import unittest
import sys
import platform

import pygame

IS_PYPY = 'PyPy' == platform.python_implementation()

@unittest.skipIf(IS_PYPY, 'pypy skip known failure') # TODO
class SurfaceLockTest(unittest.TestCase):

    def test_lock(self):
        sf = pygame.Surface((5, 5))

        sf.lock()
        self.assertEqual(sf.get_locked(), True)
        self.assertEqual(sf.get_locks(), (sf,))

        sf.lock()
        self.assertEqual(sf.get_locked(), True)
        self.assertEqual(sf.get_locks(), (sf, sf))

        sf.unlock()
        self.assertEqual(sf.get_locked(), True)
        self.assertEqual(sf.get_locks(), (sf,))

        sf.unlock()
        self.assertEqual(sf.get_locked(), False)
        self.assertEqual(sf.get_locks(), ())

    def test_subsurface_lock(self):
        sf = pygame.Surface((5, 5))
        subsf = sf.subsurface((1, 1, 2, 2))
        sf2 = pygame.Surface((5, 5))

        # Simple blits, nothing should happen here.
        sf2.blit(subsf, (0, 0))
        sf2.blit(sf, (0, 0))

        # Test blitting on self:
        self.assertRaises(pygame.error, sf.blit, subsf, (0, 0))
        #self.assertRaises(pygame.error, subsf.blit, sf, (0, 0))
        # ^ Fails although it should not in my opinion. If I cannot
        # blit the subsurface to the surface, it should not be allowed
        # the other way around as well.

        # Test additional locks.
        sf.lock()
        sf2.blit(subsf, (0, 0))
        self.assertRaises(pygame.error, sf2.blit, sf, (0, 0))

        subsf.lock()
        self.assertRaises(pygame.error, sf2.blit, subsf, (0, 0))
        self.assertRaises(pygame.error, sf2.blit, sf, (0, 0))

        # sf and subsf are now explicitly locked. Unlock sf, so we can
        # (assume) to blit it.
        # It will fail though as the subsurface still has a lock around,
        # which is okay and correct behaviour.
        sf.unlock()
        self.assertRaises(pygame.error, sf2.blit, subsf, (0, 0))
        self.assertRaises(pygame.error, sf2.blit, sf, (0, 0))

        # Run a second unlock on the surface. This should ideally have
        # no effect as the subsurface is the locking reason!
        sf.unlock()
        self.assertRaises(pygame.error, sf2.blit, sf, (0, 0))
        self.assertRaises(pygame.error, sf2.blit, subsf, (0, 0))
        subsf.unlock()

        sf.lock()
        self.assertEqual(sf.get_locked(), True)
        self.assertEqual(sf.get_locks(), (sf,))
        self.assertEqual(subsf.get_locked(), False)
        self.assertEqual(subsf.get_locks(), ())

        subsf.lock()
        self.assertEqual(sf.get_locked(), True)
        self.assertEqual(sf.get_locks(), (sf, subsf))
        self.assertEqual(subsf.get_locked(), True)
        self.assertEqual(subsf.get_locks(), (subsf,))

        sf.unlock()
        self.assertEqual(sf.get_locked(), True)
        self.assertEqual(sf.get_locks(), (subsf,))
        self.assertEqual(subsf.get_locked(), True)
        self.assertEqual(subsf.get_locks(), (subsf,))

        subsf.unlock()
        self.assertEqual(sf.get_locked(), False)
        self.assertEqual(sf.get_locks(), ())
        self.assertEqual(subsf.get_locked(), False)
        self.assertEqual(subsf.get_locks(), ())

        subsf.lock()
        self.assertEqual(sf.get_locked(), True)
        self.assertEqual(sf.get_locks(), (subsf,))
        self.assertEqual(subsf.get_locked(), True)
        self.assertEqual(subsf.get_locks(), (subsf,))

        subsf.lock()
        self.assertEqual(sf.get_locked(), True)
        self.assertEqual(sf.get_locks(), (subsf, subsf))
        self.assertEqual(subsf.get_locked(), True)
        self.assertEqual(subsf.get_locks(), (subsf, subsf))

    def test_pxarray_ref(self):
        sf = pygame.Surface((5, 5))
        ar = pygame.PixelArray(sf)
        ar2 = pygame.PixelArray(sf)

        self.assertEqual(sf.get_locked(), True)
        self.assertEqual(sf.get_locks(), (ar, ar2))

        del ar
        self.assertEqual(sf.get_locked(), True)
        self.assertEqual(sf.get_locks(), (ar2,))

        ar = ar2[:]
        self.assertEqual(sf.get_locked(), True)
        self.assertEqual(sf.get_locks(), (ar2,))

        del ar
        self.assertEqual(sf.get_locked(), True)
        self.assertEqual(len(sf.get_locks()), 1)

    def test_buffer(self):
        sf = pygame.Surface((5, 5))
        buf = sf.get_buffer()

        self.assertEqual(sf.get_locked(), True)
        self.assertEqual(sf.get_locks(), (buf,))

        sf.unlock()
        self.assertEqual(sf.get_locked(), True)
        self.assertEqual(sf.get_locks(), (buf,))

        del buf
        self.assertEqual(sf.get_locked(), False)
        self.assertEqual(sf.get_locks(), ())

if __name__ == '__main__':
    unittest.main()
