# Source code for pymunk.space_debug_draw_options

    __docformat__ = "reStructuredText"

    from collections import namedtuple

    from ._chipmunk_cffi import lib, ffi

    from .vec2d import Vec2d
    from .body import Body

    class SpaceDebugColor(namedtuple("SpaceDebugColor", ["r","g","b","a"])):
        """Color tuple used by the debug drawing API.
        """
        __slots__ = ()

        def as_int(self):
            return int(self[0]), int(self[1]), int(self[2]), int(self[3])

        def as_float(self):
            return self[0]/255., self[1]/255., self[2]/255., self[3]/255.

    class SpaceDebugDrawOptions(object):
        """SpaceDebugDrawOptions configures debug drawing.

        If appropriate its usually easy to use the supplied draw implementations
        directly: pymunk.pygame_util, pymunk.pyglet_util and pymunk.matplotlib_util.
        """

        DRAW_SHAPES = lib.CP_SPACE_DEBUG_DRAW_SHAPES
        """Draw shapes.

        Use on the flags property to control if shapes should be drawn or not.
        """

        DRAW_CONSTRAINTS = lib.CP_SPACE_DEBUG_DRAW_CONSTRAINTS
        """Draw constraints.

        Use on the flags property to control if constraints should be drawn or not.
        """

        DRAW_COLLISION_POINTS = lib.CP_SPACE_DEBUG_DRAW_COLLISION_POINTS
        """Draw collision points.

        Use on the flags property to control if collision points should be drawn or
        not.
        """

        shape_dynamic_color = SpaceDebugColor(52,152,219,255)
        shape_static_color = SpaceDebugColor(149,165,166,255)
        shape_kinematic_color = SpaceDebugColor(39,174,96,255)
        shape_sleeping_color = SpaceDebugColor(114,148,168,255)

        def __init__(self):
            _options = ffi.new("cpSpaceDebugDrawOptions *")
            self._options = _options
            self.shape_outline_color = (44,62,80,255)
            self.constraint_color = (142,68,173,255)
            self.collision_point_color = (231,76,60,255)

            # Set to false to bypass chipmunk shape drawing code
            self._use_chipmunk_debug_draw = True

            @ffi.callback("cpSpaceDebugDrawCircleImpl")
            def f1(pos, angle, radius, outline_color, fill_color, data):
                self.draw_circle(
                    Vec2d._fromcffi(pos), angle, radius,
                    self._c(outline_color), self._c(fill_color))
            _options.drawCircle = f1

            @ffi.callback("cpSpaceDebugDrawSegmentImpl")
            def f2(a, b, color, data):
                self.draw_segment(
                    Vec2d._fromcffi(a), Vec2d._fromcffi(b), self._c(color))
            _options.drawSegment = f2

            @ffi.callback("cpSpaceDebugDrawFatSegmentImpl")
            def f3(a, b, radius, outline_color, fill_color, data):
                self.draw_fat_segment(
                    Vec2d._fromcffi(a), Vec2d._fromcffi(b), radius,
                    self._c(outline_color), self._c(fill_color))
            _options.drawFatSegment = f3

            @ffi.callback("cpSpaceDebugDrawPolygonImpl")
            def f4(count, verts, radius, outline_color, fill_color, data):
                vs = []
                for i in range(count):
                    vs.append(Vec2d._fromcffi(verts[i]))
                self.draw_polygon(
                    vs, radius,
                    self._c(outline_color), self._c(fill_color))
            _options.drawPolygon = f4

            @ffi.callback("cpSpaceDebugDrawDotImpl")
            def f5(size, pos, color, data):
                self.draw_dot(size, Vec2d._fromcffi(pos), self._c(color))
            _options.drawDot = f5

            @ffi.callback("cpSpaceDebugDrawColorForShapeImpl")
            def f6(_shape, data):
                space = ffi.from_handle(data)
                shape = space._get_shape(_shape)
                return self.color_for_shape(shape)
            _options.colorForShape = f6

            self.flags = SpaceDebugDrawOptions.DRAW_SHAPES | \
                    SpaceDebugDrawOptions.DRAW_CONSTRAINTS | \
                    SpaceDebugDrawOptions.DRAW_COLLISION_POINTS

            self._callbacks = [f1,f2,f3,f4,f5,f6]

        def _get_shape_outline_color(self):
            return self._c(self._options.shapeOutlineColor)
        def _set_shape_outline_color(self, c):
            self._options.shapeOutlineColor = c
        shape_outline_color = property(_get_shape_outline_color,
            _set_shape_outline_color,
            doc="""The outline color of shapes.

            Should be a tuple of 4 ints between 0 and 255 (r,g,b,a).

            Example:

            >>> import pymunk
            >>> s = pymunk.Space()
            >>> c = pymunk.Circle(s.static_body, 10)
            >>> s.add(c)
            >>> options = pymunk.SpaceDebugDrawOptions()
            >>> s.debug_draw(options)
            draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
            >>> options.shape_outline_color = (10,20,30,40)
            >>> s.debug_draw(options)
            draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=10.0, g=20.0, b=30.0, a=40.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))

            """)

        def _get_constraint_color(self):
            return self._c(self._options.constraintColor)
        def _set_constraint_color(self, c):
            self._options.constraintColor = c
        constraint_color = property(_get_constraint_color,
            _set_constraint_color,
            doc="""The color of constraints.

            Should be a tuple of 4 ints between 0 and 255 (r,g,b,a).

            Example:

            >>> import pymunk
            >>> s = pymunk.Space()
            >>> j = pymunk.PivotJoint(s.static_body, s.static_body, (0,0))
            >>> s.add(j)
            >>> options = pymunk.SpaceDebugDrawOptions()
            >>> s.debug_draw(options)
            draw_dot (5.0, Vec2d(0.0, 0.0), SpaceDebugColor(r=142.0, g=68.0, b=173.0, a=255.0))
            draw_dot (5.0, Vec2d(0.0, 0.0), SpaceDebugColor(r=142.0, g=68.0, b=173.0, a=255.0))
            >>> options.constraint_color = (10,20,30,40)
            >>> s.debug_draw(options)
            draw_dot (5.0, Vec2d(0.0, 0.0), SpaceDebugColor(r=10.0, g=20.0, b=30.0, a=40.0))
            draw_dot (5.0, Vec2d(0.0, 0.0), SpaceDebugColor(r=10.0, g=20.0, b=30.0, a=40.0))

            """)

        def _get_collision_point_color(self):
            return self._c(self._options.collisionPointColor)
        def _set_collision_point_color(self, c):
            self._options.collisionPointColor = c
        collision_point_color = property(_get_collision_point_color,
            _set_collision_point_color,
            doc="""The color of collisions.

            Should be a tuple of 4 ints between 0 and 255 (r,g,b,a).

            Example:

            >>> import pymunk
            >>> s = pymunk.Space()
            >>> b = pymunk.Body(1,10)
            >>> c1 = pymunk.Circle(b, 10)
            >>> c2 = pymunk.Circle(s.static_body, 10)
            >>> s.add(b, c1, c2)
            >>> s.step(1)
            >>> options = pymunk.SpaceDebugDrawOptions()
            >>> s.debug_draw(options)
            draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=52.0, g=152.0, b=219.0, a=255.0))
            draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
            draw_segment (Vec2d(8.0, 0.0), Vec2d(-8.0, 0.0), SpaceDebugColor(r=231.0, g=76.0, b=60.0, a=255.0))
            >>> options.collision_point_color = (10,20,30,40)
            >>> s.debug_draw(options)
            draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=52.0, g=152.0, b=219.0, a=255.0))
            draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
            draw_segment (Vec2d(8.0, 0.0), Vec2d(-8.0, 0.0), SpaceDebugColor(r=10.0, g=20.0, b=30.0, a=40.0))
            """)

        def __enter__(self):
            pass
        def __exit__(self, type, value, traceback):
            pass

        def _c(self, color):
            return SpaceDebugColor(color.r, color.g, color.b, color.a)

        def _get_flags(self):
            return self._options.flags
        def _set_flags(self, f):
            self._options.flags = f
        flags = property(_get_flags, _set_flags,
            doc="""Bit flags which of shapes, joints and collisions should be drawn.

            By default all 3 flags are set, meaning shapes, joints and collisions
            will be drawn.

            Example using the basic text only DebugDraw implementation (normally
            you would the desired backend instead, such as
            `pygame_util.DrawOptions` or `pyglet_util.DrawOptions`):

            >>> import pymunk
            >>> s = pymunk.Space()
            >>> b = pymunk.Body()
            >>> c = pymunk.Circle(b, 10)
            >>> c.mass = 3
            >>> s.add(b, c)
            >>> s.add(pymunk.Circle(s.static_body, 3))
            >>> s.step(0.01)
            >>> options = pymunk.SpaceDebugDrawOptions()

            >>> # Only draw the shapes, nothing else:
            >>> options.flags = pymunk.SpaceDebugDrawOptions.DRAW_SHAPES
            >>> s.debug_draw(options)
            draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=52.0, g=152.0, b=219.0, a=255.0))
            draw_circle (Vec2d(0.0, 0.0), 0.0, 3.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))

            >>> # Draw the shapes and collision points:
            >>> options.flags = pymunk.SpaceDebugDrawOptions.DRAW_SHAPES
            >>> options.flags |= pymunk.SpaceDebugDrawOptions.DRAW_COLLISION_POINTS
            >>> s.debug_draw(options)
            draw_circle (Vec2d(0.0, 0.0), 0.0, 10.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=52.0, g=152.0, b=219.0, a=255.0))
            draw_circle (Vec2d(0.0, 0.0), 0.0, 3.0, SpaceDebugColor(r=44.0, g=62.0, b=80.0, a=255.0), SpaceDebugColor(r=149.0, g=165.0, b=166.0, a=255.0))
            draw_segment (Vec2d(1.0, 0.0), Vec2d(-8.0, 0.0), SpaceDebugColor(r=231.0, g=76.0, b=60.0, a=255.0))

            """)

        def draw_circle(self, *args):
            print("draw_circle", args)

        def draw_segment(self, *args):
            print("draw_segment", args)

        def draw_fat_segment(self, *args):
            print("draw_fat_segment", args)

        def draw_polygon(self, *args):
            print("draw_polygon", args)

        def draw_dot(self, *args):
            print("draw_dot", args)

        def draw_shape(self, shape):
            print("draw_shape", shape)

        def color_for_shape(self, shape):
            if hasattr(shape, "color"):
                return shape.color

            color = self.shape_dynamic_color
            if shape.body != None:
                if shape.body.body_type == Body.STATIC:
                    color = self.shape_static_color
                elif shape.body.body_type == Body.KINEMATIC:
                    color = self.shape_kinematic_color
                elif shape.body.is_sleeping:
                    color = self.shape_sleeping_color

            return color