from PyQt5.QtWidgets import QOpenGLWidget, QApplication, QHBoxLayout, QSlider, QWidget
from PyQt5.QtGui import QColor
from PyQt5.QtCore import pyqtSignal, QPoint, QSize, Qt
import OpenGL.GL as gl
import math


class Paint(QOpenGLWidget):

    xRotationChanged = pyqtSignal(int)
    yRotationChanged = pyqtSignal(int)
    zRotationChanged = pyqtSignal(int)

    ini_i = 0
    paint_i = 0
    res_i = 0

    def __init__(self, *args):
        super().__init__(args[0])
        print(args[0])
        self.object = 0
        self.xRot = 0
        self.yRot = 0
        self.zRot = 0

        self.lastPos = QPoint()

        self.trolltechGreen = QColor.fromCmykF(0.40, 0.0, 1.0, 0.0)
        self.trolltechGreen.setNamedColor('#C239B3')
        self.trolltechPurple = QColor.fromCmykF(0.39, 0.39, 0.0, 0.0)
        self.trolltechPurple.setNamedColor('#EDCAE3')

    def minimumSizeHint(self):
        return QSize(50, 50)

    def sizeHint(self):
        return QSize(400, 400)

    def setXRotation(self, angle):
        angle = self.normalizeAngle(angle)
        if angle != self.xRot:
            self.xRot = angle
            self.xRotationChanged.emit(angle)
            self.update()

    def setYRotation(self, angle):
        angle = self.normalizeAngle(angle)
        if angle != self.yRot:
            self.yRot = angle
            self.yRotationChanged.emit(angle)
            self.update()

    def setZRotation(self, angle):
        angle = self.normalizeAngle(angle)
        if angle != self.zRot:
            self.zRot = angle
            self.zRotationChanged.emit(angle)
            self.update()

    def initializeGL(self):
        # self.ini_i += 1
        # print('i_i is ' + str(self.ini_i))
        self.setClearColor(self.trolltechPurple)
        self.object = self.makeObject()
        gl.glShadeModel(gl.GL_FLAT)
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_CULL_FACE)

    def paintGL(self):
        # self.paint_i += 1
        # print('paint_i is ' + str(self.paint_i))
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glLoadIdentity()
        gl.glTranslated(0.0, 0.0, -10.0)
        gl.glRotated(self.xRot / 16.0, 1.0, 0.0, 0.0)
        gl.glRotated(self.yRot / 16.0, 0.0, 1.0, 0.0)
        gl.glRotated(self.zRot / 16.0, 0.0, 0.0, 1.0)
        gl.glCallList(self.object)

    def resizeGL(self, width, height):
        # self.res_i += 1
        # print('res_i is ' + str(self.res_i))
        side = min(width, height)
        if side < 0:
            return
        gl.glViewport((width - side) // 2, (height - side) // 2, side, side)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0)
        gl.glMatrixMode(gl.GL_MODELVIEW)

    def mousePressEvent(self, event):
        self.lastPos = event.pos()

    def mouseMoveEvent(self, event):
        dx = event.x() - self.lastPos.x()
        dy = event.y() - self.lastPos.y()

        if event.buttons() & Qt.LeftButton:
            self.setXRotation(self.xRot - 8 * dy)
            self.setYRotation(self.yRot + 8 * dx)
        elif event.buttons() & Qt.RightButton:
            self.setXRotation(self.xRot + 8 * dy)
            self.setZRotation(self.zRot + 8 * dx)

        self.lastPos = event.pos()

    def makeObject(self):
        genList = gl.glGenLists(1)
        gl.glNewList(genList, gl.GL_COMPILE)

        gl.glBegin(gl.GL_QUADS)

        x1 = +0.06
        y1 = -0.14
        x2 = +0.14
        y2 = -0.06
        x3 = +0.08
        y3 = +0.00
        x4 = +0.30
        y4 = +0.22

        # two squads
        self.quad(x1, y1, x2, y2, y2, x2, y1, x1)
        self.quad(x3, y3, x4, y4, y4, x4, y3, x3)

        self.extrude(x1, y1, x2, y2)
        self.extrude(x2, y2, y2, x2)
        self.extrude(y2, x2, y1, x1)
        self.extrude(y1, x1, x1, y1)
        self.extrude(x3, y3, x4, y4)
        self.extrude(x4, y4, y4, x4)
        self.extrude(y4, x4, y3, x3)

        NumSectors = 200

        for i in range(NumSectors):
            angle1 = (i * 2 * math.pi) / NumSectors
            x5 = 0.30 * math.sin(angle1)
            y5 = 0.30 * math.cos(angle1)
            x6 = 0.20 * math.sin(angle1)
            y6 = 0.20 * math.cos(angle1)

            angle2 = ((i + 1) * 2 * math.pi) / NumSectors
            x7 = 0.20 * math.sin(angle2)
            y7 = 0.20 * math.cos(angle2)
            x8 = 0.30 * math.sin(angle2)
            y8 = 0.30 * math.cos(angle2)

            self.quad(x5, y5, x6, y6, x7, y7, x8, y8)

            self.extrude(x6, y6, x7, y7)
            self.extrude(x8, y8, x5, y5)

        gl.glEnd()
        gl.glEndList()

        return genList

    def quad(self, x1, y1, x2, y2, x3, y3, x4, y4):
        self.setColor(self.trolltechGreen)

        gl.glVertex3d(x1, y1, -0.05)
        gl.glVertex3d(x2, y2, -0.05)
        gl.glVertex3d(x3, y3, -0.05)
        gl.glVertex3d(x4, y4, -0.05)

        gl.glVertex3d(x4, y4, +0.05)
        gl.glVertex3d(x3, y3, +0.05)
        gl.glVertex3d(x2, y2, +0.05)
        gl.glVertex3d(x1, y1, +0.05)

    def extrude(self, x1, y1, x2, y2):
        self.setColor(self.trolltechGreen.darker(250 + int(100 * x1)))

        gl.glVertex3d(x1, y1, +0.05)
        gl.glVertex3d(x2, y2, +0.05)
        gl.glVertex3d(x2, y2, -0.05)
        gl.glVertex3d(x1, y1, -0.05)

    def normalizeAngle(self, angle):
        while angle < 0:
            angle += 360 * 16
        while angle > 360 * 16:
            angle -= 360 * 16
        return angle

    def setClearColor(self, c):
        gl.glClearColor(c.redF(), c.greenF(), c.blueF(), c.alphaF())

    def setColor(self, c):
            gl.glColor4f(c.redF(), c.greenF(), c.blueF(), c.alphaF())