) + i,
                border.r,
                border.g,
                border.b,
                border.a,
            ) 
[docs]    @classmethod
    def queue_poly(
        cls,
        points: List[Vector],
        border: Color = Color.clear,
        border_thickness: int = 1,
        fill: Optional[Color] = None,
        z_index: int = Math.INF
    ):
        """
        Draws a polygon onto the renderer at the end of the frame.
        Args:
            points: The list of points to draw.
            border: The border color. Defaults to green.
            border_thickness: The border thickness. Defaults to 1.
            fill: The fill color. Defaults to None.
            z_index: Where to draw it in the drawing order. Defaults to Math.INF.
        """
        cls.push(z_index, lambda: cls.poly(points, border, border_thickness, fill)) 
[docs]    @staticmethod
    def poly(
        points: List[Vector], border: Color = Color.clear, border_thickness: int = 1, fill: Optional[Color] = None
    ):
        """
        Draws a polygon onto the renderer immediately.
        Args:
            points: The list of points to draw.
            border: The border color. Defaults to green.
            border_thickness: The border thickness. Defaults to 1.
            fill: The fill color. Defaults to None.
        """
        x_coords, y_coords = zip(*points)
        vx = (c_int16 * len(x_coords))(*x_coords)
        vy = (c_int16 * len(y_coords))(*y_coords)
        if fill:
            sdl2.sdlgfx.filledPolygonRGBA(
                Display.renderer.sdlrenderer,
                vx,
                vy,
                len(points),
                fill.r,
                fill.g,
                fill.b,
                fill.a,
            )
        if border_thickness == 1:
            sdl2.sdlgfx.aapolygonRGBA(
                Display.renderer.sdlrenderer,
                vx,
                vy,
                len(points),
                border.r,
                border.g,
                border.b,
                border.a,
            )
        else:
            for i in range(len(points)):
                Draw.line(
                    Vector(
                        points[i].x,
                        points[i].y,
                    ),
                    Vector(
                        points[(i + 1) % len(points)].x,
                        points[(i + 1) % len(points)].y,
                    ),
                    Color(0, 255),
                    border_thickness,
                ) 
[docs]    @classmethod
    def queue_text(
        cls,
        text: str,
        font: Font,
        pos: Vector = Vector(),
        justify: str = "left",
        align: Vector = Vector(),
        width: int = 0,
        z_index: int = Math.INF
    ):
        """
        Draws some text onto the renderer at the end of the frame.
        Args:
            text: The text to draw.
            font: The Font object to use.
            pos: The position of the text. Defaults to Vector(0, 0).
            justify: The justification of the text. (left, center, right). Defaults to "left".
            align: The alignment of the text. Defaults to Vector(0, 0).
            width: The maximum width of the text. Will automatically wrap the text. Defaults to -1.
            z_index: Where to draw it in the drawing order. Defaults to Math.INF.
        """
        cls.push(z_index, lambda: cls.text(text, font, pos, justify, align, width)) 
[docs]    @staticmethod
    def text(
        text: str, font: Font, pos: Vector = Vector(), justify: str = "left", align: Vector = Vector(), width: int = 0
    ):
        """
        Draws some text onto the renderer immediately.
        Args:
            text: The text to draw.
            font: The Font object to use.
            pos: The position of the text. Defaults to Vector(0, 0).
            justify: The justification of the text. (left, center, right). Defaults to "left".
            align: The alignment of the text. Defaults to Vector(0, 0).
            width: The maximum width of the text. Will automatically wrap the text. Defaults to -1.
        """
        tx = sdl2.ext.Texture(Display.renderer, font.generate_surface(text, justify, width))
        Display.update(tx, pos + (align - 1) * Vector(*tx.size) / 2) 
[docs]    @classmethod
    def queue_texture(cls, texture: sdl2.ext.Texture, pos: Vector = Vector(), z_index: int = Math.INF):
        """
        Draws an texture onto the renderer at the end of the frame.
        Args:
            texture: The texture to draw.
            pos: The position of the texture. Defaults to Vector(0, 0).
            z_index: Where to draw it in the drawing order. Defaults to Math.INF.
        """
        cls.push(z_index, lambda: cls.texture(texture, pos)) 
[docs]    @staticmethod
    def texture(texture: sdl2.ext.Texture, pos: Vector = Vector()):
        """
        Draws an SDL Texture onto the renderer immediately.
        Args:
            texture: The texture to draw.
            pos: The position to draw the texture at. Defaults to Vector().
        """
        Display.update(texture, pos) 
[docs]    @classmethod
    def queue_sprite(cls, sprite: Sprite, pos: Vector = Vector(), z_index: int = 0):
        """
        Draws an sprite onto the renderer at the end of the frame.
        Args:
            sprite: The sprite to draw.
            pos: The position to draw the sprite at. Defaults to Vector(0, 0).
            z_index: The z-index of the sprite. Defaults to 0.
        """
        cls.push(z_index, lambda: cls.sprite(sprite, pos)) 
[docs]    @staticmethod
    def sprite(sprite: Sprite, pos: Vector = Vector()):
        """
        Draws an sprite onto the renderer immediately.
        Args:
            sprite: The sprite to draw.
            pos: The position to draw the sprite at. Defaults to Vector().
        """
        if sprite.image == "":
            return
        sprite.update()
        Draw.texture(sprite.tx, pos)