from collections.abc import Mapping
from copy import deepcopy
from typing import Literal

import numpy as np
from numpy import dtype
from numpy.typing import ArrayLike

from ..color import Color
from ..util import logger
from . import gl

# -----------------------------------------------------------------------------
# Copyright (c) Vispy Development Team. All Rights Reserved.
# Distributed under the (new) BSD License. See LICENSE.txt for more info.
# -----------------------------------------------------------------------------

__all__ = (
    "set_viewport",
    "set_depth_range",
    "set_front_face",  # noqa
    "set_cull_face",
    "set_line_width",
    "set_polygon_offset",  # noqa
    "clear",
    "set_clear_color",
    "set_clear_depth",
    "set_clear_stencil",  # noqa
    "set_blend_func",
    "set_blend_color",
    "set_blend_equation",  # noqa
    "set_scissor",
    "set_stencil_func",
    "set_stencil_mask",  # noqa
    "set_stencil_op",
    "set_depth_func",
    "set_depth_mask",  # noqa
    "set_color_mask",
    "set_sample_coverage",  # noqa
    "get_state_presets",
    "set_state",
    "finish",
    "flush",  # noqa
    "read_pixels",
    "set_hint",  # noqa
    "get_gl_configuration",
    "_check_valid",
    "GL_PRESETS",
    "GlooFunctions",
    "global_gloo_functions",
)

_setters: list = ...

# NOTE: If these are updated to have things beyond glEnable/glBlendFunc
# calls, set_state will need to be updated to deal with it.
#: Some OpenGL state presets for common use cases: 'opaque', 'translucent',
#: 'additive'.
#:
#: To be used in :func:`.set_state`.
GL_PRESETS: dict = ...

def get_current_canvas(): ...

# Helpers that are needed for efficient wrapping

def _check_valid(key, val, valid): ...
def _to_args(x): ...
def _check_conversion(key, valid_dict): ...

class BaseGlooFunctions:
    ##########################################################################
    # PRIMITIVE/VERTEX

    #
    # Viewport, DepthRangef, CullFace, FrontFace, LineWidth, PolygonOffset
    #

    def set_viewport(self, *args): ...
    def set_depth_range(self, near: float = 0.0, far: float = 1.0): ...
    def set_front_face(self, mode: str = "ccw"): ...
    def set_cull_face(self, mode: str = "back"): ...
    def set_line_width(self, width: float = 1.0): ...
    def set_polygon_offset(self, factor: float = 0.0, units: float = 0.0): ...

    ##########################################################################
    # FRAGMENT/SCREEN

    #
    # glClear, glClearColor, glClearDepthf, glClearStencil
    #

    def clear(self, color=True, depth: bool | float = True, stencil: bool | int = True): ...
    def set_clear_color(self, color="black", alpha: None | float = None): ...
    def set_clear_depth(self, depth: float = 1.0): ...
    def set_clear_stencil(self, index: int = 0): ...

    # glBlendFunc(Separate), glBlendColor, glBlendEquation(Separate)

    def set_blend_func(self, srgb: str = "one", drgb: str = "zero", salpha: str | None = None, dalpha: str | None = None): ...
    def set_blend_color(self, color): ...
    def set_blend_equation(self, mode_rgb: str, mode_alpha: str | None = None): ...

    # glScissor, glStencilFunc(Separate), glStencilMask(Separate),
    # glStencilOp(Separate),

    def set_scissor(self, x: int, y: int, w: int, h: int): ...
    def set_stencil_func(self, func: str = "always", ref: int = 0, mask: int = 8, face: str = "front_and_back"): ...
    def set_stencil_mask(self, mask: int = 8, face: str = "front_and_back"): ...
    def set_stencil_op(self, sfail: str = "keep", dpfail: str = "keep", dppass: str = "keep", face: str = "front_and_back"): ...

    # glDepthFunc, glDepthMask, glColorMask, glSampleCoverage

    def set_depth_func(self, func: str = "less"): ...
    def set_depth_mask(self, flag: bool): ...
    def set_color_mask(self, red: bool, green: bool, blue: bool, alpha: bool): ...
    def set_sample_coverage(self, value: float = 1.0, invert: bool = False): ...

    ##########################################################################
    # STATE

    #
    # glEnable/Disable
    #

    def get_state_presets(self) -> Mapping: ...
    def set_state(self, preset: Literal["opaque", "translucent", "additive"] | None = None, **kwargs): ...

    #
    # glFinish, glFlush, glReadPixels, glHint
    #

    def finish(self): ...
    def flush(self): ...
    def set_hint(self, target: str, mode: str): ...

class GlooFunctions(BaseGlooFunctions):
    @property
    def glir(self): ...

# Create global functions object and inject names here

# GlooFunctions without queue: use queue of canvas that is current at call-time
global_gloo_functions = ...

# Create global functions object and inject names here

# GlooFunctions without queue: use queue of canvas that is current at call-time
def set_viewport(*args): ...
def set_depth_range(near: float = 0.0, far: float = 1.0): ...
def set_front_face(mode: str = "ccw"): ...
def set_cull_face(mode: str = "back"): ...
def set_line_width(width: float = 1.0): ...
def set_polygon_offset(factor: float = 0.0, units: float = 0.0): ...
def clear(color=True, depth: bool | float = True, stencil: bool | int = True): ...
def set_clear_color(color="black", alpha: None | float = None): ...
def set_clear_depth(depth: float = 1.0): ...
def set_clear_stencil(index: int = 0): ...
def set_blend_func(srgb: str = "one", drgb: str = "zero", salpha: str | None = None, dalpha: str | None = None): ...
def set_blend_color(color): ...
def set_blend_equation(mode_rgb: str, mode_alpha: str | None = None): ...
def set_scissor(x: int, y: int, w: int, h: int): ...
def set_stencil_func(func: str = "always", ref: int = 0, mask: int = 8, face: str = "front_and_back"): ...
def set_stencil_mask(mask: int = 8, face: str = "front_and_back"): ...
def set_stencil_op(sfail: str = "keep", dpfail: str = "keep", dppass: str = "keep", face: str = "front_and_back"): ...
def set_depth_func(func: str = "less"): ...
def set_depth_mask(flag: bool): ...
def set_color_mask(red: bool, green: bool, blue: bool, alpha: bool): ...
def set_sample_coverage(value: float = 1.0, invert: bool = False): ...
def get_state_presets() -> Mapping: ...
def set_state(preset: Literal["opaque", "translucent", "additive"] | None = None, **kwargs): ...
def finish(): ...
def flush(): ...
def set_hint(target: str, mode: str): ...

# Functions that do not use the glir queue

def read_pixels(
    viewport: ArrayLike | None = None,
    alpha: bool = True,
    mode: str = "color",
    out_type: str | np.dtype = "unsigned_byte",
) -> ArrayLike: ...
def get_gl_configuration() -> Mapping: ...
