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import Gaffer
import GafferUI
import GafferScene

class ScenePathPlugValueWidget( GafferUI.PathPlugValueWidget ) :

	def __init__( self, plug, path = None, **kw ) :

		if path is None :

			filter = None
			sets = Gaffer.Metadata.value( plug, "scenePathPlugValueWidget:setNames" )
			if sets :
				filter = GafferScene.ScenePath.createStandardFilter(
					list( sets ),
					Gaffer.Metadata.value( plug, "scenePathPlugValueWidget:setsLabel" )
				)

			path = GafferScene.ScenePath(
				self.__scenePlug( plug ),
				plug.node().scriptNode().context(),
				"/",
				filter = filter
			)

		GafferUI.PathPlugValueWidget.__init__( self, plug, path, **kw )

	def _pathChooserDialogue( self ) :

		dialogue = GafferUI.PathPlugValueWidget._pathChooserDialogue( self )

		# Unsorted tree view with only a name column - like the HierarchyView.
		dialogue.pathChooserWidget().pathListingWidget().setDisplayMode( GafferUI.PathListingWidget.DisplayMode.Tree )
		dialogue.pathChooserWidget().pathListingWidget().setColumns( ( GafferUI.PathListingWidget.defaultNameColumn, ) )
		dialogue.pathChooserWidget().pathListingWidget().setSortable( False )

		# View relative to the root, rather than the current location.
		## \todo The save/restore of pathNames is to work around the PathChooserWidget
		# truncating the path when the root directory changes. I don't think that
		# behaviour makes sense in tree view mode, so we should probably fix it there.
		dirPath = dialogue.pathChooserWidget().directoryPathWidget().getPath()
		if len( dirPath ) :
			path = dialogue.pathChooserWidget().pathWidget().getPath()
			pathNames = path[:]
			del dirPath[:]
			path[:] = pathNames

		return dialogue

	def __scenePlug( self, plug ) :

		scenePlugName = Gaffer.Metadata.value( plug, "scenePathPlugValueWidget:scene" ) or "in"
		scenePlug = plug.node().descendant( scenePlugName )
		if scenePlug and isinstance( scenePlug, GafferScene.ScenePlug ) :
			return scenePlug

		# Couldn't find scene plug. Perhaps `plug` has been promoted but the
		# corresponding scene hasn't been yet. Check outputs to see if that
		# is the case.

		for output in plug.outputs() :
			p = self.__scenePlug( output )
			if p is not None :
				return p

		# Or perhaps `plug` is in a cell in a spreadsheet, in which case
		# we may be able to get somewhere by looking where the corresponding
		# output is connected.
		## \todo Can this sort of traversal be wrapped up in PlugAlgo somehow?

		cellPlug = plug.ancestor( Gaffer.Spreadsheet.CellPlug )
		if cellPlug is not None :
			spreadsheet = cellPlug.ancestor( Gaffer.Spreadsheet )
			if spreadsheet is not None :
				return self.__scenePlug( spreadsheet["out"][cellPlug.getName()] )

