# Copyright 2004-2016 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

# This file contains functions that can be used to display a UI on the
# screen.  The UI isn't implemented here (rather, in
# renpy.display). Instead, these functions provide a simple interface
# that allows a user to procedurally create a UI.

# All functions in the is file should be documented in the wiki.

import sys
import renpy.display
import renpy.text

from renpy.display.behavior import is_selected, is_sensitive

##############################################################################
# Special classes that can be subclassed from the outside.

class Action(renpy.object.Object):
    """
    This can be passed to the clicked method of a button or hotspot. It is
    called when the action is selected. The other methods determine if the
    action should be displayed insensitive or disabled.
    """

    # Alt text.
    alt = None

    def get_sensitive(self):
        return True

    def get_selected(self):
        return False

    def periodic(self, st):
        return

    def predict(self):
        return

    def __call__(self):
        raise Exception("Not implemented")

class BarValue(renpy.object.Object):
    """
    This can be passed to the value method of bar and hotbar.
    """

    # Alt text.
    alt = "Bar"

    def replaces(self, other):
        return

    def periodic(self, st):
        return

    def get_adjustment(self):
        raise Exception("Not implemented")

    def get_style(self):
        return "bar", "vbar"


##############################################################################
# Things we can add to. These have two methods: add is called with the
# widget we're adding. close is called when the thing is ready to be
# closed.

class Addable(object):
    # A style_prefix associates with this addable.
    style_prefix = None

    def get_layer(self):
        return Exception("Operation can only be performed on a layer.")

class Layer(Addable):
    def __init__(self, name):
        self.name = name

    def add(self, d, key):
        renpy.game.context(-1).scene_lists.add(self.name, d, key=key)

    def close(self, d):
        stack.pop()

        if d and d != self.name:
            raise Exception("ui.close closed layer %s, not the expected %r." % (self.name, d))

    def get_layer(self):
        return self.name

    def __repr__(self):
        return "<Layer: %r>" % self.name


class Many(Addable):
    """
    A widget that takes many children.
    """

    def __init__(self, displayable, imagemap, style_prefix):
        self.displayable = displayable
        self.imagemap = imagemap
        self.style_prefix = style_prefix

    def add(self, d, key):
        self.displayable.add(d)

    def close(self, d):
        stack.pop()

        if self.imagemap:
            imagemap = imagemap_stack.pop()
            imagemap.cache.finish()


        if d and d != self.displayable:
            raise Exception("ui.close closed %r, not the expected %r." % (self.displayable, d))

    def __repr__(self):
        return "<Many: %r>" % self.displayable

class One(Addable):
    """
    A widget that expects exactly one child.
    """

    def __init__(self, displayable, style_prefix):
        self.displayable = displayable
        self.style_prefix = style_prefix

    def add(self, d, key):
        self.displayable.add(d)
        stack.pop()

    def close(self, d):
        raise Exception("Widget %r expects a child." % self.displayable)

    def __repr__(self):
        return "<One: %r>" % self.displayable

class Detached(Addable):
    """
    Used to indicate a widget is detached from the stack.
    """

    def __init__(self, style_prefix):
        self.style_prefix = style_prefix

    def add(self, d, key):
        self.child = d
        stack.pop()

    def close(self, d):
        raise Exception("Detached expects to be given a child.")

class ChildOrFixed(Addable):
    """
    If one widget is added, then it is added directly to our
    parent. Otherwise, a fixed is added to our parent, and all
    the widgets are added to that.
    """

    def __init__(self, style_prefix):
        self.queue = [ ]
        self.style_prefix = style_prefix

    def add(self, d, key):
        self.queue.append(d)

    def close(self, d):
        stack.pop()

        if len(self.queue) == 1:
            implicit_add(self.queue[0])
        else:
            fixed()

            for i in self.queue:
                implicit_add(i)

            close()

        if d is not None:
            raise Exception("Did not expect to close %r." % d)

# A stack of things we can add to.
stack = [ ]

# A stack of open ui.ats.
at_stack = [ ]

# The tag for the displayble being added to the layer.
add_tag = None

# A stack of Imagemap objects.
imagemap_stack = [ ]


# Called at the end of the init phase, and from the screen
# prediction code.
def reset():
    global stack
    global at_stack
    global imagemap_stack

    stack = [ Layer('transient') ]
    at_stack = [ ]
    imagemap_stack = [ ]

renpy.game.post_init.append(reset)

def interact(type='misc', roll_forward=None, **kwargs): #@ReservedAssignment
    """
    :doc: ui
    :args: (roll_forward=None, mouse='default')

    Causes an interaction with the user, and returns the result of that
    interaction. This causes Ren'Py to redraw the screen and begin processing
    input events. When a displayable returns a value in response to an event,
    that value is returned from ui.interact, and the interaction ends.

    This function is rarely called directly. It is usually called by other
    parts of Ren'Py, including the say statement, menu statement, with statement,
    pause statement, call screen, :func:`renpy.input`, among many other
    functions. However, it can be called directly if necessary.

    When an interaction ends, the transient layer and all screens shown with
    transient=True are cleared from the scene lists.

    The following arguments are documented. As other, undocumented arguments
    exist for Ren'Py's internal use, please pass all arguments as keyword
    arguments.

    `roll_forward`
        The information that will be returned by this function when a
        roll forward occurs. (If None, the roll forward is ignored.) This
        should usually be passed the result of the :func:`renpy.roll_forward_info`
        function.

    `mouse`
        The style of mouse cursor to use during this function.
    """

    if stack is None:
        raise Exception("Interaction not allowed during init phase.")

    if renpy.config.skipping == "fast":
        renpy.config.skipping = None

    if len(stack) != 1:
        raise Exception("ui.interact called with non-empty widget/layer stack. Did you forget a ui.close() somewhere?")

    if at_stack:
        raise Exception("ui.interact called with non-empty at stack.")

    renpy.game.context().info._current_interact_type = type
    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
    renpy.game.context().mark_seen()
    renpy.game.context().info._last_interact_type = type

    if renpy.exports.in_fixed_rollback() and roll_forward is not None:
        return roll_forward
    else:
        return rv

def tag(name):
    global add_tag
    add_tag = name

def child_or_fixed():
    """
    Causes the current widget to be given child-fixed semantics. This
    means that we will queue up children added to it. If there is one
    child, that child will be added to the widget directly. Otherwise,
    a fixed will be created, and the children will be added to that.
    """

    stack.append(ChildOrFixed(stack[-1].style_prefix))

def remove(d):
    layer = stack[-1].get_layer()
    renpy.game.context(-1).scene_lists.remove(layer, d)

def remove_above(d):
    layer = stack[-1].get_layer()
    renpy.game.context(-1).scene_lists.remove_above(layer, d)

def at(transform):
    """
    :doc: ui

    Specifies a transform that is applied to the next displayable to
    be created. This is largely obsolete, as all UI functions now take
    an `at` argument.
    """

    at_stack.append(transform)

def clear():
    layer = stack[-1].get_layer()
    renpy.game.context(-1).scene_lists.clear(layer)

def detached():
    """
    :doc: ui

    Do not add the next displayable to any later or container. Use this if
    you want to assign the result of a ui function to a variable.
    """

    rv = Detached(stack[-1].style_prefix)
    stack.append(rv)
    return rv

def layer(name):
    """
    :doc: ui

    Adds displayables to the layer named `name`. The later must be
    closed with :func:`ui.close`.
    """

    stack.append(Layer(name))

def close(d=None):
    """
    :doc: ui
    :args: ()

    Closes a displayable created with by a UI function. When a
    displayable is closed, we add new displayables to its parent,
    or to the layer if no displayable is open.
    """

    stack[-1].close(d)

    if not stack:
        raise Exception("ui.close() called when no layer or widget is open.")

def reopen(w, clear):

    stack.append(Many(w))

    if clear:
        w.children[:] = [ ]

def context_enter(w):
    if isinstance(renpy.ui.stack[-1], renpy.ui.Many) and renpy.ui.stack[-1].displayable is w:
        return

    raise Exception("%r cannot be used as a context manager.", type(w).__name__)

def context_exit(w):
    close(w)

NoStylePrefixGiven = renpy.object.Sentinel("NoStylePrefixGiven")

def combine_style(style_prefix, style_suffix):
    """
    Combines a style prefix and style suffix to create a style name, then
    returns the style object corresoinding to that name.
    """

    if style_prefix is None:
        new_style = style_suffix
    else:
        new_style = style_prefix + "_" + style_suffix

    return renpy.style.get_style(new_style) # @UndefinedVariable

def prefixed_style(style_suffix):
    """
    Combines the default style prefix with a style suffix.
    """

    return combine_style(stack[-1].style_prefix, style_suffix)


# The screen we're using as we add widgets. None if there isn't a
# screen.
screen = None

class Wrapper(renpy.object.Object):

    def __reduce__(self):
        return self.name

    def __init__(self, function, one=False, many=False, imagemap=False, replaces=False, style=None, **kwargs):

        # The name assigned to this wrapper. This is used to serialize us correctly.
        self.name = None

        # The function to call.
        self.function = function

        # Should we add one or many things to this wrapper?
        self.one = one
        self.many = many or imagemap
        self.imagemap = imagemap

        # Should the function be given the replaces parameter,
        # specifiying the displayable it replaced?
        self.replaces = replaces

        # Default keyword arguments to the function.
        self.kwargs = kwargs

        # Default style (suffix).
        self.style = style

    def __call__(self, *args, **kwargs):

        global add_tag

        if not stack:
            raise Exception("Can't add displayable during init phase.")

        # Pull out the special kwargs, widget_id, at, and style_prefix.

        widget_id = kwargs.pop("id", None) #@ReservedAssignment

        at_list = kwargs.pop("at", [ ])
        if not isinstance(at_list, (list, tuple)):
            at_list = [ at_list ]

        style_prefix = stack[-1].style_prefix

        if "style_group" in kwargs:
            style_prefix = kwargs.pop("style_group")

        if "style_prefix" in kwargs:
            style_prefix = kwargs.pop("style_prefix")

        # Figure out the keyword arguments, based on the parameters.
        if self.kwargs:
            keyword = self.kwargs.copy()
            keyword.update(kwargs)
        else:
            keyword = kwargs

        # Should we transfer data from an old version of this screen?
        old_transfers = screen and screen.old_transfers

        # Should we add?
        do_add = True

        if screen:
            if widget_id in screen.widget_properties:
                keyword.update(screen.widget_properties[widget_id])

            if widget_id in screen.hidden_widgets:
                do_add = False

        if old_transfers:
            old_main = screen.old_widgets.get(widget_id, None)

            if self.replaces and old_main is not None:
                keyword["replaces"] = old_main
        else:
            old_main = None

        style_suffix = keyword.pop("style_suffix", None) or self.style

        if style_suffix and ("style" not in keyword):
            keyword["style"] = combine_style(style_prefix, style_suffix)

        try:
            w = self.function(*args, **keyword)
        except TypeError, e:
            etype, e, tb = sys.exc_info(); etype

            if tb.tb_next is None:
                e.args = (e.args[0].replace("__call__", "ui." + self.name), )

            del tb # Important! Prevents memory leaks via our frame.
            raise

        main = w._main or w

        # Migrate the focus.
        if (old_main is not None) and (not screen.hiding):
            renpy.display.focus.replaced_by[id(old_main)] = main

        # Wrap the displayable based on the at_list and at_stack.
        atw = w

        while at_stack:
            at_list.append(at_stack.pop())

        for atf in at_list:
            if isinstance(atf, renpy.display.motion.Transform):
                atw = atf(child=atw)
            else:
                atw = atf(atw)

        # Add to the displayable at the bottom of the stack.
        if do_add:
            stack[-1].add(atw, add_tag)

        # Update the stack, as necessary.
        if self.one:
            stack.append(One(w, style_prefix))
        elif self.many:
            stack.append(Many(w, self.imagemap, style_prefix))

        # If we have an widget_id, record the displayable, the transform,
        # and maybe take the state from a previous transform.
        if screen and widget_id is not None:
            screen.widgets[widget_id] = main

            if isinstance(atw, renpy.display.motion.Transform):
                screen.transforms[widget_id] = atw

                if old_transfers:
                    oldt = screen.old_transforms.get(widget_id, None)
                else:
                    oldt = None

                atw.take_state(oldt)
                atw.take_execution_state(oldt)

        # Clear out the add_tag.
        add_tag = None

        return main


##############################################################################
# Widget functions.

def _add(d, **kwargs):
    d = renpy.easy.displayable(d)

    if d._duplicatable:
        d = d._duplicate(None)

    rv = d

    if kwargs:
        rv = renpy.display.motion.Transform(child=d, **kwargs)

    return rv

add = Wrapper(_add)

def _implicit_add(d):
    """
    A faster version of add to use when we know `d` is a displayable and isn't
    transformed.
    """

    return d

implicit_add = Wrapper(_implicit_add)

def _image(im, **properties):
    d = renpy.display.im.image(im, loose=True, **properties)

    if d._duplicatable:
        d = d._duplicate(None)

    return d

image = Wrapper(_image)

null = Wrapper(renpy.display.layout.Null)
text = Wrapper(renpy.text.text.Text, style="text", replaces=True)
hbox = Wrapper(renpy.display.layout.MultiBox, layout="horizontal", style="hbox", many=True)
vbox = Wrapper(renpy.display.layout.MultiBox, layout="vertical", style="vbox", many=True)
fixed = Wrapper(renpy.display.layout.MultiBox, layout="fixed", style="fixed", many=True)
grid = Wrapper(renpy.display.layout.Grid, style="grid", many=True)
side = Wrapper(renpy.display.layout.Side, style="side", many=True)

def _sizer(maxwidth=None, maxheight=None, **properties):
    return renpy.display.layout.Container(xmaximum=maxwidth, ymaximum=maxheight, **properties)

sizer = Wrapper(_sizer, one=True)
window = Wrapper(renpy.display.layout.Window, style="window", one=True, child=None)
frame = Wrapper(renpy.display.layout.Window, style="frame", one=True, child=None)

keymap = Wrapper(renpy.display.behavior.Keymap)
saybehavior = Wrapper(renpy.display.behavior.SayBehavior)
pausebehavior = Wrapper(renpy.display.behavior.PauseBehavior)
soundstopbehavior = Wrapper(renpy.display.behavior.SoundStopBehavior)

def _key(key, action=None, activate_sound=None):

    if action is None:
        raise Exception("Action is required in ui.key.")

    return renpy.display.behavior.Keymap(activate_sound=activate_sound, **{ key : action})

key = Wrapper(_key)

class ChoiceActionBase(Action):
    """
    Base class for choice actions. The choice is identified by a label
    and value. The class will automatically determine the rollback state
    and supply correct "sensitive" and "selected" information to the
    widget.
    If a location is supplied, it will check whether the choice was
    previously visited and mark it so if it is chosen.
    """
    def __init__(self, label, value, location=None, block_all=None):
        self.label = label
        self.value = value
        self.location = location

        if block_all is None:
            self.block_all = renpy.config.fix_rollback_without_choice
        else:
            self.block_all = block_all

        self.chosen = None

        if self.location:
            self.chosen = renpy.game.persistent._chosen  # @UndefinedVariable

            if self.chosen is None:
                self.chosen = renpy.game.persistent._chosen = { }


    def get_sensitive(self):
        return not renpy.exports.in_fixed_rollback() or (not self.block_all and self.get_selected())

    def get_selected(self):
        roll_forward = renpy.exports.roll_forward_info()
        return renpy.exports.in_fixed_rollback() and roll_forward == self.value

    def get_chosen(self):
        if self.chosen is None:
            return False

        return (self.location, self.label) in self.chosen

class ChoiceReturn(ChoiceActionBase):
    """
    :doc: blockrollback

    A menu choice action that returns `value`, while managing the button
    state in a manner consistent with fixed rollback. (See block_all for
    a description of the behavior.)


    `label`
        The label text of the button. For imagebuttons and hotspots this
        can be anything. This label is used as a unique identifier of
        the options within the current screen. Together with `location`
        it is used to store whether this option has been chosen.

    `value`
        The value this is returned when the choice is chosen.

    `location`
        A unique location identifier for the current choices screen.

    `block_all`
        If false, the button is given the selected role if it was
        the chosen choice, and insensitive if it was not selected.

        If true, the button is always insensitive during fixed
        rollback.

        If None, the value is taken from the :var:`config.fix_rollback_without_choice`
        variable.

        When true is given to all items in a screen, it will
        become unclickable (rolling forward will still work). This can
        be changed by calling :func:`ui.saybehavior` before the call
        to :func:`ui.interact`.
    """



    def __call__(self):
        if self.chosen is not None:
            self.chosen[(self.location, self.label)] = True

        return self.value

class ChoiceJump(ChoiceActionBase):
    """
    :doc: blockrollback

    A menu choice action that returns `value`, while managing the button
    state in a manner consistent with fixed rollback. (See block_all for
    a description of the behavior.)


    `label`
        The label text of the button. For imagebuttons and hotspots this
        can be anything. This label is used as a unique identifier of
        the options within the current screen. Together with `location`
        it is used to store whether this option has been chosen.

    `value`
        The location to jump to.

    `location`
        A unique location identifier for the current choices screen.

    `block_all`
        If false, the button is given the selected role if it was
        the chosen choice, and insensitive if it was not selected.

        If true, the button is always insensitive during fixed
        rollback.

        If None, the value is taken from the :var:`config.fix_rollback_without_choice`
        variable.

        When true is given to all items in a screen, it will
        become unclickable (rolling forward will still work). This can
        be changed by calling :func:`ui.saybehavior` before the call
        to :func:`ui.interact`.
    """


    def get_selected(self):
        roll_forward = renpy.exports.roll_forward_info()

        # renpy.exports.call_screen create a checkpoint with the jump exception
        if isinstance(roll_forward, renpy.game.JumpException):
            roll_forward = roll_forward.args[0]

        return renpy.exports.in_fixed_rollback() and roll_forward == self.value

    def __call__(self):
        if self.chosen is not None:
            self.chosen[(self.location, self.label)] = True

        renpy.exports.jump(self.value)


def menu(menuitems,
         style = 'menu',
         caption_style='menu_caption',
         choice_style='menu_choice',
         choice_chosen_style='menu_choice_chosen',
         choice_button_style='menu_choice_button',
         choice_chosen_button_style='menu_choice_chosen_button',
         location=None,
         focus=None,
         default=False,
         **properties):

    # menu is now a conglomeration of other widgets. And bully for it.

    renpy.ui.vbox(style=style, **properties)

    for label, val in menuitems:
        if val is None:
            renpy.ui.text(label, style=caption_style)
        else:

            text = choice_style
            button = choice_button_style

            clicked = ChoiceReturn(label, val, location)

            if clicked.get_chosen():
                    text = choice_chosen_style
                    button = choice_chosen_button_style

            if isinstance(button, basestring):
                button = getattr(renpy.game.style, button)
            if isinstance(text, basestring):
                text = getattr(renpy.game.style, text)

            button = button[label]
            text = text[label]

            renpy.ui.textbutton(label,
                                style=button,
                                text_style=text,
                                clicked=clicked,
                                focus=focus,
                                default=default)

    close()

input = Wrapper(renpy.display.behavior.Input, exclude='{}', style="input", replaces=True) #@ReservedAssignment

def imagemap_compat(ground,
                    selected,
                    hotspots,
                    unselected=None,
                    style='imagemap',
                    button_style='hotspot',
                    **properties):

    if isinstance(button_style, basestring):
        button_style = getattr(renpy.game.style, button_style)

    fixed(style=style, **properties)

    if unselected is None:
        unselected = ground

    add(ground)

    for x0, y0, x1, y1, result in hotspots:

        if result is None:
            continue

        action = ChoiceReturn(result, result)

        selected_img = renpy.display.layout.LiveCrop((x0, y0, x1 - x0, y1 - y0), selected)

        imagebutton(renpy.display.layout.LiveCrop((x0, y0, x1 - x0, y1 - y0), unselected),
                    selected_img,
                    selected_idle_image = selected_img,
                    selected_insensitive_image = selected_img,
                    clicked=action,
                    style=button_style[result],
                    xpos=x0,
                    xanchor=0,
                    ypos=y0,
                    yanchor=0,
                    focus_mask=True,
                    )

    close()

button = Wrapper(renpy.display.behavior.Button, style='button', one=True)

def _imagebutton(idle_image = None,
                 hover_image = None,
                 insensitive_image = None,
                 activate_image = None,
                 selected_idle_image = None,
                 selected_hover_image = None,
                 selected_insensitive_image = None,
                 selected_activate_image = None,
                 idle=None,
                 hover=None,
                 insensitive=None,
                 selected_idle=None,
                 selected_hover=None,
                 selected_insensitive=None,
                 image_style=None,
                 auto=None,
                 **properties):

    def choice(a, b, name, required=False):
        if a:
            return a

        if b:
            return b

        if auto is not None:
            return renpy.config.imagemap_auto_function(auto, name)

        if required:
            raise Exception("Could not find a %s image for imagemap." % name)

        return None

    idle = choice(idle, idle_image, "idle", required=True)
    hover = choice(hover, hover_image, "hover")
    insensitive = choice(insensitive, insensitive_image, "insensitive")
    selected_idle = choice(selected_idle, selected_idle_image, "selected_idle")
    selected_hover = choice(selected_hover, selected_hover_image, "selected_hover")
    selected_insensitive = choice(selected_insensitive, selected_insensitive_image, "selected_insensitive")

    return renpy.display.behavior.ImageButton(
            idle,
            hover,
            insensitive_image = insensitive,
            activate_image = activate_image,
            selected_idle_image = selected_idle,
            selected_hover_image = selected_hover,
            selected_insensitive_image = selected_insensitive,
            selected_activate_image = selected_activate_image,
            **properties)

imagebutton = Wrapper(_imagebutton, style="image_button")

def _textbutton(label, clicked=None, style=None, text_style=None, substitute=True, scope=None, **kwargs):

    text_kwargs, button_kwargs = renpy.easy.split_properties(kwargs, "text_", "")

    # Deal with potentially bad keyword arguments. (We'd get these if the user
    # writes text_align instead of text_text_align.)
    if "align" in text_kwargs:
        if isinstance(text_kwargs["align"], float):
            text_kwargs.pop("align")
    text_kwargs.pop("y_fudge", None)

    if style is None:
        style = prefixed_style("button")

    if text_style is None:
        text_style = renpy.style.get_text_style(style, prefixed_style('button_text')) # @UndefinedVariable

    rv = renpy.display.behavior.Button(style=style, clicked=clicked, **button_kwargs)
    text = renpy.text.text.Text(label, style=text_style, substitute=substitute, scope=scope, **text_kwargs)
    rv.add(text)
    rv._main = text
    rv._composite_parts = [ text ]
    return rv

textbutton = Wrapper(_textbutton)

def _label(label, style=None, text_style=None, substitute=True, scope=None, **kwargs):

    text_kwargs, label_kwargs = renpy.easy.split_properties(kwargs, "text_", "")

    if style is None:
        style = prefixed_style('label')

    if text_style is None:
        text_style = renpy.style.get_text_style(style, prefixed_style('label_text')) # @UndefinedVariable

    rv = renpy.display.layout.Window(None, style=style, **label_kwargs)
    text = renpy.text.text.Text(label, style=text_style, substitute=substitute, scope=scope, **text_kwargs)
    rv.add(text)
    rv._main = text
    rv._composite_parts = [ text ]
    return rv

label = Wrapper(_label)

adjustment = renpy.display.behavior.Adjustment

def _bar(*args, **properties):

    if len(args) == 4:
        width, height, range, value = args #@ReservedAssignment
    if len(args) == 2:
        range, value = args #@ReservedAssignment
        width = None
        height = None
    else:
        range = 1 #@ReservedAssignment
        value = 0
        width = None
        height = None

    if "width" in properties:
        width = properties.pop("width")

    if "height" in properties:
        height  = properties.pop("height")

    if "range" in properties:
        range = properties.pop("range") #@ReservedAssignment

    if "value" in properties:
        value = properties.pop("value")

    if "style" not in properties:
        if isinstance(value, BarValue):
            if properties["vertical"]:
                style = value.get_style()[1]
            else:
                style = value.get_style()[0]

            if isinstance(style, basestring):
                style = prefixed_style(style)

            properties["style"] = style

    return renpy.display.behavior.Bar(range, value, width, height, **properties)

bar = Wrapper(_bar, vertical=False, replaces=True)
vbar = Wrapper(_bar, vertical=True, replaces=True)
slider = Wrapper(_bar, style='slider', replaces=True)
vslider = Wrapper(_bar, style='vslider', replaces=True)
scrollbar = Wrapper(_bar, style='scrollbar', replaces=True)
vscrollbar = Wrapper(_bar, style='vscrollbar', replaces=True)

def _autobar_interpolate(range, start, end, time, st, at, **properties): #@ReservedAssignment

    if st > time:
        t = 1.0
        redraw = None
    else:
        t = st / time
        redraw = 0

    value = start + t * (end - start)
    return renpy.display.behavior.Bar(range, value, None, None, **properties), redraw

autobar_interpolate = renpy.curry.curry(_autobar_interpolate)

def _autobar(range, start, end, time, **properties): #@ReservedAssignment
    return renpy.display.layout.DynamicDisplayable(autobar_interpolate(range, start, end, time, **properties))

autobar = Wrapper(_autobar)
transform = Wrapper(renpy.display.motion.Transform, one=True, style='transform')

_viewport = Wrapper(renpy.display.viewport.Viewport, one=True, replaces=True, style='viewport')
_vpgrid = Wrapper(renpy.display.viewport.VPGrid, many=True, replaces=True, style='vpgrid')

def viewport_common(vpfunc, scrollbars=None, **properties):

    if scrollbars is None:
        return vpfunc(**properties)

    viewport_properties = { }
    side_properties = { }

    for k, v in properties.iteritems():
        if k.startswith("side_"):
            side_properties[k[5:]] = v
        else:
            viewport_properties[k] = v

    alt = viewport_properties.get("alt", "viewport")

    if scrollbars == "vertical":
        side("c r", **side_properties)

        rv = vpfunc(**viewport_properties)
        addable = stack.pop()

        vscrollbar(adjustment=rv.yadjustment, alt=alt + " vertical scrollbar")
        close()

        stack.append(addable)

        return rv

    elif scrollbars == "horizontal":
        side("c b", **side_properties)

        rv = vpfunc(**viewport_properties)
        addable = stack.pop()

        scrollbar(adjustment=rv.xadjustment, alt=alt + " horizontal scrollbar")
        close()

        stack.append(addable)

        return rv

    else:

        side("c r b", **side_properties)

        rv = vpfunc(**viewport_properties)
        addable = stack.pop()

        vscrollbar(adjustment=rv.yadjustment, alt=alt + " vertical scrollbar")
        scrollbar(adjustment=rv.xadjustment, alt=alt +" horizontal scrollbar")
        close()

        stack.append(addable)

        return rv

def viewport(**properties):
    return viewport_common(_viewport, **properties)

def vpgrid(**properties):
    return viewport_common(_vpgrid, **properties)

conditional = Wrapper(renpy.display.behavior.Conditional, one=True)
timer = Wrapper(renpy.display.behavior.Timer, replaces=True)
drag = Wrapper(renpy.display.dragdrop.Drag, replaces=True, one=True)
draggroup = Wrapper(renpy.display.dragdrop.DragGroup, replaces=True, many=True)
mousearea = Wrapper(renpy.display.behavior.MouseArea, replaces=True)


##############################################################################
# New-style imagemap related functions.

class Imagemap(object):
    """
    Stores information about the images used by an imagemap.
    """

    alpha = True
    cache_param = True

    def __init__(self, insensitive, idle, selected_idle, hover, selected_hover, selected_insensitive, alpha, cache):
        self.insensitive = renpy.easy.displayable(insensitive)
        self.idle = renpy.easy.displayable(idle)
        self.selected_idle = renpy.easy.displayable(selected_idle)
        self.hover = renpy.easy.displayable(hover)
        self.selected_hover = renpy.easy.displayable(selected_hover)
        self.selected_insensitive = renpy.easy.displayable(selected_insensitive)

        self.alpha = alpha

        self.cache_param = cache
        self.cache = renpy.display.imagemap.ImageMapCache(cache)

    def reuse(self):
        self.cache = renpy.display.imagemap.ImageMapCache(self.cache_param)


def _imagemap(ground=None, hover=None, insensitive=None, idle=None, selected_hover=None, selected_idle=None, selected_insensitive=None, auto=None, alpha=True, cache=True, style='imagemap', **properties):

    def pick(variable, name, other):
        if variable:
            return variable

        if auto:
            fn = renpy.config.imagemap_auto_function(auto, name)
            if fn is not None:
                return fn

        if other is not None:
            return other

        raise Exception("Could not find a %s image for imagemap." % name)


    ground = pick(ground, "ground", None)
    idle = pick(idle, "idle", ground)
    selected_idle = pick(selected_idle, "selected_idle", idle)
    hover = pick(hover, "hover", ground)
    selected_hover = pick(selected_hover, "selected_hover", hover)
    insensitive = pick(insensitive, "insensitive", ground)
    selected_insensitive = pick(selected_insensitive, "selected_insensitive", hover)

    imagemap_stack.append(
        Imagemap(
            insensitive,
            idle,
            selected_idle,
            hover,
            selected_hover,
            selected_insensitive,
            alpha,
            cache))

    properties.setdefault('fit_first', True)

    rv = renpy.display.layout.MultiBox(layout='fixed', **properties)
    parts = [ ]

    if ground:
        rv.add(renpy.easy.displayable(ground))
        parts.append(ground)

    box = renpy.display.layout.MultiBox(layout='fixed')
    rv.add(box)
    parts.append(box)

    rv._main = box
    rv._composite_parts = parts

    return rv

imagemap = Wrapper(_imagemap, imagemap=True, style='imagemap')

def _hotspot(spot, style='hotspot', **properties):

    if not imagemap_stack:
        raise Exception("hotspot expects an imagemap to be defined.")

    imagemap = imagemap_stack[-1]

    x, y, w, h = spot

    idle = imagemap.idle
    hover = imagemap.hover
    selected_idle = imagemap.selected_idle
    selected_hover = imagemap.selected_hover
    insensitive = imagemap.insensitive
    selected_insensitive = imagemap.selected_insensitive

    idle = imagemap.cache.crop(idle, spot)
    hover = imagemap.cache.crop(hover, spot)
    selected_idle = imagemap.cache.crop(selected_idle, spot)
    selected_hover = imagemap.cache.crop(selected_hover, spot)
    insensitive = imagemap.cache.crop(insensitive, spot)
    selected_insensitive = imagemap.cache.crop(selected_insensitive, spot)

    properties.setdefault("xpos", x)
    properties.setdefault("xanchor", 0)
    properties.setdefault("ypos", y)
    properties.setdefault("yanchor", 0)
    properties.setdefault("xminimum", w)
    properties.setdefault("xmaximum", w)
    properties.setdefault("yminimum", h)
    properties.setdefault("ymaximum", h)

    if imagemap.alpha:
        focus_mask = True
    else:
        focus_mask = None

    properties.setdefault("focus_mask", focus_mask)

    return renpy.display.behavior.Button(
        None,
        idle_background=idle,
        selected_idle_background=selected_idle,
        hover_background=hover,
        selected_hover_background=selected_hover,
        insensitive_background=insensitive,
        selected_insensitive_background=selected_insensitive,
        style=style,
        **properties)

hotspot_with_child = Wrapper(_hotspot, style="hotspot", one=True)

def hotspot(*args, **kwargs):
    hotspot_with_child(*args, **kwargs)
    null()

def _hotbar(spot, adjustment=None, range=None, value=None, **properties): #@ReservedAssignment

    if (adjustment is None) and (range is None) and (value is None):
        raise Exception("hotbar requires either an adjustment or a range and value.")

    if not imagemap_stack:
        raise Exception("hotbar expects an imagemap to be defined.")

    imagemap = imagemap_stack[-1]

    x, y, w, h = spot

    properties.setdefault("xpos", x)
    properties.setdefault("ypos", y)
    properties.setdefault("xanchor", 0)
    properties.setdefault("yanchor", 0)

    fore_bar=imagemap.cache.crop(imagemap.selected_idle, spot)
    aft_bar=imagemap.cache.crop(imagemap.idle, spot)
    hover_fore_bar=imagemap.cache.crop(imagemap.selected_hover, spot)
    hover_aft_bar=imagemap.cache.crop(imagemap.hover, spot)

    if h > w:
        properties.setdefault("bar_vertical", True)
        properties.setdefault("bar_invert", True)

        fore_bar, aft_bar = aft_bar, fore_bar
        hover_fore_bar, hover_aft_bar = hover_aft_bar, hover_fore_bar

    return renpy.display.behavior.Bar(
            adjustment=adjustment,
            range=range,
            value=value,
            fore_bar=fore_bar,
            aft_bar=aft_bar,
            hover_fore_bar=hover_fore_bar,
            hover_aft_bar=hover_aft_bar,
            fore_gutter=0,
            aft_gutter=0,
            bar_resizing=False,
            thumb=None,
            thumb_shadow=None,
            thumb_offset=0,
            xmaximum=w,
            ymaximum=h,
            **properties)

hotbar = Wrapper(_hotbar, style="hotbar", replaces=True)


##############################################################################
# Curried functions, for use in clicked, hovered, and unhovered.

def _returns(v):

    return v

returns = renpy.curry.curry(_returns)

def _jumps(label, transition=None):

    if isinstance(transition, basestring):
        transition = getattr(renpy.config, transition)

    if transition is not None:
        renpy.exports.transition(transition)

    raise renpy.exports.jump(label)

jumps = renpy.curry.curry(_jumps)

def _jumpsoutofcontext(label):

    raise renpy.game.JumpOutException(label)

jumpsoutofcontext = renpy.curry.curry(_jumpsoutofcontext)

def callsinnewcontext(*args, **kwargs):
    return renpy.exports.curried_call_in_new_context(*args, **kwargs)

def invokesinnewcontext(*args, **kwargs):
    return renpy.exports.curried_invoke_in_new_context(*args, **kwargs)

def gamemenus(*args):
    return callsinnewcontext("_game_menu", *args)

##############################################################################
# The on statement.

on = Wrapper(renpy.display.behavior.OnEvent)

##############################################################################
# A utility function so CDD components can be given an id.
def screen_id(id_, d):
    """
    :doc: ui

    Assigns the displayable `d` the screen widget id `id_`, as if it had
    been created by a screen statement with that id.
    """

    if screen is None:
        raise Exception("ui.screen_id must be called from within a screen.")

    screen.widget_id[id_] = d

##############################################################################
# Postamble

# Update the wrappers to have names.
k, v = None, None
for k, v in globals().iteritems():
    if isinstance(v, Wrapper):
        v.name = k
