# Copyright 2004-2024 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.

# NOTE:
# Transitions need to be able to work even when old_widget and new_widget
# are None, at least to the point of making it through __init__. This is
# so that prediction of images works.

from __future__ import division, absolute_import, with_statement, print_function, unicode_literals
from renpy.compat import PY2, basestring, bchr, bord, chr, open, pystr, range, round, str, tobytes, unicode # *



import renpy
from renpy.display.render import render


class Transition(renpy.display.displayable.Displayable):
    """
    This is the base class of most transitions. It takes care of event
    dispatching.
    """

    new_widget = None # type:renpy.display.displayable.Displayable|None
    old_widget = None # type:renpy.display.displayable.Displayable|None

    def __init__(self, delay, **properties):
        super(Transition, self).__init__(**properties)
        self.delay = delay
        self.events = True

    def event(self, ev, x, y, st):

        if self.events or ev.type == renpy.display.core.TIMEEVENT:
            return self.new_widget.event(ev, x, y, st) # E1101
        else:
            return None

    def visit(self):
        return [ self.new_widget, self.old_widget ] # E1101

    def get_placement(self):
        if renpy.config.transitions_use_child_placement:
            return self.new_widget.get_placement()
        else:
            return super(Transition, self).get_placement()


def null_render(d, width, height, st, at):

    d.events = True
    surf = renpy.display.render.render(d.new_widget,
                                       width,
                                       height,
                                       st, at)

    rv = renpy.display.render.Render(surf.width, surf.height)
    rv.blit(surf, (0, 0))

    return rv


class NoTransition(Transition):
    """
    :doc: transition function
    :name: Pause
    :args: (delay)

    Returns a transition that only displays the new screen for `delay` seconds.
    It can be useful as part of a MultipleTransition.
    """

    def __init__(self, delay, old_widget=None, new_widget=None, **properties):
        super(NoTransition, self).__init__(delay, **properties)

        self.old_widget = old_widget
        self.new_widget = new_widget
        self.events = True

    def render(self, width, height, st, at):
        return null_render(self, width, height, st, at)


class MultipleTransition(Transition):
    """
    :doc: transition function
    :args: (args)

    Returns a transition that allows multiple transitions to be displayed, one
    after the other.

    `args`
        A **list** containing an odd number of items. The first, third, and
        other odd-numbered items must be scenes, and the even items
        must be transitions. A scene can be one of:

        * A displayable.
        * False, to use the old scene.
        * True, to use the new scene.

        Almost always, the first argument will be False and the last True.

        Note that this is a single parameter taking a list, this is not ``*args``.

    The transitions in `args` are applied in order. For each transition,
    the old scene is the screen preceding it, and the new scene is the
    scene following it. For example::

        define logodissolve = MultipleTransition([
            False, Dissolve(0.5),
            "logo.jpg", Pause(1.0),
            "logo.jpg", dissolve,
            True])

    This example will dissolve to logo.jpg, wait 1 second, and then
    dissolve to the new scene.
    """

    def __init__(self, args, old_widget=None, new_widget=None, **properties):

        if len(args) % 2 != 1 or len(args) < 3:
            raise Exception("MultipleTransition requires an odd number of items, and at least 3 items.")

        self.transitions = [ ]

        # The screens that we use for the transition.
        self.screens = [ renpy.easy.displayable(i) for i in args[0::2] ]

        def oldnew(w):
            if w is False:
                return old_widget
            if w is True:
                return new_widget

            return w

        for old, trans, new in zip(self.screens[0:], args[1::2], self.screens[1:]):
            old = oldnew(old)
            new = oldnew(new)

            self.transitions.append(trans(old_widget=old, new_widget=new))

        super(MultipleTransition, self).__init__(sum(i.delay for i in self.transitions), **properties)

        self.new_widget = self.transitions[-1]
        self.events = False

    def visit(self):
        return [ i for i in self.screens if isinstance(i, renpy.display.displayable.Displayable)] + self.transitions

    def event(self, ev, x, y, st):

        if self.events or ev.type == renpy.display.core.TIMEEVENT:
            return self.transitions[-1].event(ev, x, y, st)
        else:
            return None

    def render(self, width, height, st, at):

        if renpy.game.less_updates:
            return null_render(self, width, height, st, at)

        for trans in self.transitions[:-1]:

            if trans.delay > st:
                break

            st -= trans.delay

        else:

            trans = self.transitions[-1]
            self.events = True

        if trans is not self.transitions[-1]:
            renpy.display.render.render(self.transitions[-1], width, height, 0, 0)

        surf = renpy.display.render.render(trans, width, height, st, at)
        width, height = surf.get_size()
        rv = renpy.display.render.Render(width, height)
        rv.blit(surf, (0, 0))

        if st < trans.delay:
            renpy.display.render.redraw(self, trans.delay - st)

        return rv


def Fade(out_time,
         hold_time,
         in_time,
         old_widget=None,
         new_widget=None,
         color=None,
         widget=None,
         alpha=False,
         ):
    """
    :doc: transition function
    :args: (out_time, hold_time, in_time, *, color="#000")
    :name: Fade

    Returns a transition that takes `out_time` seconds to fade to
    a screen filled with `color`, holds at that screen for `hold_time`
    seconds, and then takes `in_time` to fade to then new screen.

    ::

        # Fade to black and back.
        define fade = Fade(0.5, 0.0, 0.5)

        # Hold at black for a bit.
        define fadehold = Fade(0.5, 1.0, 0.5)

        # Camera flash - quickly fades to white, then back to the scene.
        define flash = Fade(0.1, 0.0, 0.5, color="#fff")
    """

    dissolve = renpy.curry.curry(Dissolve)
    notrans = renpy.curry.curry(NoTransition)

    widget = renpy.easy.displayable_or_none(widget)

    if color:
        widget = renpy.display.image.Solid(color)

    if not widget:
        widget = renpy.display.image.Solid((0, 0, 0, 255))

    args = [ False, dissolve(out_time, alpha=alpha), widget ]

    if hold_time:
        args.extend([ notrans(hold_time), widget, ])

    args.extend([dissolve(in_time, alpha=alpha), True ])

    return MultipleTransition(args, old_widget=old_widget, new_widget=new_widget)


class Pixellate(Transition):
    """
    :doc: transition function
    :args: (time, steps)
    :name: Pixellate

    Returns a transition that pixellates out the old screen, and then
    pixellates in the new screen.

    `time`
        The total time the transition will take, in seconds.

    `steps`
        The number of steps that will occur, in each direction. Each step
        creates pixels about twice the size of those in the previous step,
        so a 5-step pixellation will create 32x32 pixels.
    """

    def __init__(self, time, steps, old_widget=None, new_widget=None, **properties):

        time = float(time)

        super(Pixellate, self).__init__(time, **properties)

        self.time = time
        self.steps = steps

        self.old_widget = old_widget
        self.new_widget = new_widget

        self.events = False

        self.quantum = time / (2 * steps)

    def render(self, width, height, st, at):

        if renpy.game.less_updates:
            return null_render(self, width, height, st, at)

        if st >= self.time:
            self.events = True
            return render(self.new_widget, width, height, st, at)

        step = st // self.quantum + 1
        visible = self.old_widget

        if step > self.steps:
            step = (self.steps * 2) - step + 1
            visible = self.new_widget
            self.events = True

        rdr = render(visible, width, height, st, at)
        rv = renpy.display.render.Render(rdr.width, rdr.height)

        rv.blit(rdr, (0, 0))

        rv.operation = renpy.display.render.PIXELLATE
        rv.operation_parameter = 2 ** step

        rv.mesh = True
        rv.add_shader("renpy.texture")
        rv.add_property("texture_scaling", "nearest_mipmap_nearest")
        rv.add_property("anisotropic", False)
        rv.add_uniform("u_lod_bias", step + 1)

        renpy.display.render.redraw(self, 0)

        return rv


class Dissolve(Transition):
    """
    :doc: transition function
    :args: (time, *, time_warp=None, mipmap=None)
    :name: Dissolve

    Returns a transition that dissolves from the old scene to the new scene.

    `time`
        The time the dissolve will take.

    `time_warp`
        A :ref:`function that adjusts the timeline <warpers>`. If not None, this
        should be a function that takes a fractional time between 0.0 and 1.0,
        and returns a number in the same range.

    `mipmap`
        When the dissolve will be scaled to less than half its natural size,
        this can be set to True. This will cause mipmaps to be generated,
        which will make the dissolve consume more GPU resources, but will
        reduce artifacts. See :propref:`mipmap` for more information.
    """

    __version__ = 1

    def after_upgrade(self, version):
        if version < 1:
            self.alpha = False

    time_warp = None

    def __init__(self, time, old_widget=None, new_widget=None, alpha=False, time_warp=None, **properties):
        super(Dissolve, self).__init__(time, **properties)

        self.time = time
        self.old_widget = old_widget
        self.new_widget = new_widget
        self.events = False
        self.alpha = alpha
        self.time_warp = time_warp

    def render(self, width, height, st, at):

        if renpy.game.less_updates:
            return null_render(self, width, height, st, at)

        if st >= self.time:
            self.events = True
            return render(self.new_widget, width, height, st, at)

        complete = min(1.0, st / self.time)

        if self.time_warp is not None:
            complete = self.time_warp(complete)

        bottom = render(self.old_widget, width, height, st, at)
        top = render(self.new_widget, width, height, st, at)

        width = max(top.width, bottom.width)
        height = max(top.height, bottom.height)

        rv = renpy.display.render.Render(width, height)

        rv.operation = renpy.display.render.DISSOLVE
        rv.operation_alpha = self.alpha or renpy.config.dissolve_force_alpha
        rv.operation_complete = complete

        if renpy.display.render.models:

            target = rv.get_size()

            if top.get_size() != target:
                top = top.subsurface((0, 0, width, height))
            if bottom.get_size() != target:
                bottom = bottom.subsurface((0, 0, width, height))

            rv.mesh = True
            rv.add_shader("renpy.dissolve")
            rv.add_uniform("u_renpy_dissolve", complete)
            rv.add_property("mipmap", renpy.config.mipmap_dissolves if (self.style.mipmap is None) else self.style.mipmap)

        rv.blit(bottom, (0, 0), focus=False, main=False)
        rv.blit(top, (0, 0), focus=True, main=True)

        renpy.display.render.redraw(self, 0)

        return rv


class ImageDissolve(Transition):
    """
    :doc: transition function
    :args: (image, time, ramplen=8, *, reverse=False, time_warp=None, mipmap=None)
    :name: ImageDissolve

    Returns a transition that dissolves the old scene into the new scene, using
    an image to control the dissolve process. This means that white pixels will
    dissolve in first, and black pixels will dissolve in last.

    `image`
        The control image. This can be any displayable. It
        should be the size of the scenes being dissolved, and if `reverse=True`,
        it should be fully opaque.

    `time`
        The time the dissolve will take.

    `ramplen`
        The length of the ramp to use. This must be an integer power
        of 2. When this is the default value of 8, when a white pixel
        is fully dissolved, a pixel 8 shades of gray darker will have
        completed one step of dissolving in.

    `reverse`
        If True, black pixels will dissolve in before white pixels.

    `time_warp`
        A :ref:`function that adjusts the timeline <warpers>`. If not None, this
        should be a function that takes a fractional time between 0.0 and 1.0,
        and returns a number in the same range.

    `mipmap`
        When the dissolve will be scaled to less than half its natural size,
        this can be set to True. This will cause mipmaps to be generated,
        which will make the dissolve consume more GPU resources, but will
        reduce artifacts. See :propref:`mipmap` for more information.

    ::

        define circirisout = ImageDissolve("circiris.png", 1.0, time_warp=_warper.easeout)
        define circirisin = ImageDissolve("circiris.png", 1.0, reverse=True, time_warp=_warper.easein)
        define circiristbigramp = ImageDissolve("circiris.png", 1.0, ramplen=256)
    """

    __version__ = 1

    def after_upgrade(self, version):
        if version < 1:
            self.alpha = False

    time_warp = None

    def __init__(
            self,
            image,
            time,
            ramplen=8,
            ramptype='linear',
            ramp=None,
            reverse=False,
            alpha=False,
            old_widget=None,
            new_widget=None,
            time_warp=None,
            **properties):

        # ramptype and ramp are now unused, but are kept for compatibility with
        # older code.

        super(ImageDissolve, self).__init__(time, **properties)

        self.old_widget = old_widget
        self.new_widget = new_widget
        self.events = False
        self.alpha = alpha
        self.time_warp = time_warp

        if renpy.display.render.models:
            if not reverse:
                # Copies red -> alpha
                matrix = renpy.display.matrix.Matrix([0, 0, 0, 0,
                                                      0, 0, 0, 0,
                                                      0, 0, 0, 0,
                                                      1, 0, 0, 0, ])
            else:
                # Copies alpha-red -> alpha
                matrix = renpy.display.matrix.Matrix([0, 0, 0, 0,
                                                      0, 0, 0, 0,
                                                      0, 0, 0, 0,
                                                      -1, 0, 0, 1, ])
                # asserts the displayable is not transparent at all
                # just like InvertMatrix does
            self.image = renpy.display.motion.Transform(image, matrixcolor=matrix)

        else:
            if not reverse:
                # Copies red -> alpha
                matrix = renpy.display.im.matrix(
                    0, 0, 0, 0, 1,
                    0, 0, 0, 0, 1,
                    0, 0, 0, 0, 1,
                    1, 0, 0, 0, 0)
            else:
                # Copies 1-red -> alpha
                matrix = renpy.display.im.matrix(
                    0, 0, 0, 0, 1,
                    0, 0, 0, 0, 1,
                    0, 0, 0, 0, 1,
                    -1, 0, 0, 0, 1)
            self.image = renpy.display.im.MatrixColor(image, matrix)

        if ramp is not None:
            ramplen = len(ramp)

        # The length of the ramp.
        self.ramplen = max(ramplen, 1)

    def visit(self):
        return super(ImageDissolve, self).visit() + [ self.image ]

    def render(self, width, height, st, at):

        if renpy.game.less_updates or renpy.display.less_imagedissolve:
            return null_render(self, width, height, st, at)

        if st >= self.delay:
            self.events = True
            return render(self.new_widget, width, height, st, at)

        image = render(self.image, width, height, st, at)
        bottom = render(self.old_widget, width, height, st, at)
        top = render(self.new_widget, width, height, st, at)

        width = min(bottom.width, top.width, image.width)
        height = min(bottom.height, top.height, image.height)

        rv = renpy.display.render.Render(width, height)

        complete = st / self.delay

        if self.time_warp is not None:
            complete = self.time_warp(complete)

        rv.operation = renpy.display.render.IMAGEDISSOLVE
        rv.operation_alpha = self.alpha or renpy.config.dissolve_force_alpha
        rv.operation_complete = complete
        rv.operation_parameter = self.ramplen

        if renpy.display.render.models:

            target = rv.get_size()

            if image.get_size() != target:
                image = image.subsurface((0, 0, width, height))
            if top.get_size() != target:
                top = top.subsurface((0, 0, width, height))
            if bottom.get_size() != target:
                bottom = bottom.subsurface((0, 0, width, height))

            ramp = self.ramplen

            # Prevent a DBZ if the user gives us a 0 ramp.
            if ramp < 1:
                ramp = 1

            # Compute the offset to apply to the alpha.
            start = -1.0
            end = ramp / 256.0
            offset = start + (end - start) * complete

            rv.mesh = True

            rv.add_shader("renpy.imagedissolve",)
            rv.add_uniform("u_renpy_dissolve_offset", offset)
            rv.add_uniform("u_renpy_dissolve_multiplier", 256.0 / ramp)
            rv.add_property("mipmap", renpy.config.mipmap_dissolves if (self.style.mipmap is None) else self.style.mipmap)

        rv.blit(image, (0, 0), focus=False, main=False)
        rv.blit(bottom, (0, 0), focus=False, main=False)
        rv.blit(top, (0, 0), focus=True, main=True)

        renpy.display.render.redraw(self, 0)

        return rv


class AlphaDissolve(Transition):
    """
    :doc: transition function
    :args: (control, delay=0.0, *, reverse=False, mipmap=None)

    Returns a transition that uses a control displayable (almost always some
    sort of animated transform) to transition from one screen to another. The
    transform is evaluated. The new screen is used where the transform is
    opaque, and the old image is used when it is transparent.

    `control`
        The control transform.

    `delay`
        The time the transition takes, before ending.

    `reverse`
        If true, the alpha channel is reversed. Opaque areas are taken
        from the old image, while transparent areas are taken from the
        new image.

    `mipmap`
        When the dissolve will be scaled to less than half its natural size,
        this can be set to True. This will cause mipmaps to be generated,
        which will make the dissolve consume more GPU resources, but will
        reduce artifacts. See :propref:`mipmap` for more information.
    """

    mipmap = None

    def __init__(
            self,
            control,
            delay=0.0,
            old_widget=None,
            new_widget=None,
            alpha=False,
            reverse=False,
            **properties):

        super(AlphaDissolve, self).__init__(delay, **properties)

        self.control = renpy.display.layout.Fixed()

        control = renpy.easy.displayable(control)
        if control._duplicatable:
            control = control._duplicate(self._args)

        self.control.add(control)

        self.old_widget = renpy.easy.displayable(old_widget)
        self.new_widget = renpy.easy.displayable(new_widget)
        self.events = False

        self.alpha = alpha
        self.reverse = reverse

    def visit(self):
        return super(AlphaDissolve, self).visit() + [ self.control ]

    def render(self, width, height, st, at):

        if renpy.game.less_updates or renpy.display.less_imagedissolve:
            return null_render(self, width, height, st, at)

        if st >= self.delay:
            self.events = True

        bottom = render(self.old_widget, width, height, st, at)
        top = render(self.new_widget, width, height, st, at)

        width = min(bottom.width, top.width)
        height = min(bottom.height, top.height)

        control = render(self.control, width, height, st, at)

        rv = renpy.display.render.Render(width, height)

        rv.operation = renpy.display.render.IMAGEDISSOLVE
        rv.operation_alpha = self.alpha or renpy.config.dissolve_force_alpha
        rv.operation_complete = 256.0 / (256.0 + 256.0)
        rv.operation_parameter = 256

        if renpy.display.render.models:
            rv.mesh = True
            rv.add_shader("renpy.imagedissolve",)
            rv.add_uniform("u_renpy_dissolve_offset", 0)
            rv.add_uniform("u_renpy_dissolve_multiplier", 1.0)
            rv.add_property("mipmap", renpy.config.mipmap_dissolves if (self.style.mipmap is None) else self.style.mipmap)

        rv.blit(control, (0, 0), focus=False, main=False)

        if not self.reverse:
            rv.blit(bottom, (0, 0), focus=False, main=False)
            rv.blit(top, (0, 0), focus=True, main=True)
        else:
            rv.blit(top, (0, 0), focus=True, main=True)
            rv.blit(bottom, (0, 0), focus=False, main=False)

        return rv


def interpolate_tuple(t0, t1, time, scales):
    return tuple(round(s * (a * (1.0 - time) + b * time))
                    for a, b, s in zip(t0, t1, scales))

class CropMove(Transition):
    """
    :doc: transition function
    :args: (time, mode="slideright", startcrop=(0.0, 0.0, 0.0, 1.0), startpos=(0.0, 0.0), endcrop=(0.0, 0.0, 1.0, 1.0), endpos=(0.0, 0.0), topnew=True)
    :name: CropMove

    Returns a transition that works by cropping a scene and positioning it on the
    screen. This can be used to implement a variety of effects, all of which
    involve changing rectangular slices of scenes.

    `time`
        The time the transition takes.

    `mode`
        The name of the mode of the transition. There are three groups
        of modes: wipes, slides, and other. This can also be "custom",
        to allow a custom mode to be defined.

        In a wipe, the image stays fixed, and more of it is revealed as
        the transition progresses. For example, in "wiperight", a wipe from left to right, first the left edge of the image is
        revealed at the left edge of the screen, then the center of the image,
        and finally the right side of the image at the right of the screen.
        Other supported wipes are "wipeleft", "wipedown", and "wipeup".

        In a slide, the image moves. So in a "slideright", the right edge of the
        image starts at the left edge of the screen, and moves to the right
        as the transition progresses. Other slides are "slideleft", "slidedown",
        and "slideup".

        There are also slideaways, in which the old image moves on top of
        the new image. Slideaways include "slideawayright", "slideawayleft",
        "slideawayup", and "slideawaydown".

        We also support a rectangular iris in with "irisin" and a
        rectangular iris out with "irisout".

    The following parameters are only respected if the mode is "custom". Positions
    are relative to the size of the screen, while the crops are relative to the
    size of the image. So a crop of (0.25, 0.0, 0.5, 1.0) takes the middle
    half of an image.

    `startcrop`
        The starting rectangle that is cropped out of the
        top image. A 4-element tuple containing x, y, width, and height.

    `startpos`
        The starting place that the top image is drawn
        to the screen at, a 2-element tuple containing x and y.

    `endcrop`
        The ending rectangle that is cropped out of the
        top image. A 4-element tuple containing x, y, width, and height.

    `endpos`
        The ending place that the top image is drawn
        to the screen at, a 2-element tuple containing x and y.

    `topnew`
        If true, the scene that is cropped and moved (and is on top of
        the other scene) is the new scene. If false, it is the old scene.

    ::

        define wiperight = CropMove(1.0, "wiperight")
        define wipeleft = CropMove(1.0, "wipeleft")
        define wipeup = CropMove(1.0, "wipeup")
        define wipedown = CropMove(1.0, "wipedown")

        define slideright = CropMove(1.0, "slideright")
        define slideleft = CropMove(1.0, "slideleft")
        define slideup = CropMove(1.0, "slideup")
        define slidedown = CropMove(1.0, "slidedown")

        define slideawayright = CropMove(1.0, "slideawayright")
        define slideawayleft = CropMove(1.0, "slideawayleft")
        define slideawayup = CropMove(1.0, "slideawayup")
        define slideawaydown = CropMove(1.0, "slideawaydown")

        define irisout = CropMove(1.0, "irisout")
        define irisin = CropMove(1.0, "irisin")
    """

    def __init__(self, time,
                       mode="slideright",
                       startcrop=(0.0, 0.0, 0.0, 1.0),
                       startpos=(0.0, 0.0),
                       endcrop=(0.0, 0.0, 1.0, 1.0),
                       endpos=(0.0, 0.0),
                       topnew=True,
                       old_widget=None,
                       new_widget=None,
                       **properties):

        super(CropMove, self).__init__(time, **properties)
        self.time = time

        if mode == "wiperight":
            startpos = (0.0, 0.0)
            startcrop = (0.0, 0.0, 0.0, 1.0)
            endpos = (0.0, 0.0)
            endcrop = (0.0, 0.0, 1.0, 1.0)
            topnew = True

        elif mode == "wipeleft":
            startpos = (1.0, 0.0)
            startcrop = (1.0, 0.0, 0.0, 1.0)
            endpos = (0.0, 0.0)
            endcrop = (0.0, 0.0, 1.0, 1.0)
            topnew = True

        elif mode == "wipedown":
            startpos = (0.0, 0.0)
            startcrop = (0.0, 0.0, 1.0, 0.0)
            endpos = (0.0, 0.0)
            endcrop = (0.0, 0.0, 1.0, 1.0)
            topnew = True

        elif mode == "wipeup":
            startpos = (0.0, 1.0)
            startcrop = (0.0, 1.0, 1.0, 0.0)
            endpos = (0.0, 0.0)
            endcrop = (0.0, 0.0, 1.0, 1.0)
            topnew = True

        elif mode == "slideright":
            startpos = (0.0, 0.0)
            startcrop = (1.0, 0.0, 0.0, 1.0)
            endpos = (0.0, 0.0)
            endcrop = (0.0, 0.0, 1.0, 1.0)
            topnew = True

        elif mode == "slideleft":
            startpos = (1.0, 0.0)
            startcrop = (0.0, 0.0, 0.0, 1.0)
            endpos = (0.0, 0.0)
            endcrop = (0.0, 0.0, 1.0, 1.0)
            topnew = True

        elif mode == "slideup":
            startpos = (0.0, 1.0)
            startcrop = (0.0, 0.0, 1.0, 0.0)
            endpos = (0.0, 0.0)
            endcrop = (0.0, 0.0, 1.0, 1.0)
            topnew = True

        elif mode == "slidedown":
            startpos = (0.0, 0.0)
            startcrop = (0.0, 1.0, 1.0, 0.0)
            endpos = (0.0, 0.0)
            endcrop = (0.0, 0.0, 1.0, 1.0)
            topnew = True

        elif mode == "slideawayleft":
            endpos = (0.0, 0.0)
            endcrop = (1.0, 0.0, 0.0, 1.0)
            startpos = (0.0, 0.0)
            startcrop = (0.0, 0.0, 1.0, 1.0)
            topnew = False

        elif mode == "slideawayright":
            endpos = (1.0, 0.0)
            endcrop = (0.0, 0.0, 0.0, 1.0)
            startpos = (0.0, 0.0)
            startcrop = (0.0, 0.0, 1.0, 1.0)
            topnew = False

        elif mode == "slideawaydown":
            endpos = (0.0, 1.0)
            endcrop = (0.0, 0.0, 1.0, 0.0)
            startpos = (0.0, 0.0)
            startcrop = (0.0, 0.0, 1.0, 1.0)
            topnew = False

        elif mode == "slideawayup":
            endpos = (0.0, 0.0)
            endcrop = (0.0, 1.0, 1.0, 0.0)
            startpos = (0.0, 0.0)
            startcrop = (0.0, 0.0, 1.0, 1.0)
            topnew = False

        elif mode == "irisout":
            startpos = (0.5, 0.5)
            startcrop = (0.5, 0.5, 0.0, 0.0)
            endpos = (0.0, 0.0)
            endcrop = (0.0, 0.0, 1.0, 1.0)
            topnew = True

        elif mode == "irisin":
            startpos = (0.0, 0.0)
            startcrop = (0.0, 0.0, 1.0, 1.0)
            endpos = (0.5, 0.5)
            endcrop = (0.5, 0.5, 0.0, 0.0)
            topnew = False

        elif mode == "custom":
            pass
        else:
            raise Exception("Invalid mode %s passed into CropMove." % mode)

        self.delay = time
        self.time = time

        self.startpos = startpos
        self.endpos = endpos

        self.startcrop = startcrop
        self.endcrop = endcrop

        self.topnew = topnew

        self.old_widget = old_widget
        self.new_widget = new_widget

        self.events = False

        if topnew:
            self.bottom = old_widget
            self.top = new_widget
        else:
            self.bottom = new_widget
            self.top = old_widget

    def render(self, width, height, st, at):

        if renpy.game.less_updates:
            return null_render(self, width, height, st, at)

        time = 1.0 * st / self.time

        # Done rendering.
        if time >= 1.0:
            self.events = True
            return render(self.new_widget, width, height, st, at)

        # How we scale each element of a tuple.
        scales = (width, height, width, height)

        crop = interpolate_tuple(self.startcrop, self.endcrop, time, scales)
        pos = interpolate_tuple(self.startpos, self.endpos, time, scales)

        top = render(self.top, width, height, st, at)
        bottom = render(self.bottom, width, height, st, at)

        width = min(bottom.width, width)
        height = min(bottom.height, height)
        rv = renpy.display.render.Render(width, height)

        rv.blit(bottom, (0, 0), focus=not self.topnew)

        ss = top.subsurface(crop, focus=self.topnew)
        rv.blit(ss, pos, focus=self.topnew)

        renpy.display.render.redraw(self, 0)
        return rv


class PushMove(Transition):
    """
    :doc: transition function
    :args: (time, mode="pushright")
    :name: PushMove

    Returns a transition that works by taking the new scene and using it to
    "push" the old scene off the screen.

    `time`
        The time the transition takes.

    `mode`
        There are four possible modes: "pushright", "pushleft", "pushup",
        and "pushdown", which push the old scene off the screen in the
        direction indicated.

    ::

        define pushright = PushMove(1.0, "pushright")
        define pushleft = PushMove(1.0, "pushleft")
        define pushup = PushMove(1.0, "pushup")
        define pushdown = PushMove(1.0, "pushdown")
    """

    def __init__(self, time,
                 mode="pushright",
                 old_widget=None,
                 new_widget=None,
                 **properties):

        super(PushMove, self).__init__(time, **properties)
        self.time = time

        if mode == "pushright":
            self.new_startpos = (0.0, 0.0)
            self.new_startcrop = (1.0, 0.0, 0.0, 1.0)
            self.new_endpos = (0.0, 0.0)
            self.new_endcrop = (0.0, 0.0, 1.0, 1.0)
            self.old_endpos = (1.0, 0.0)
            self.old_endcrop = (0.0, 0.0, 0.0, 1.0)
            self.old_startpos = (0.0, 0.0)
            self.old_startcrop = (0.0, 0.0, 1.0, 1.0)

        elif mode == "pushleft":
            self.new_startpos = (1.0, 0.0)
            self.new_startcrop = (0.0, 0.0, 0.0, 1.0)
            self.new_endpos = (0.0, 0.0)
            self.new_endcrop = (0.0, 0.0, 1.0, 1.0)
            self.old_endpos = (0.0, 0.0)
            self.old_endcrop = (1.0, 0.0, 0.0, 1.0)
            self.old_startpos = (0.0, 0.0)
            self.old_startcrop = (0.0, 0.0, 1.0, 1.0)

        elif mode == "pushup":
            self.new_startpos = (0.0, 1.0)
            self.new_startcrop = (0.0, 0.0, 1.0, 0.0)
            self.new_endpos = (0.0, 0.0)
            self.new_endcrop = (0.0, 0.0, 1.0, 1.0)
            self.old_endpos = (0.0, 0.0)
            self.old_endcrop = (0.0, 1.0, 1.0, 0.0)
            self.old_startpos = (0.0, 0.0)
            self.old_startcrop = (0.0, 0.0, 1.0, 1.0)

        elif mode == "pushdown":
            self.new_startpos = (0.0, 0.0)
            self.new_startcrop = (0.0, 1.0, 1.0, 0.0)
            self.new_endpos = (0.0, 0.0)
            self.new_endcrop = (0.0, 0.0, 1.0, 1.0)
            self.old_endpos = (0.0, 1.0)
            self.old_endcrop = (0.0, 0.0, 1.0, 0.0)
            self.old_startpos = (0.0, 0.0)
            self.old_startcrop = (0.0, 0.0, 1.0, 1.0)

        else:
            raise Exception("Invalid mode %s passed into PushMove." % mode)

        self.delay = time
        self.time = time

        self.old_widget = old_widget
        self.new_widget = new_widget

        self.events = False

    def render(self, width, height, st, at):

        if renpy.game.less_updates:
            return null_render(self, width, height, st, at)

        time = 1.0 * st / self.time

        # Done rendering.
        if time >= 1.0:
            self.events = True
            return render(self.new_widget, width, height, st, at)

        # How we scale each element of a tuple.
        scales = (width, height, width, height)

        new_crop = interpolate_tuple(self.new_startcrop, self.new_endcrop, time, scales)
        new_pos = interpolate_tuple(self.new_startpos, self.new_endpos, time, scales)

        old_crop = interpolate_tuple(self.old_startcrop, self.old_endcrop, time, scales)
        old_pos = interpolate_tuple(self.old_startpos, self.old_endpos, time, scales)

        new = render(self.new_widget, width, height, st, at)
        old = render(self.old_widget, width, height, st, at)

        rv = renpy.display.render.Render(width, height)

        old_ss = old.subsurface(old_crop, focus=True)
        rv.blit(old_ss, old_pos, focus=True)

        new_ss = new.subsurface(new_crop, focus=True)
        rv.blit(new_ss, new_pos, focus=True)

        renpy.display.render.redraw(self, 0)
        return rv


def ComposeTransition(trans, before=None, after=None, new_widget=None, old_widget=None):
    """
    :doc: transition function
    :args: (trans, before, after)

    Returns a transition that composes up to three transitions. If not None,
    the `before` and `after` transitions are applied to the old and new
    scenes, respectively. These updated old and new scenes are then supplied
    to the `trans` transition.

    ::

        # Move the images in and out while dissolving. (This is a fairly expensive transition.)
        define moveinoutdissolve = ComposeTransition(dissolve, before=moveoutleft, after=moveinright)
    """

    if before is not None:
        old = before(new_widget=new_widget, old_widget=old_widget)
    else:
        old = old_widget

    if after is not None:
        new = after(new_widget=new_widget, old_widget=old_widget)
    else:
        new = new_widget

    return trans(new_widget=new, old_widget=old)


def SubTransition(rect, trans, old_widget=None, new_widget=None, **properties):
    """
    Applies a transition to a subset of the screen. Not documented.
    """

    x, y, _w, _h = rect

    old = renpy.display.layout.LiveCrop(rect, old_widget)
    new = renpy.display.layout.LiveCrop(rect, new_widget)

    inner = trans(old_widget=old, new_widget=new)
    delay = inner.delay
    inner = renpy.display.layout.Position(inner, xpos=x, ypos=y, xanchor=0, yanchor=0)

    f = renpy.display.layout.MultiBox(layout='fixed')
    f.add(new_widget)
    f.add(inner)

    return NoTransition(delay, old_widget=f, new_widget=f)
