# ----------------------------------------------------------------------------
# cocos2d
# Copyright (c) 2008-2012 Daniel Moisset, Ricardo Quesada, Rayentray Tappa,
# Lucio Torre
# Copyright (c) 2009-2014  Richard Jones, Claudio Canepa
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"""
Scene class and subclasses
"""

from __future__ import division, print_function, unicode_literals

__docformat__ = 'restructuredtext'

__all__ = ['Scene']

from pyglet.gl import *

import cocos
from cocos.director import director
import cocos.cocosnode as cocosnode
try:
    import cocos.audio.music
except Exception:
    pass

class EventHandlerMixin(object):
    def add(self, child, *args, **kwargs):
        super(EventHandlerMixin, self).add(child, *args, **kwargs)

        scene = self.get(Scene)
        if not scene: return

        if (    scene._handlers_enabled and
                scene.is_running and
                isinstance(child, cocos.layer.Layer)
                ):
            child.push_all_handlers()


    def remove(self, child):
        super(EventHandlerMixin, self).remove(child)

        scene = self.get(Scene)
        if not scene: return

        if (    scene._handlers_enabled and
                scene.is_running and
                isinstance(child, cocos.layer.Layer)
                ):
            child.remove_all_handlers()




class Scene(cocosnode.CocosNode, EventHandlerMixin):
    """
    """

    def __init__(self, *children):
        """
        Creates a Scene with layers and / or scenes.

        Responsibilities:
            Control the dispatching of events to its layers; and background music playback

        :Parameters:
            `children` : list of `Layer` or `Scene`
                Layers or Scenes that will be part of the scene.
                They are automatically assigned a z-level from 0 to
                num_children.
        """

        super(Scene,self).__init__()
        self._handlers_enabled = False
        for i, c in enumerate(children):
            self.add( c, z=i )

        x,y = director.get_window_size()

        self.transform_anchor_x = x // 2
        self.transform_anchor_y = y // 2
        self.music = None
        self.music_playing = False

    def on_enter(self):
        for c in self.get_children():
            c.parent = self
        super(Scene, self).on_enter()
        if self.music is not None:
            cocos.audio.music.control.load(self.music)
        if self.music_playing:
            cocos.audio.music.control.play()

    def on_exit(self):
        super(Scene, self).on_exit()
        # _apply_music after super, because is_running must be already False
        if self.music_playing:
            cocos.audio.music.control.stop()


    def push_all_handlers(self):
        for child in self.get_children():
            if isinstance(child, cocos.layer.Layer):
                child.push_all_handlers()

    def remove_all_handlers(self):
        for child in self.get_children():
            if isinstance(child, cocos.layer.Layer):
                child.remove_all_handlers()

    def enable_handlers(self, value=True):
        """
        This function makes the scene elegible for receiving events
        """
        if value and not self._handlers_enabled and self.is_running:
            self.push_all_handlers()
        elif not value and self._handlers_enabled and self.is_running:
            self.remove_all_handlers()
        self._handlers_enabled = value


    def end(self, value=None):
        """Ends the current scene setting director.return_value with `value`

        :Parameters:
            `value` : anything
                The return value. It can be anything. A type or an instance.
        """
        director.return_value = value
        director.pop()

    def load_music(self, filename):
        """This prepares a streamed music file to be played in this scene.

        Music will be stopped after calling this (even if it was playing before).

        :Parameters:
            `filename` : fullpath
                Filename of music to load.
                Depending on installed libraries, supported formats may be
                WAV, MP3, OGG, MOD;
                You can also use 'None' to unset music
        """
        self.music = filename
        self.music_playing = False
        if self.is_running:
            if filename is not None:
                cocos.audio.music.control.load(filename)
            else:
                cocos.audio.music.control.stop()

    def play_music(self):
        """Enable music playback for this scene. Nothing happens if music was already playing

        Note that if you call this method on an inactive scene, the music will
        start playing back only if/when the scene gets activated.
        """
        if self.music is not None and not self.music_playing:
            self.music_playing = True
            if self.is_running:
                cocos.audio.music.control.play()

    def stop_music(self):
        """Stops music playback for this scene.
        """
        self.load_music(None)


