from __future__ import annotations

import numpy as np
import itertools as it
import random

from manimlib.animation.composition import AnimationGroup
from manimlib.animation.rotation import Rotating
from manimlib.constants import BLACK
from manimlib.constants import BLUE_A
from manimlib.constants import BLUE_B
from manimlib.constants import BLUE_C
from manimlib.constants import BLUE_D
from manimlib.constants import DOWN
from manimlib.constants import DOWN
from manimlib.constants import FRAME_WIDTH
from manimlib.constants import GREEN
from manimlib.constants import GREEN_SCREEN
from manimlib.constants import GREEN_E
from manimlib.constants import GREY
from manimlib.constants import GREY_A
from manimlib.constants import GREY_B
from manimlib.constants import GREY_E
from manimlib.constants import LEFT
from manimlib.constants import LEFT
from manimlib.constants import MED_LARGE_BUFF
from manimlib.constants import MED_SMALL_BUFF
from manimlib.constants import ORIGIN
from manimlib.constants import OUT
from manimlib.constants import PI
from manimlib.constants import RED
from manimlib.constants import RED_E
from manimlib.constants import RIGHT
from manimlib.constants import SMALL_BUFF
from manimlib.constants import SMALL_BUFF
from manimlib.constants import UP
from manimlib.constants import UL
from manimlib.constants import UR
from manimlib.constants import DL
from manimlib.constants import DR
from manimlib.constants import WHITE
from manimlib.constants import YELLOW
from manimlib.constants import TAU
from manimlib.mobject.boolean_ops import Difference
from manimlib.mobject.boolean_ops import Union
from manimlib.mobject.geometry import Arc
from manimlib.mobject.geometry import Circle
from manimlib.mobject.geometry import Dot
from manimlib.mobject.geometry import Line
from manimlib.mobject.geometry import Polygon
from manimlib.mobject.geometry import Rectangle
from manimlib.mobject.geometry import Square
from manimlib.mobject.geometry import AnnularSector
from manimlib.mobject.numbers import Integer
from manimlib.mobject.shape_matchers import SurroundingRectangle
from manimlib.mobject.svg.svg_mobject import SVGMobject
from manimlib.mobject.svg.special_tex import TexTextFromPresetString
from manimlib.mobject.three_dimensions import Prismify
from manimlib.mobject.three_dimensions import VCube
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.mobject.svg.text_mobject import Text
from manimlib.utils.bezier import interpolate
from manimlib.utils.iterables import adjacent_pairs
from manimlib.utils.rate_functions import linear
from manimlib.utils.space_ops import angle_of_vector
from manimlib.utils.space_ops import compass_directions
from manimlib.utils.space_ops import get_norm
from manimlib.utils.space_ops import midpoint
from manimlib.utils.space_ops import rotate_vector

from typing import TYPE_CHECKING

if TYPE_CHECKING:
    from typing import Tuple, Sequence, Callable
    from manimlib.typing import ManimColor, Vect3


class Checkmark(TexTextFromPresetString):
    tex: str = R"\ding{51}"
    default_color: ManimColor = GREEN


class Exmark(TexTextFromPresetString):
    tex: str = R"\ding{55}"
    default_color: ManimColor = RED


class Lightbulb(SVGMobject):
    file_name = "lightbulb"

    def __init__(
        self,
        height: float = 1.0,
        color: ManimColor = YELLOW,
        stroke_width: float = 3.0,
        fill_opacity: float = 0.0,
        **kwargs
    ):
        super().__init__(
            height=height,
            color=color,
            stroke_width=stroke_width,
            fill_opacity=fill_opacity,
            **kwargs
        )
        self.insert_n_curves(25)


class Speedometer(VMobject):
    def __init__(
        self,
        arc_angle: float = 4 * PI / 3,
        num_ticks: int = 8,
        tick_length: float = 0.2,
        needle_width: float = 0.1,
        needle_height: float = 0.8,
        needle_color: ManimColor = YELLOW,
        **kwargs,
    ):
        super().__init__(**kwargs)

        self.arc_angle = arc_angle
        self.num_ticks = num_ticks
        self.tick_length = tick_length
        self.needle_width = needle_width
        self.needle_height = needle_height
        self.needle_color = needle_color

        start_angle = PI / 2 + arc_angle / 2
        end_angle = PI / 2 - arc_angle / 2
        self.arc = Arc(
            start_angle=start_angle,
            angle=-self.arc_angle
        )
        self.add(self.arc)
        tick_angle_range = np.linspace(start_angle, end_angle, num_ticks)
        for index, angle in enumerate(tick_angle_range):
            vect = rotate_vector(RIGHT, angle)
            tick = Line((1 - tick_length) * vect, vect)
            label = Integer(10 * index)
            label.set_height(tick_length)
            label.shift((1 + tick_length) * vect)
            self.add(tick, label)

        needle = Polygon(
            LEFT, UP, RIGHT,
            stroke_width=0,
            fill_opacity=1,
            fill_color=self.needle_color
        )
        needle.stretch_to_fit_width(needle_width)
        needle.stretch_to_fit_height(needle_height)
        needle.rotate(start_angle - np.pi / 2, about_point=ORIGIN)
        self.add(needle)
        self.needle = needle

        self.center_offset = self.get_center()

    def get_center(self):
        result = VMobject.get_center(self)
        if hasattr(self, "center_offset"):
            result -= self.center_offset
        return result

    def get_needle_tip(self):
        return self.needle.get_anchors()[1]

    def get_needle_angle(self):
        return angle_of_vector(
            self.get_needle_tip() - self.get_center()
        )

    def rotate_needle(self, angle):
        self.needle.rotate(angle, about_point=self.arc.get_arc_center())
        return self

    def move_needle_to_velocity(self, velocity):
        max_velocity = 10 * (self.num_ticks - 1)
        proportion = float(velocity) / max_velocity
        start_angle = np.pi / 2 + self.arc_angle / 2
        target_angle = start_angle - self.arc_angle * proportion
        self.rotate_needle(target_angle - self.get_needle_angle())
        return self


class Laptop(VGroup):
    def __init__(
        self,
        width: float = 3,
        body_dimensions: Tuple[float, float, float] = (4.0, 3.0, 0.05),
        screen_thickness: float = 0.01,
        keyboard_width_to_body_width: float = 0.9,
        keyboard_height_to_body_height: float = 0.5,
        screen_width_to_screen_plate_width: float = 0.9,
        key_color_kwargs: dict = dict(
            stroke_width=0,
            fill_color=BLACK,
            fill_opacity=1,
        ),
        fill_opacity: float = 1.0,
        stroke_width: float = 0.0,
        body_color: ManimColor = GREY_B,
        shaded_body_color: ManimColor = GREY,
        open_angle: float = np.pi / 4,
        **kwargs
    ):
        super().__init__(**kwargs)

        body = VCube(side_length=1)
        for dim, scale_factor in enumerate(body_dimensions):
            body.stretch(scale_factor, dim=dim)
        body.set_width(width)
        body.set_fill(shaded_body_color, opacity=1)
        body.sort(lambda p: p[2])
        body[-1].set_fill(body_color)
        screen_plate = body.copy()
        keyboard = VGroup(*[
            VGroup(*[
                Square(**key_color_kwargs)
                for x in range(12 - y % 2)
            ]).arrange(RIGHT, buff=SMALL_BUFF)
            for y in range(4)
        ]).arrange(DOWN, buff=MED_SMALL_BUFF)
        keyboard.stretch_to_fit_width(
            keyboard_width_to_body_width * body.get_width(),
        )
        keyboard.stretch_to_fit_height(
            keyboard_height_to_body_height * body.get_height(),
        )
        keyboard.next_to(body, OUT, buff=0.1 * SMALL_BUFF)
        keyboard.shift(MED_SMALL_BUFF * UP)
        body.add(keyboard)

        screen_plate.stretch(screen_thickness /
                             body_dimensions[2], dim=2)
        screen = Rectangle(
            stroke_width=0,
            fill_color=BLACK,
            fill_opacity=1,
        )
        screen.replace(screen_plate, stretch=True)
        screen.scale(screen_width_to_screen_plate_width)
        screen.next_to(screen_plate, OUT, buff=0.1 * SMALL_BUFF)
        screen_plate.add(screen)
        screen_plate.next_to(body, UP, buff=0)
        screen_plate.rotate(
            open_angle, RIGHT,
            about_point=screen_plate.get_bottom()
        )
        self.screen_plate = screen_plate
        self.screen = screen

        axis = Line(
            body.get_corner(UP + LEFT + OUT),
            body.get_corner(UP + RIGHT + OUT),
            color=BLACK,
            stroke_width=2
        )
        self.axis = axis

        self.add(body, screen_plate, axis)


class VideoIcon(SVGMobject):
    file_name: str = "video_icon"

    def __init__(
        self,
        width: float = 1.2,
        color=BLUE_A,
        **kwargs
    ):
        super().__init__(color=color, **kwargs)
        self.set_width(width)


class VideoSeries(VGroup):
    def __init__(
        self,
        num_videos: int = 11,
        gradient_colors: Sequence[ManimColor] = [BLUE_B, BLUE_D],
        width: float = FRAME_WIDTH - MED_LARGE_BUFF,
        **kwargs
    ):
        super().__init__(
            *(VideoIcon() for x in range(num_videos)),
            **kwargs
        )
        self.arrange(RIGHT)
        self.set_width(width)
        self.set_color_by_gradient(*gradient_colors)


class Clock(VGroup):
    def __init__(
        self,
        stroke_color: ManimColor = WHITE,
        stroke_width: float = 3.0,
        hour_hand_height: float = 0.3,
        minute_hand_height: float = 0.6,
        tick_length: float = 0.1,
        **kwargs,
    ):
        style = dict(stroke_color=stroke_color, stroke_width=stroke_width)
        circle = Circle(**style)
        ticks = []
        for x, point in enumerate(compass_directions(12, UP)):
            length = tick_length
            if x % 3 == 0:
                length *= 2
            ticks.append(Line(point, (1 - length) * point, **style))
        self.hour_hand = Line(ORIGIN, hour_hand_height * UP, **style)
        self.minute_hand = Line(ORIGIN, minute_hand_height * UP, **style)

        super().__init__(
            circle, self.hour_hand, self.minute_hand,
            *ticks
        )


class ClockPassesTime(AnimationGroup):
    def __init__(
        self,
        clock: Clock,
        run_time: float = 5.0,
        hours_passed: float = 12.0,
        rate_func: Callable[[float], float] = linear,
        **kwargs
    ):
        rot_kwargs = dict(
            axis=OUT,
            about_point=clock.get_center()
        )
        hour_radians = -hours_passed * 2 * PI / 12
        super().__init__(
            Rotating(
                clock.hour_hand,
                angle=hour_radians,
                **rot_kwargs
            ),
            Rotating(
                clock.minute_hand,
                angle=12 * hour_radians,
                **rot_kwargs
            ),
            group=clock,
            run_time=run_time,
            **kwargs
        )


class Bubble(VGroup):
    file_name: str = "Bubbles_speech.svg"
    bubble_center_adjustment_factor = 0.125

    def __init__(
        self,
        content: str | VMobject | None = None,
        buff: float = 1.0,
        filler_shape: Tuple[float, float] = (3.0, 2.0),
        pin_point: Vect3 | None = None,
        direction: Vect3 = LEFT,
        add_content: bool = True,
        fill_color: ManimColor = BLACK,
        fill_opacity: float = 0.8,
        stroke_color: ManimColor = WHITE,
        stroke_width: float = 3.0,
        **kwargs
    ):
        super().__init__(**kwargs)
        self.direction = direction

        if content is None:
            content = Rectangle(*filler_shape)
            content.set_fill(opacity=0)
            content.set_stroke(width=0)
        elif isinstance(content, str):
            content = Text(content)
        self.content = content

        self.body = self.get_body(content, direction, buff)
        self.body.set_fill(fill_color, fill_opacity)
        self.body.set_stroke(stroke_color, stroke_width)
        self.add(self.body)

        if add_content:
            self.add(self.content)

        if pin_point is not None:
            self.pin_to(pin_point)

    def get_body(self, content: VMobject, direction: Vect3, buff: float) -> VMobject:
        body = SVGMobject(self.file_name)
        if direction[0] > 0:
            body.flip()
        # Resize
        width = content.get_width()
        height = content.get_height()
        target_width = width + min(buff, height)
        target_height = 1.35 * (height + buff)  # Magic number?
        body.set_shape(target_width, target_height)
        body.move_to(content)
        body.shift(self.bubble_center_adjustment_factor * body.get_height() * DOWN)
        return body

    def get_tip(self):
        return self.get_corner(DOWN + self.direction)

    def get_bubble_center(self):
        factor = self.bubble_center_adjustment_factor
        return self.get_center() + factor * self.get_height() * UP

    def move_tip_to(self, point):
        self.shift(point - self.get_tip())
        return self

    def flip(self, axis=UP, only_body=True, **kwargs):
        super().flip(axis=axis, **kwargs)
        if only_body:
            # Flip in place, don't use kwargs
            self.content.flip(axis=axis)
        if abs(axis[1]) > 0:
            self.direction = -np.array(self.direction)
        return self

    def pin_to(self, mobject, auto_flip=False):
        mob_center = mobject.get_center()
        want_to_flip = np.sign(mob_center[0]) != np.sign(self.direction[0])
        if want_to_flip and auto_flip:
            self.flip()
        boundary_point = mobject.get_bounding_box_point(UP - self.direction)
        vector_from_center = 1.0 * (boundary_point - mob_center)
        self.move_tip_to(mob_center + vector_from_center)
        return self

    def position_mobject_inside(self, mobject, buff=MED_LARGE_BUFF):
        mobject.set_max_width(self.body.get_width() - 2 * buff)
        mobject.set_max_height(self.body.get_height() / 1.5 - 2 * buff)
        mobject.shift(self.get_bubble_center() - mobject.get_center())
        return mobject

    def add_content(self, mobject):
        self.position_mobject_inside(mobject)
        self.content = mobject
        return self.content

    def write(self, text):
        self.add_content(Text(text))
        return self

    def resize_to_content(self, buff=1.0):  # TODO
        self.body.match_points(self.get_body(
            self.content, self.direction, buff
        ))

    def clear(self):
        self.remove(self.content)
        return self


class SpeechBubble(Bubble):
    def __init__(
        self,
        content: str | VMobject | None = None,
        buff: float = MED_SMALL_BUFF,
        filler_shape: Tuple[float, float] = (2.0, 1.0),
        stem_height_to_bubble_height: float = 0.5,
        stem_top_x_props: Tuple[float, float] = (0.2, 0.3),
        **kwargs
    ):
        self.stem_height_to_bubble_height = stem_height_to_bubble_height
        self.stem_top_x_props = stem_top_x_props
        super().__init__(content, buff, filler_shape, **kwargs)

    def get_body(self, content: VMobject, direction: Vect3, buff: float) -> VMobject:
        rect = SurroundingRectangle(content, buff=buff)
        rect.round_corners()
        lp = rect.get_corner(DL)
        rp = rect.get_corner(DR)
        stem_height = self.stem_height_to_bubble_height * rect.get_height()
        low_prop, high_prop = self.stem_top_x_props
        triangle = Polygon(
            interpolate(lp, rp, low_prop),
            interpolate(lp, rp, high_prop),
            lp + stem_height * DOWN,
        )
        result = Union(rect, triangle)
        result.insert_n_curves(20)
        if direction[0] > 0:
            result.flip()

        return result


class ThoughtBubble(Bubble):
    def __init__(
        self,
        content: str | VMobject | None = None,
        buff: float = SMALL_BUFF,
        filler_shape: Tuple[float, float] = (2.0, 1.0),
        bulge_radius: float = 0.35,
        bulge_overlap: float = 0.25,
        noise_factor: float = 0.1,
        circle_radii: list[float] = [0.1, 0.15, 0.2],
        **kwargs
    ):
        self.bulge_radius = bulge_radius
        self.bulge_overlap = bulge_overlap
        self.noise_factor = noise_factor
        self.circle_radii = circle_radii
        super().__init__(content, buff, filler_shape, **kwargs)

    def get_body(self, content: VMobject, direction: Vect3, buff: float) -> VMobject:
        rect = SurroundingRectangle(content, buff)
        perimeter = rect.get_arc_length()
        radius = self.bulge_radius
        step = (1 - self.bulge_overlap) * (2 * radius)
        nf = self.noise_factor
        corners = [rect.get_corner(v) for v in [DL, UL, UR, DR]]
        points = []
        for c1, c2 in adjacent_pairs(corners):
            n_alphas = int(get_norm(c1 - c2) / step) + 1
            for alpha in np.linspace(0, 1, n_alphas):
                points.append(interpolate(
                    c1, c2, alpha + nf * (step / n_alphas) * (random.random() - 0.5)
                ))

        cloud = Union(rect, *(
            # Add bulges
            Circle(radius=radius * (1 + nf * random.random())).move_to(point)
            for point in points
        ))
        cloud.set_stroke(WHITE, 2)

        circles = VGroup(Circle(radius=radius) for radius in self.circle_radii)
        circ_buff = 0.25 * self.circle_radii[0]
        circles.arrange(UR, buff=circ_buff)
        circles[1].shift(circ_buff * DR)
        circles.next_to(cloud, DOWN, 4 * circ_buff, aligned_edge=LEFT)
        circles.set_stroke(WHITE, 2)

        result = VGroup(*circles, cloud)

        if direction[0] > 0:
            result.flip()

        return result


class OldSpeechBubble(Bubble):
    file_name: str = "Bubbles_speech.svg"


class DoubleSpeechBubble(Bubble):
    file_name: str = "Bubbles_double_speech.svg"


class OldThoughtBubble(Bubble):
    file_name: str = "Bubbles_thought.svg"

    def get_body(self, content: VMobject, direction: Vect3, buff: float) -> VMobject:
        body = super().get_body(content, direction, buff)
        body.sort(lambda p: p[1])
        return body

    def make_green_screen(self):
        self.body[-1].set_fill(GREEN_SCREEN, opacity=1)
        return self


class VectorizedEarth(SVGMobject):
    file_name: str = "earth"

    def __init__(
        self,
        height: float = 2.0,
        **kwargs
    ):
        super().__init__(height=height, **kwargs)
        self.insert_n_curves(20)
        circle = Circle(
            stroke_width=3,
            stroke_color=GREEN,
            fill_opacity=1,
            fill_color=BLUE_C,
        )
        circle.replace(self)
        self.add_to_back(circle)


class Piano(VGroup):
    def __init__(
        self,
        n_white_keys = 52,
        black_pattern = [0, 2, 3, 5, 6],
        white_keys_per_octave = 7,
        white_key_dims = (0.15, 1.0),
        black_key_dims = (0.1, 0.66),
        key_buff = 0.02,
        white_key_color = WHITE,
        black_key_color = GREY_E,
        total_width = 13,
        **kwargs
    ):
        self.n_white_keys = n_white_keys
        self.black_pattern = black_pattern
        self.white_keys_per_octave = white_keys_per_octave
        self.white_key_dims = white_key_dims
        self.black_key_dims = black_key_dims
        self.key_buff = key_buff
        self.white_key_color = white_key_color
        self.black_key_color = black_key_color
        self.total_width = total_width

        super().__init__(**kwargs)
        self.add_white_keys()
        self.add_black_keys()
        self.sort_keys()
        self[:-1].reverse_points()
        self.set_width(self.total_width)

    def add_white_keys(self):
        key = Rectangle(*self.white_key_dims)
        key.set_fill(self.white_key_color, 1)
        key.set_stroke(width=0)
        self.white_keys = key.get_grid(1, self.n_white_keys, buff=self.key_buff)
        self.add(*self.white_keys)

    def add_black_keys(self):
        key = Rectangle(*self.black_key_dims)
        key.set_fill(self.black_key_color, 1)
        key.set_stroke(width=0)

        self.black_keys = VGroup()
        for i in range(len(self.white_keys) - 1):
            if i % self.white_keys_per_octave not in self.black_pattern:
                continue
            wk1 = self.white_keys[i]
            wk2 = self.white_keys[i + 1]
            bk = key.copy()
            bk.move_to(midpoint(wk1.get_top(), wk2.get_top()), UP)
            big_bk = bk.copy()
            big_bk.stretch((bk.get_width() + self.key_buff) / bk.get_width(), 0)
            big_bk.stretch((bk.get_height() + self.key_buff) / bk.get_height(), 1)
            big_bk.move_to(bk, UP)
            for wk in wk1, wk2:
                wk.become(Difference(wk, big_bk).match_style(wk))
            self.black_keys.add(bk)
        self.add(*self.black_keys)

    def sort_keys(self):
        self.sort(lambda p: p[0])


class Piano3D(VGroup):
    def __init__(
        self,
        shading: Tuple[float, float, float] = (1.0, 0.2, 0.2),
        stroke_width: float = 0.25,
        stroke_color: ManimColor = BLACK,
        key_depth: float = 0.1,
        black_key_shift: float = 0.05,
        piano_2d_config: dict = dict(
            white_key_color=GREY_A,
            key_buff=0.001
        ),
        **kwargs
    ):
        piano_2d = Piano(**piano_2d_config)
        super().__init__(*(
            Prismify(key, key_depth)
            for key in piano_2d
        ))
        self.set_stroke(stroke_color, stroke_width)
        self.set_shading(*shading)
        self.apply_depth_test()

        # Elevate black keys
        for i, key in enumerate(self):
            if piano_2d[i] in piano_2d.black_keys:
                key.shift(black_key_shift * OUT)
                key.set_color(BLACK)


class DieFace(VGroup):
    def __init__(
        self,
        value: int,
        side_length: float = 1.0,
        corner_radius: float = 0.15,
        stroke_color: ManimColor = WHITE,
        stroke_width: float = 2.0,
        fill_color: ManimColor = GREY_E,
        dot_radius: float = 0.08,
        dot_color: ManimColor = WHITE,
        dot_coalesce_factor: float = 0.5
    ):
        dot = Dot(radius=dot_radius, fill_color=dot_color)
        square = Square(
            side_length=side_length,
            stroke_color=stroke_color,
            stroke_width=stroke_width,
            fill_color=fill_color,
            fill_opacity=1.0,
        )
        square.round_corners(corner_radius)

        if not (1 <= value <= 6):
            raise Exception("DieFace only accepts integer inputs between 1 and 6")

        edge_group = [
            (ORIGIN,),
            (UL, DR),
            (UL, ORIGIN, DR),
            (UL, UR, DL, DR),
            (UL, UR, ORIGIN, DL, DR),
            (UL, UR, LEFT, RIGHT, DL, DR),
        ][value - 1]

        arrangement = VGroup(*(
            dot.copy().move_to(square.get_bounding_box_point(vect))
            for vect in edge_group
        ))
        arrangement.space_out_submobjects(dot_coalesce_factor)

        super().__init__(square, arrangement)
        self.dots = arrangement
        self.value = value
        self.index = value


class Dartboard(VGroup):
    radius = 3
    n_sectors = 20

    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        n_sectors = self.n_sectors
        angle = TAU / n_sectors

        segments = VGroup(*[
            VGroup(*[
                AnnularSector(
                    inner_radius=in_r,
                    outer_radius=out_r,
                    start_angle=n * angle,
                    angle=angle,
                    fill_color=color,
                )
                for n, color in zip(
                    range(n_sectors),
                    it.cycle(colors)
                )
            ])
            for colors, in_r, out_r in [
                ([GREY_B, GREY_E], 0, 1),
                ([GREEN_E, RED_E], 0.5, 0.55),
                ([GREEN_E, RED_E], 0.95, 1),
            ]
        ])
        segments.rotate(-angle / 2)
        bullseyes = VGroup(*[
            Circle(radius=r)
            for r in [0.07, 0.035]
        ])
        bullseyes.set_fill(opacity=1)
        bullseyes.set_stroke(width=0)
        bullseyes[0].set_color(GREEN_E)
        bullseyes[1].set_color(RED_E)

        self.bullseye = bullseyes[1]
        self.add(*segments, *bullseyes)
        self.scale(self.radius)
