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#==================================================================
#                           Physics.activity
#                              Tool Classes
#                           By Alex Levenson
#==================================================================
import pygame
from elements import box2d
from pygame.locals import *
from helpers import *
from inspect import getmro
import math

def distance(pt1, pt2):
        return math.sqrt((pt1[0] - pt2[0]) ** 2 + (pt1[1] -pt2[1]) ** 2)

def distance2(pt1,pt2,amount):
    if amount == float('inf'): return True
    return ((pt1[0] - pt2[0]) ** 2 + (pt1[1] - pt2[1]) ** 2) <= (amount ** 2)    

# tools that can be used superlcass
class Tool(object):
    name = "Tool"
    icon = "icon"
    toolTip = "Tool Tip"
    def __init__(self,gameInstance):
        self.game = gameInstance
        self.name = "Tool"
    def handleEvents(self,event):
        handled = True
        # default event handling
        if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
            # bye bye! Hope you had fun!
            self.game.running = False
        elif event.type == KEYDOWN:
            if event.key == K_SPACE:
                #space pauses
                self.game.bridge.create_train()
                self.game.world.run_physics = not self.game.world.run_physics  
            elif event.key == K_t:
                self.game.bridge.create_train()
            elif event.key == K_b:
                self.game.setTool("box")
            elif event.key == K_c:
                self.game.setTool("circle")
            elif event.key == K_j:
                self.game.setTool("joint")
            elif event.key == K_p:
                self.game.setTool("polygon")
            elif event.key == K_g:
                self.game.setTool("grab")
            elif event.key == K_d:
                self.game.setTool("destroy")
            elif event.key == K_m:
                self.game.setTool("magicpen")
            #elif event.key == K_g:
            #    self.game.setTool("gear")
            # Game/joystick-related keys
            elif event.key == K_KP4: # Left gamepad, left arrow
                if self.game.joystickobject:
                    self.game.joystickobject[0].ApplyTorque(9000) 
                elif self.game.debug: print "Left gamepad left arrow error: no joystick object selected"
            elif event.key == K_KP6: # Left gamepad, right arrow
                if self.game.joystickobject:
                    self.game.joystickobject[0].ApplyTorque(9000) 
                elif self.game.debug: print "Left gamepad right arrow error: no joystick object selected"
            elif event.key == K_KP8: # Left gamepad, up arrow
                if self.game.joystickobject:
                    self.game.joystickobject[0].ApplyTorque(9000) 
                elif self.game.debug: print "Left gamepad up arrow error: no joystick object selected"
            elif event.key == K_KP2: # Left gamepad, down arrow
                if self.game.joystickobject:
                    self.game.joystickobject[0].ApplyTorque(9000) 
                elif self.game.debug: print "Left gamepad down arrow error: no joystick object selected"
            elif event.key == K_KP7: # Right gamepad, square
                if self.game.joystickobject:
                    self.game.joystickobject[0].ApplyTorque(-9000) 
                elif self.game.debug: print "Right gamepad square button error: no joystick object selected"
            elif event.key == K_KP1: # Right gamepad, check
                if self.game.joystickobject:
                    self.game.joystickobject[0].ApplyTorque(-9000) 
                elif self.game.debug: print "Right gamepad check button error: no joystick object selected"
            elif event.key == K_KP9: # Right gamepad, circle
                if self.game.joystickobject:
                    self.game.joystickobject[0].ApplyTorque(-9000) 
                elif self.game.debug: print "Right gamepad circle button error: no joystick object selected"
            elif event.key == K_KP3: # Right gamepad, X
                if self.game.joystickobject:
                    self.game.joystickobject[0].ApplyTorque(-9000) 
                elif self.game.debug: print "Right gamepad X button error: no joystick object selected"
        elif event.type == USEREVENT:
            if hasattr(event,"action"):
                if self.game.toolList.has_key(event.action): self.game.setTool(event.action)
        elif event.type == MOUSEBUTTONDOWN and event.button == 1:
            self.game.canvas.grab_focus()
            handled = False
        else:
            handled = False
        return handled                                     
    def draw(self):
        # default drawing method is don't draw anything
        pass
    def cancel(self):
        # default cancel doesn't do anything
        pass

    def to_b2vec(self, pt):
        return self.game.world.add.to_b2vec(pt)

# The circle creation tool        
class CircleTool(Tool): 
    name = "circle"
    icon = "circle"
    toolTip = "Circle"
   
    def __init__(self,gameInstance):
        self.game = gameInstance
        self.name = "Circle"
        self.pt1 = None
        self.radius = None
    def handleEvents(self,event):
        #look for default events, and if none are handled then try the custom events 
        if not super(CircleTool,self).handleEvents(event):
            if event.type == MOUSEBUTTONDOWN:
                if event.button == 1:
                    self.pt1 = pygame.mouse.get_pos()                    
            elif event.type == MOUSEBUTTONUP:
                if event.button == 1:                    
                    if self.radius > 1: # elements doesn't like tiny shapes :(
                        self.game.world.add.ball(self.pt1,self.radius, dynamic=True, density=1.0, restitution=0.16, friction=0.5)                    
                    self.pt1 = None        
                    self.radius = None            
    def draw(self):
        # draw a circle from pt1 to mouse
        if self.pt1 != None:
            self.radius = distance(self.pt1,pygame.mouse.get_pos())
            if self.radius > 3: 
                thick = 3
            else:
                thick = 0
            pygame.draw.circle(self.game.screen, (100,180,255),self.pt1,self.radius,thick) 
            pygame.draw.line(self.game.screen,(100,180,255),self.pt1,pygame.mouse.get_pos(),1)  
    def cancel(self):
        self.pt1 = None  
        self.radius = None
   
# The Girder creation tool        
class GirderTool(Tool):    
    name = "girder"
    icon = "box"
    toolTip = "Girder"

    def __init__(self,gameInstance):
        self.game = gameInstance
        self.name = "Box"
        self.pt1 = None        
        self.pt2 = None
        self.theta = None
        self.thickness = 30
        self.max = 300
        self.min = 100
        self.red = 20
        self.green = 20
        self.blue = 20
        self.colordiff = 20
        

    
    def handleEvents(self,event):
        #look for default events, and if none are handled then try the custom events 
        if not super(GirderTool,self).handleEvents(event):
            if event.type == MOUSEBUTTONDOWN:
                if event.button == 1:
                    self.pt1 = pygame.mouse.get_pos()                    
            elif event.type == MOUSEBUTTONUP:
                if event.button == 1:                                 
                    if self.pt2!=None:
                        self.game.world.set_color((self.red,self.green,self.blue))
                        self.red += self.colordiff
                        self.green += self.colordiff
                        self.blue += self.colordiff
                        if self.red > 200:
                            self.colordiff *= -1
                        elif self.red < 20:
                            self.colordiff *= -1
                        print self.theta, math.degrees(self.theta)
                        self.game.world.add.rect(((self.pt1[0]+self.pt2[0])/2,(self.pt1[1]+self.pt2[1])/2), distance(self.pt1, self.pt2)/2, self.thickness/2, angle=math.degrees(self.theta), dynamic=True, density=1.0, restitution=0.16, friction=0.5)
                        self.game.bridge.box_added()
                        self.game.world.reset_color()
                    self.pt1 = None        
                                
    def draw(self):
        # draw a box from pt1 to mouse
        if self.pt1 != None:
            self.pt2 = pygame.mouse.get_pos()
            self.theta = getAngle(self.pt1,self.pt2)
            if distance2(self.pt1,self.pt2,self.min):
                # too small! force length              
                self.pt2 = (self.pt1[0]+self.min * math.cos(self.theta),self.pt1[1]-self.min*math.sin(self.theta))
            elif not distance2(self.pt1,self.pt2,self.max):
                # too big
                self.pt2 = (self.pt1[0]+(self.max * math.cos(self.theta)),self.pt1[1]-(self.max * math.sin(self.theta)))         
            pygame.draw.line(self.game.screen, (255,255,255), self.pt1, self.pt2, 30)
    def cancel(self):
        self.pt1 = None  
        self.rect = None      
           
# The grab tool        
class GrabTool(Tool):
    name = "grab"
    icon = "grab"
    toolTip = "Grab"
    
    def __init__(self,gameInstance):
        self.game = gameInstance
        self.name = "Grab"
    def handleEvents(self,event):
        #look for default events, and if none are handled then try the custom events 
        if not super(GrabTool,self).handleEvents(event):
            if event.type == MOUSEBUTTONDOWN:
                if event.button == 1:
                    # grab the first object at the mouse pointer
                    bodylist = self.game.world.get_bodies_at_pos(event.pos, include_static=False) 
                    if bodylist and len(bodylist) > 0:
                        self.game.world.add.mouseJoint(bodylist[0], event.pos)               
            elif event.type == MOUSEBUTTONUP:
                # let it go
                if event.button == 1:
                    self.game.world.add.remove_mouseJoint()
            # use box2D mouse motion
            elif event.type == MOUSEMOTION and event.buttons[0]:
                self.game.world.mouse_move(event.pos)
            
    def cancel(self):
        self.game.world.add.remove_mouseJoint()                        
    

# The destroy tool        
class DestroyTool(Tool):
    name = "destroy"
    icon = "destroy"
    toolTip = "Destroy"
    
    def __init__(self,gameInstance):
        self.game = gameInstance
        self.name = "Destroy"
        self.vertices = None
    def handleEvents(self,event):
        #look for default events, and if none are handled then try the custom events 
        if not super(DestroyTool,self).handleEvents(event):
            if pygame.mouse.get_pressed()[0]:
                if not self.vertices: self.vertices = []
                self.vertices.append(pygame.mouse.get_pos())
                if len(self.vertices) > 10:
                    self.vertices.pop(0)
                tokill = self.game.world.get_bodies_at_pos(pygame.mouse.get_pos())
                if tokill:                        
                        self.game.world.world.DestroyBody(tokill[0])
            elif event.type == MOUSEBUTTONUP and event.button == 1:
                self.cancel()
    def draw(self):
        # draw the trail
        if self.vertices:
            if len(self.vertices) > 1:
                pygame.draw.lines(self.game.screen,(255,0,0),False,self.vertices,3)

    def cancel(self):
        self.vertices = None     

# The joint tool        
class BridgeJointTool(Tool):
    name = "bridgejoint"
    icon = "joint"
    toolTip = "Bridge Joint"
    
    def __init__(self,gameInstance):
        self.game = gameInstance
        self.name = "Bridge Joint"
        self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None
    def handleEvents(self,event):
        #look for default events, and if none are handled then try the custom events 
        if super(BridgeJointTool,self).handleEvents(event):
            return
        if event.type != MOUSEBUTTONUP or event.button != 1:
            return

        bodies = self.game.world.get_bodies_at_pos(event.pos,
            include_static=True)
        if not bodies or len(bodies) != 2:
            print len(bodies)
            return
        
        jointDef = box2d.b2RevoluteJointDef()
        jointDef.Initialize(bodies[0], bodies[1], self.to_b2vec(event.pos))
        joint = self.game.world.world.CreateJoint(jointDef)
        self.game.bridge.joint_added(joint)

    def draw(self):
        return
    
    def cancel(self):
        self.jb1 = self.jb2 = self.jb1pos = self.jb2pos = None  

def getAllTools():
    this_mod = __import__(__name__)
    all = [val for val in this_mod.__dict__.values() if isinstance(val, type)]
    allTools = []
    for a in all:
        if getmro(a).__contains__(Tool) and a!= Tool: allTools.append(a)
    return allTools
            

allTools = getAllTools()