# -*- coding: utf8 -*-

import sys
import os
import unittest
import platform

import pygame
from pygame import font as pygame_font  # So font can be replaced with ftfont
from pygame.compat import as_unicode, unicode_, as_bytes, xrange_, filesystem_errors
from pygame.compat import PY_MAJOR_VERSION

FONTDIR = os.path.join(os.path.dirname (os.path.abspath (__file__)),
                       'fixtures', 'fonts')

UCS_4 = sys.maxunicode > 0xFFFF

def equal_images(s1, s2):
    size = s1.get_size()
    if s2.get_size() != size:
        return False
    w, h = size
    for x in xrange_(w):
        for y in xrange_(h):
            if s1.get_at((x, y)) != s2.get_at((x, y)):
                return False
    return True


IS_PYPY = 'PyPy' == platform.python_implementation()


@unittest.skipIf(IS_PYPY, 'pypy skip known failure') # TODO
class FontModuleTest( unittest.TestCase ):

    def setUp(self):
        pygame_font.init()

    def tearDown(self):
        pygame_font.quit()

    def test_SysFont(self):
        # Can only check that a font object is returned.
        fonts = pygame_font.get_fonts()
        if 'arial' in fonts:
            # Try to use arial font if it is there, rather than a random font
            #  which can be different depending on installed fonts on the system.
            font_name = 'arial'
        else:
            font_name = sorted(fonts)[0]
        o = pygame_font.SysFont(font_name, 20)
        self.assertTrue(isinstance(o, pygame_font.FontType))
        o = pygame_font.SysFont(font_name, 20, italic=True)
        self.assertTrue(isinstance(o, pygame_font.FontType))
        o = pygame_font.SysFont(font_name, 20, bold=True)
        self.assertTrue(isinstance(o, pygame_font.FontType))
        o = pygame_font.SysFont('thisisnotafont', 20)
        self.assertTrue(isinstance(o, pygame_font.FontType))

    def test_get_default_font(self):
        self.assertEqual(pygame_font.get_default_font(), 'freesansbold.ttf')

    def test_get_fonts_returns_something(self):
        fnts = pygame_font.get_fonts()
        self.assertTrue(fnts)

    # to test if some files exist...
    #def XXtest_has_file_osx_10_5_sdk(self):
    #    import os
    #    f = "/Developer/SDKs/MacOSX10.5.sdk/usr/X11/include/ft2build.h"
    #    self.assertEqual(os.path.exists(f), True)

    #def XXtest_has_file_osx_10_4_sdk(self):
    #    import os
    #    f = "/Developer/SDKs/MacOSX10.4u.sdk/usr/X11R6/include/ft2build.h"
    #    self.assertEqual(os.path.exists(f), True)

    def test_get_fonts(self):
        fnts = pygame_font.get_fonts()

        self.assertTrue(fnts, msg=repr(fnts))

        if (PY_MAJOR_VERSION >= 3):
            # For Python 3.x, names will always be unicode strings.
            name_types = (str,)
        else:
            # For Python 2.x, names may be either unicode or ascii strings.
            name_types = (str, unicode)

        for name in fnts:
            # note, on ubuntu 2.6 they are all unicode strings.

            self.assertTrue(isinstance(name, name_types), name)
            # Font names can be comprised of only numeric characters, so
            # just checking name.islower() will not work as expected here.
            self.assertFalse(any(c.isupper() for c in name))
            self.assertTrue(name.isalnum(), name)

    def test_get_init(self):
        self.assertTrue(pygame_font.get_init())
        pygame_font.quit()
        self.assertFalse(pygame_font.get_init())

    def test_init(self):
        pygame_font.init()

    def test_match_font_all_exist(self):
        fonts = pygame_font.get_fonts()

        # Ensure all listed fonts are in fact available, and the returned file
        # name is a full path.
        for font in fonts:
            path = pygame_font.match_font(font)
            self.assertFalse(path is None)
            self.assertTrue(os.path.isabs(path))

    def test_match_font_bold(self):
        fonts = pygame_font.get_fonts()

        # Look for a bold font.
        self.assertTrue(any(pygame_font.match_font(font, bold=True)
                            for font in fonts))


    def test_match_font_italic(self):
        fonts = pygame_font.get_fonts()

        # Look for an italic font.
        self.assertTrue(any(pygame_font.match_font(font, italic=True)
                            for font in fonts))

    def test_match_font_comma_separated(self):
        fonts = pygame_font.get_fonts()

        # Check for not found.
        self.assertTrue(pygame_font.match_font('thisisnotafont') is None)

        # Check comma separated list.
        names = ','.join(['thisisnotafont', fonts[-1], 'anothernonfont'])
        self.assertFalse(pygame_font.match_font(names) is None)
        names = ','.join(['thisisnotafont1', 'thisisnotafont2', 'thisisnotafont3'])
        self.assertTrue(pygame_font.match_font(names) is None)

    def test_quit(self):
        pygame_font.quit()


@unittest.skipIf(IS_PYPY, 'pypy skip known failure') # TODO
class FontTest(unittest.TestCase):

    def setUp(self):
        pygame_font.init()

    def tearDown(self):
        pygame_font.quit()

    def test_render_args(self):
        screen = pygame.display.set_mode((600, 400))
        rect = screen.get_rect()
        f = pygame_font.Font(None, 20)
        screen.fill((10, 10, 10))
        font_surface = f.render("   bar", True, (0, 0, 0), (255, 255, 255))
        font_rect = font_surface.get_rect()
        font_rect.topleft = rect.topleft
        self.assertTrue(font_surface)
        screen.blit(font_surface, font_rect, font_rect)
        pygame.display.update()
        self.assertEqual(tuple(screen.get_at((0,0)))[:3], (255, 255, 255))
        self.assertEqual(tuple(screen.get_at(font_rect.topleft))[:3], (255, 255, 255))

        # If we don't have a real display, don't do this test.
        # Transparent background doesn't seem to work without a read video card.
        if os.environ.get('SDL_VIDEODRIVER') != 'dummy':
            screen.fill((10, 10, 10))
            font_surface = f.render("   bar", True, (0, 0, 0), None)
            font_rect = font_surface.get_rect()
            font_rect.topleft = rect.topleft
            self.assertTrue(font_surface)
            screen.blit(font_surface, font_rect, font_rect)
            pygame.display.update()
            self.assertEqual(tuple(screen.get_at((0,0)))[:3], (10, 10, 10))
            self.assertEqual(tuple(screen.get_at(font_rect.topleft))[:3], (10, 10, 10))

            screen.fill((10, 10, 10))
            font_surface = f.render("   bar", True, (0, 0, 0))
            font_rect = font_surface.get_rect()
            font_rect.topleft = rect.topleft
            self.assertTrue(font_surface)
            screen.blit(font_surface, font_rect, font_rect)
            pygame.display.update(rect)
            self.assertEqual(tuple(screen.get_at((0,0)))[:3], (10, 10, 10))
            self.assertEqual(tuple(screen.get_at(font_rect.topleft))[:3], (10, 10, 10))



@unittest.skipIf(IS_PYPY, 'pypy skip known failure') # TODO
class FontTypeTest( unittest.TestCase ):

    def setUp(self):
        pygame_font.init()

    def tearDown(self):
        pygame_font.quit()

    def test_get_ascent(self):
        # Ckecking ascent would need a custom test font to do properly.
        f = pygame_font.Font(None, 20)
        ascent = f.get_ascent()
        self.assertTrue(isinstance(ascent, int))
        self.assertTrue(ascent > 0)
        s = f.render("X", False, (255, 255, 255))
        self.assertTrue(s.get_size()[1] > ascent)

    def test_get_descent(self):
        # Ckecking descent would need a custom test font to do properly.
        f = pygame_font.Font(None, 20)
        descent = f.get_descent()
        self.assertTrue(isinstance(descent, int))
        self.assertTrue(descent < 0)

    def test_get_height(self):
        # Ckecking height would need a custom test font to do properly.
        f = pygame_font.Font(None, 20)
        height = f.get_height()
        self.assertTrue(isinstance(height, int))
        self.assertTrue(height > 0)
        s = f.render("X", False, (255, 255, 255))
        self.assertTrue(s.get_size()[1] == height)

    def test_get_linesize(self):
        # Ckecking linesize would need a custom test font to do properly.
        # Questions: How do linesize, height and descent relate?
        f = pygame_font.Font(None, 20)
        linesize = f.get_linesize()
        self.assertTrue(isinstance(linesize, int))
        self.assertTrue(linesize > 0)

    def test_metrics(self):
        # Ensure bytes decoding works correctly. Can only compare results
        # with unicode for now.
        f = pygame_font.Font(None, 20)
        um = f.metrics(as_unicode("."))
        bm = f.metrics(as_bytes("."))

        self.assertEqual(len(um), 1)
        self.assertEqual(len(bm), 1)
        self.assertIsNotNone(um[0])
        self.assertEqual(um, bm)

        u = u"\u212A"
        b = u.encode("UTF-16")[2:] # Keep byte order consistent. [2:] skips BOM
        bm = f.metrics(b)

        self.assertEqual(len(bm), 2)

        try:  # FIXME why do we do this try/except ?
            um = f.metrics(u)
        except pygame.error:
            pass
        else:
            self.assertEqual(len(um), 1)
            self.assertNotEqual(bm[0], um[0])
            self.assertNotEqual(bm[1], um[0])

        if UCS_4:
            u = u"\U00013000"
            bm = f.metrics(u)

            self.assertEqual(len(bm), 1)
            self.assertIsNone(bm[0])

        return # unfinished
        # The documentation is useless here. How large a list?
        # How do list positions relate to character codes?
        # What about unicode characters?

        # __doc__ (as of 2008-08-02) for pygame_font.Font.metrics:

          # Font.metrics(text): return list
          # Gets the metrics for each character in the pased string.
          #
          # The list contains tuples for each character, which contain the
          # minimum X offset, the maximum X offset, the minimum Y offset, the
          # maximum Y offset and the advance offset (bearing plus width) of the
          # character. [(minx, maxx, miny, maxy, advance), (minx, maxx, miny,
          # maxy, advance), ...]

        self.fail()

    def test_render(self):
        f = pygame_font.Font(None, 20)
        s = f.render("foo", True, [0, 0, 0], [255, 255, 255])
        s = f.render("xxx", True, [0, 0, 0], [255, 255, 255])
        s = f.render("", True, [0, 0, 0], [255, 255, 255])
        s = f.render("foo", False, [0, 0, 0], [255, 255, 255])
        s = f.render("xxx", False, [0, 0, 0], [255, 255, 255])
        s = f.render("xxx", False, [0, 0, 0])
        s = f.render("   ", False, [0, 0, 0])
        s = f.render("   ", False, [0, 0, 0], [255, 255, 255])
        # null text should be 1 pixel wide.
        s = f.render("", False, [0, 0, 0], [255, 255, 255])
        self.assertEqual(s.get_size()[0], 1)
        # None text should be 1 pixel wide.
        s = f.render(None, False, [0, 0, 0], [255, 255, 255])
        self.assertEqual(s.get_size()[0], 1)
        # Non-text should raise a TypeError.
        self.assertRaises(TypeError, f.render,
                          [], False, [0, 0, 0], [255, 255, 255])
        self.assertRaises(TypeError, f.render,
                          1, False, [0, 0, 0], [255, 255, 255])
        # is background transparent for antialiasing?
        s = f.render(".", True, [255, 255, 255])
        self.assertEqual(s.get_at((0, 0))[3], 0)
        # is Unicode and bytes encoding correct?
        # Cannot really test if the correct characters are rendered, but
        # at least can assert the encodings differ.
        su = f.render(as_unicode("."), False, [0, 0, 0], [255, 255, 255])
        sb = f.render(as_bytes("."), False, [0, 0, 0], [255, 255, 255])
        self.assertTrue(equal_images(su, sb))
        u = as_unicode(r"\u212A")
        b = u.encode("UTF-16")[2:] # Keep byte order consistent. [2:] skips BOM
        sb = f.render(b, False, [0, 0, 0], [255, 255, 255])
        try:  # FIXME why do we do this try/except ?
            su = f.render(u, False, [0, 0, 0], [255, 255, 255])
        except pygame.error:
            pass
        else:
            self.assertFalse(equal_images(su, sb))

        # If the font module is SDL_ttf based, then it can only supports  UCS-2;
        # it will raise an exception for an out-of-range UCS-4 code point.
        if UCS_4 and not hasattr(f, 'ucs4'):
            ucs_2 = as_unicode(r"\uFFEE")
            s = f.render(ucs_2, False, [0, 0, 0], [255, 255, 255])
            ucs_4 = as_unicode(r"\U00010000")
            self.assertRaises(UnicodeError, f.render,
                              ucs_4, False, [0, 0, 0], [255, 255, 255])

        b = as_bytes("ab\x00cd")
        self.assertRaises(ValueError, f.render, b, 0, [0, 0, 0])
        u = as_unicode("ab\x00cd")
        self.assertRaises(ValueError, f.render, b, 0, [0, 0, 0])

    def test_set_bold(self):
        f = pygame_font.Font(None, 20)
        self.assertFalse(f.get_bold())
        f.set_bold(True)
        self.assertTrue(f.get_bold())
        f.set_bold(False)
        self.assertFalse(f.get_bold())

    def test_set_italic(self):
        f = pygame_font.Font(None, 20)
        self.assertFalse(f.get_italic())
        f.set_italic(True)
        self.assertTrue(f.get_italic())
        f.set_italic(False)
        self.assertFalse(f.get_italic())

    def test_set_underline(self):
        f = pygame_font.Font(None, 20)
        self.assertFalse(f.get_underline())
        f.set_underline(True)
        self.assertTrue(f.get_underline())
        f.set_underline(False)
        self.assertFalse(f.get_underline())

    def test_size(self):
        f = pygame_font.Font(None, 20)
        text = as_unicode("Xg")
        size = f.size(text)
        w, h = size
        s = f.render(text, False, (255, 255, 255))
        btext = text.encode("ascii")

        self.assertIsInstance(w, int)
        self.assertIsInstance(h, int)
        self.assertEqual(s.get_size(), size)
        self.assertEqual(f.size(btext), size)

        text = as_unicode(r"\u212A")
        btext = text.encode("UTF-16")[2:] # Keep the byte order consistent.
        bsize = f.size(btext)
        try:  # FIXME why do we do this try/except ?
            size = f.size(text)
        except pygame.error:
            pass
        else:
            self.assertNotEqual(size, bsize)

    def test_font_file_not_found(self):
        # A per BUG reported by Bo Jangeborg on pygame-user mailing list,
        # http://www.mail-archive.com/pygame-users@seul.org/msg11675.html

        pygame_font.init()
        self.assertRaises(IOError,
                          pygame_font.Font,
                          unicode_('some-fictional-font.ttf'), 20)

    def test_load_from_file(self):
        font_name = pygame_font.get_default_font()
        font_path = os.path.join(os.path.split(pygame.__file__)[0],
                                 pygame_font.get_default_font())
        f = pygame_font.Font(font_path, 20)

    def test_load_from_file_obj(self):
        font_name = pygame_font.get_default_font()
        font_path = os.path.join(os.path.split(pygame.__file__)[0],
                                 pygame_font.get_default_font())
        with open(font_path, "rb") as f:
            font = pygame_font.Font(f, 20)

    def test_load_default_font_filename(self):
        # In font_init, a special case is when the filename argument is
        # identical to the default font file name.
        f = pygame_font.Font(pygame_font.get_default_font(), 20)

    def _load_unicode(self, path):
        import shutil
        fdir = unicode_(FONTDIR)
        temp = os.path.join(fdir, path)
        pgfont = os.path.join(fdir, u'test_sans.ttf')
        shutil.copy(pgfont, temp)
        try:
            with open(temp, 'rb') as f:
                pass
        except IOError:
            raise unittest.SkipTest('the path cannot be opened')
        try:
            pygame_font.Font(temp, 20)
        finally:
            os.remove(temp)

    def test_load_from_file_unicode_0(self):
        """ASCII string as a unicode object"""
        self._load_unicode(u'temp_file.ttf')

    def test_load_from_file_unicode_1(self):
        self._load_unicode(u'你好.ttf')

    def test_load_from_file_bytes(self):
        font_path = os.path.join(os.path.split(pygame.__file__)[0],
                                 pygame_font.get_default_font())
        filesystem_encoding = sys.getfilesystemencoding()
        try:  # FIXME why do we do this try/except ?
            font_path = font_path.decode(filesystem_encoding,
                                         filesystem_errors)
        except AttributeError:
            pass
        bfont_path = font_path.encode(filesystem_encoding,
                                      filesystem_errors)
        f = pygame_font.Font(bfont_path, 20)


@unittest.skipIf(IS_PYPY, 'pypy skip known failure') # TODO
class VisualTests( unittest.TestCase ):

    __tags__ = ['interactive']

    screen = None
    aborted = False

    def setUp(self):
        if self.screen is None:
            pygame.init()
            self.screen = pygame.display.set_mode((600, 200))
            self.screen.fill((255, 255, 255))
            pygame.display.flip()
            self.f = pygame_font.Font(None, 32)

    def abort(self):
        if self.screen is not None:
            pygame.quit()
        self.aborted = True

    def query(self,
              bold=False, italic=False, underline=False, antialiase=False):
        if self.aborted:
            return False
        spacing = 10
        offset = 20
        y = spacing
        f = self.f
        screen = self.screen
        screen.fill((255, 255, 255))
        pygame.display.flip()
        if not (bold or italic or underline or antialiase):
            text = "normal"
        else:
            modes = []
            if bold:
                modes.append("bold")
            if italic:
                modes.append("italic")
            if underline:
                modes.append("underlined")
            if antialiase:
                modes.append("antialiased")
            text = "%s (y/n):" % ('-'.join(modes),)
        f.set_bold(bold)
        f.set_italic(italic)
        f.set_underline(underline)
        s = f.render(text, antialiase, (0, 0, 0))
        screen.blit(s, (offset, y))
        y += s.get_size()[1] + spacing
        f.set_bold(False)
        f.set_italic(False)
        f.set_underline(False)
        s = f.render("(some comparison text)", False, (0, 0, 0))
        screen.blit(s, (offset, y))
        pygame.display.flip()
        while 1:
            for evt in pygame.event.get():
                if evt.type == pygame.KEYDOWN:
                    if evt.key == pygame.K_ESCAPE:
                        self.abort()
                        return False
                    if evt.key == pygame.K_y:
                        return True
                    if evt.key == pygame.K_n:
                        return False
                if evt.type == pygame.QUIT:
                    self.abort()
                    return False

    def test_bold(self):
        self.assertTrue(self.query(bold=True))

    def test_italic(self):
        self.assertTrue(self.query(italic=True))

    def test_underline(self):
        self.assertTrue(self.query(underline=True))

    def test_antialiase(self):
        self.assertTrue(self.query(antialiase=True))

    def test_bold_antialiase(self):
        self.assertTrue(self.query(bold=True, antialiase=True))

    def test_italic_underline(self):
        self.assertTrue(self.query(italic=True, underline=True))


if __name__ == '__main__':
    unittest.main()