"""
Buttons with text on them

If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.gui_text_button
"""
import arcade
import random
import os

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "GUI Text Buton Example"


class TextButton:
    """ Text-based button """

    def __init__(self,
                 center_x, center_y,
                 width, height,
                 text,
                 font_size=18,
                 font_face="Arial",
                 face_color=arcade.color.LIGHT_GRAY,
                 highlight_color=arcade.color.WHITE,
                 shadow_color=arcade.color.GRAY,
                 button_height=2):
        self.center_x = center_x
        self.center_y = center_y
        self.width = width
        self.height = height
        self.text = text
        self.font_size = font_size
        self.font_face = font_face
        self.pressed = False
        self.face_color = face_color
        self.highlight_color = highlight_color
        self.shadow_color = shadow_color
        self.button_height = button_height

    def draw(self):
        """ Draw the button """
        arcade.draw_rectangle_filled(self.center_x, self.center_y, self.width,
                                     self.height, self.face_color)

        if not self.pressed:
            color = self.shadow_color
        else:
            color = self.highlight_color

        # Bottom horizontal
        arcade.draw_line(self.center_x - self.width / 2, self.center_y - self.height / 2,
                         self.center_x + self.width / 2, self.center_y - self.height / 2,
                         color, self.button_height)

        # Right vertical
        arcade.draw_line(self.center_x + self.width / 2, self.center_y - self.height / 2,
                         self.center_x + self.width / 2, self.center_y + self.height / 2,
                         color, self.button_height)

        if not self.pressed:
            color = self.highlight_color
        else:
            color = self.shadow_color

        # Top horizontal
        arcade.draw_line(self.center_x - self.width / 2, self.center_y + self.height / 2,
                         self.center_x + self.width / 2, self.center_y + self.height / 2,
                         color, self.button_height)

        # Left vertical
        arcade.draw_line(self.center_x - self.width / 2, self.center_y - self.height / 2,
                         self.center_x - self.width / 2, self.center_y + self.height / 2,
                         color, self.button_height)

        x = self.center_x
        y = self.center_y
        if not self.pressed:
            x -= self.button_height
            y += self.button_height

        arcade.draw_text(self.text, x, y,
                         arcade.color.BLACK, font_size=self.font_size,
                         width=self.width, align="center",
                         anchor_x="center", anchor_y="center")

    def on_press(self):
        self.pressed = True

    def on_release(self):
        self.pressed = False


def check_mouse_press_for_buttons(x, y, button_list):
    """ Given an x, y, see if we need to register any button clicks. """
    for button in button_list:
        if x > button.center_x + button.width / 2:
            continue
        if x < button.center_x - button.width / 2:
            continue
        if y > button.center_y + button.height / 2:
            continue
        if y < button.center_y - button.height / 2:
            continue
        button.on_press()


def check_mouse_release_for_buttons(x, y, button_list):
    """ If a mouse button has been released, see if we need to process
        any release events. """
    for button in button_list:
        if button.pressed:
            button.on_release()


class StartTextButton(TextButton):
    def __init__(self, center_x, center_y, action_function):
        super().__init__(center_x, center_y, 100, 40, "Start", 18, "Arial")
        self.action_function = action_function

    def on_release(self):
        super().on_release()
        self.action_function()


class StopTextButton(TextButton):
    def __init__(self, center_x, center_y, action_function):
        super().__init__(center_x, center_y, 100, 40, "Stop", 18, "Arial")
        self.action_function = action_function

    def on_release(self):
        super().on_release()
        self.action_function()


class MyGame(arcade.Window):
    """
    Main application class.

    NOTE: Go ahead and delete the methods you don't need.
    If you do need a method, delete the 'pass' and replace it
    with your own code. Don't leave 'pass' in this program.
    """

    def __init__(self, width, height, title):
        super().__init__(width, height, title)

        # Set the working directory (where we expect to find files) to the same
        # directory this .py file is in. You can leave this out of your own
        # code, but it is needed to easily run the examples using "python -m"
        # as mentioned at the top of this program.
        file_path = os.path.dirname(os.path.abspath(__file__))
        os.chdir(file_path)

        arcade.set_background_color(arcade.color.AMAZON)

        self.pause = False
        self.coin_list = None
        self.button_list = None

    def setup(self):
        # Create your sprites and sprite lists here
        self.coin_list = arcade.SpriteList()
        for i in range(10):
            coin = arcade.Sprite("images/coin_01.png", 0.25)
            coin.center_x = random.randrange(SCREEN_WIDTH)
            coin.center_y = random.randrange(SCREEN_HEIGHT)
            coin.change_y = -1
            self.coin_list.append(coin)

        # Create our on-screen GUI buttons
        self.button_list = []

        play_button = StartTextButton(60, 570, self.resume_program)
        self.button_list.append(play_button)

        quit_button = StopTextButton(60, 515, self.pause_program)
        self.button_list.append(quit_button)

    def on_draw(self):
        """
        Render the screen.
        """

        arcade.start_render()

        # Draw the coins
        self.coin_list.draw()

        # Draw the buttons
        for button in self.button_list:
            button.draw()

    def update(self, delta_time):
        """
        All the logic to move, and the game logic goes here.
        Normally, you'll call update() on the sprite lists that
        need it.
        """

        if self.pause:
            return

        self.coin_list.update()

        for coin in self.coin_list:
            if coin.top < 0:
                coin.bottom = SCREEN_HEIGHT

    def on_mouse_press(self, x, y, button, key_modifiers):
        """
        Called when the user presses a mouse button.
        """
        check_mouse_press_for_buttons(x, y, self.button_list)

    def on_mouse_release(self, x, y, button, key_modifiers):
        """
        Called when a user releases a mouse button.
        """
        check_mouse_release_for_buttons(x, y, self.button_list)

    def pause_program(self):
        self.pause = True

    def resume_program(self):
        self.pause = False


def main():
    """ Main method """
    game = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
    game.setup()
    arcade.run()


if __name__ == "__main__":
    main()