# Source code for pymunk.pygame_util

    # ----------------------------------------------------------------------------
    # pymunk
    # Copyright (c) 2007-2016 Victor Blomqvist
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    """This submodule contains helper functions to help with quick prototyping
    using pymunk together with pygame.

    Intended to help with debugging and prototyping, not for actual production use
    in a full application. The methods contained in this module is opinionated
    about your coordinate system and not in any way optimized.
    """

    __docformat__ = "reStructuredText"

    __all__ = [
        "DrawOptions", "get_mouse_pos", "to_pygame", "from_pygame",
        "positive_y_is_up"
        ]

    import pygame

    import pymunk
    from pymunk.vec2d import Vec2d

    positive_y_is_up = True
    """Make increasing values of y point upwards.

    When True::

            y
            ^
            |   . (2, 2)
            |
        ----+------ > x
            |
            |     . (3, -2)
            |

    When False::

            y
            ^
            |   . (2, -2)
            |
        ----+------ > x
            |
            |      . (3, 2)
            |

    """

    class DrawOptions(pymunk.SpaceDebugDrawOptions):
        def __init__(self, surface):
            """Draw a pymunk.Space on a pygame.Surface object.

            Typical usage::

            >>> import pymunk
            >>> import pymunk.pygame_util
            >>> surface = pygame.Surface((10,10))
            >>> s = pymunk.Space()
            >>> options = pymunk.pygame_util.DrawOptions(surface)
            >>> s.debug_draw(options)

            Since pygame uses a coordinate system where y points down (compared to
            most other cases where a positive y points upwards), we might want to
            make adjustments for that with the :py:data:`positive_y_is_up` variable.

            By default drawing is done with positive y pointing up, but that will
            make conversion from pygame coordinate to pymunk coordinate nessecary.
            If you do a lot of those (for example, lots of mouse input) it might be
            more convenient to set it to False::

            >>> positive_y_is_up = False
            >>> # Draw verything the pygame way, (0,0) in the top left corner
            >>> positive_y_is_up = True
            >>> # Draw everything the pymunk way, (0,0) in the bottom left corner

            You can control the color of a shape by setting shape.color to the color
            you want it drawn in.

            >>> c = pymunk.Circle(None, 10)
            >>> c.color = pygame.color.THECOLORS["pink"]

            See pygame_util.demo.py for a full example

            :Parameters:
                    surface : pygame.Surface
                        Surface that the objects will be drawn on
            """
            self.surface = surface
            super(DrawOptions, self).__init__()

        def draw_circle(self, pos, angle, radius, outline_color, fill_color):
            p = to_pygame(pos, self.surface)

            pygame.draw.circle(self.surface, fill_color, p, int(radius), 0)

            circle_edge = pos + Vec2d(radius, 0).rotated(angle)
            p2 = to_pygame(circle_edge, self.surface)
            line_r = 2 if radius > 20 else 1
            pygame.draw.lines(self.surface, outline_color, False, [p,p2], line_r)

        def draw_segment(self, a, b, color):
            p1 = to_pygame(a, self.surface)
            p2 = to_pygame(b, self.surface)

            pygame.draw.aalines(self.surface, color, False, [p1,p2])

        def draw_fat_segment(self, a, b, radius, outline_color, fill_color):
            p1 = to_pygame(a, self.surface)
            p2 = to_pygame(b, self.surface)

            r = int(max(1, radius*2))
            pygame.draw.lines(self.surface, fill_color, False, [p1,p2], r)

        def draw_polygon(self, verts, radius, outline_color, fill_color):
            ps = [to_pygame(v, self.surface) for v in verts]
            ps += [ps[0]]

            pygame.draw.polygon(self.surface, fill_color, ps)

            if radius < 1 and False:
                pygame.draw.lines(self.surface, outline_color, False, ps)
            else:
                pygame.draw.lines(self.surface, outline_color, False, ps, int(radius*2))

        def draw_dot(self, size, pos, color):
            p = to_pygame(pos, self.surface)
            pygame.draw.circle(self.surface, color, p, int(size), 0)

    def get_mouse_pos(surface):
        """Get position of the mouse pointer in pymunk coordinates."""
        p = pygame.mouse.get_pos()
        return from_pygame(p, surface)

    def to_pygame(p, surface):
        """Convenience method to convert pymunk coordinates to pygame surface
        local coordinates.

        Note that in case positive_y_is_up is False, this function wont actually do
        anything except converting the point to integers.
        """
        if positive_y_is_up:
            return int(p[0]), surface.get_height()-int(p[1])
        else:
            return int(p[0]), int(p[1])

    def from_pygame(p, surface):
        """Convenience method to convert pygame surface local coordinates to
        pymunk coordinates
        """
        return to_pygame(p,surface)