from browser import window, document, alert, html
import random

container = document['container'] # Game board
zone = document['zone'] # Zone where cells move

def trace(*args):
    msg = ''
    for arg in args:
        msg += str(arg) + ' '
    alert(msg)

# Window dimensions
width = window.innerWidth
height = window.innerHeight
dim = min(width, height)

d = int(0.03 * dim) # Distance of board to top and left of browser window
padding = int(dim / 25) # Board padding

# Adapt container and zone dimensions to browser window dimensions
container.top = container.left = d

zwidth = dim - 2 * d - 2 * padding
container.style.width = container.style.height = f'{zwidth}px'
container.style.padding = f'{padding}px'

side = int(zwidth / 4)
zone.style.width = zone.style.height = f'{4 * side}px'

zone.style.fontSize = f'{int(side / 2)}px'

# Get position of zone upper left corner relative to window
ztop, zleft = zone.offsetLeft, zone.offsetTop
elt = zone.offsetParent
while elt:
    zleft += elt.offsetLeft
    ztop += elt.offsetTop
    elt = elt.offsetParent

# Global variables
X0 = Y0 = None # Initial mouse or finger position
allow = None   # Possible move direction : 'right', 'left', 'up' or 'down'
moving = []    # List of moving cells : between clicked cell and empty cell
coords = []    # Initial position of moving cells
rect = None    # Current clicked cell

def click_cell(ev):
    """Handler for mouse click or finger touch"""
    global X0, Y0, moving, allow, rect

    if ev.type == 'touchstart':
        if len(ev.targetTouches)>1:
            return

    # New mouse / finger position
    if ev.type == 'mousedown':
        X, Y = ev.x, ev.y
    else:
        touch = ev.targetTouches[0]
        X, Y = touch.pageX, touch.pageY

    row = int((Y - ztop)/side)
    col = int((X - zleft)/side)
    rect = grid[row][col]

    #trace(row, col, rect)

    if rect is None:
        return

    # Cell can be moved if in same row or column as the empty cell
    if row == erow or col == ecol:
        if row == erow:
            if col < ecol:
                allow = 'right'
                moving = [grid[row][i] for i in range(col, ecol)]
            else:
                allow = 'left'
                moving = [grid[row][i] for i in range(ecol + 1, col + 1)]
        else:
            if row < erow:
                allow = 'down'
                moving = [grid[i][col] for i in range(row, erow)]
            else:
                allow = 'up'
                moving = [grid[i][col] for i in range(erow + 1, row + 1)]

        # Store initial position of moving cells
        del coords[:]
        for i, cell in enumerate(moving):
            coords.append([cell.left, cell.top])

        # Store initial mouse position
        if ev.type == 'mousedown':
            X0 = ev.x
            Y0 = ev.y
        elif ev.type == 'touchstart':
            X0 = ev.targetTouches[0].pageX
            Y0 = ev.targetTouches[0].pageY

def check_done():
    """Test if puzzle is solved"""
    for cell in cells:
        if cell.row != cell.srow or cell.col != cell.scol:
            return

    zone.unbind()

    alert('Bravo !')

    # Start a new game
    init()

def release_cell(ev):
    """Handler for mouse or finger release"""
    global erow, ecol, rect

    target = rect
    if target is None:
        return

    # Row and column of cell when move stops
    row = round(target.top / side)
    col = round(target.left / side)

    # Detect if cell has moved to a different row / column
    has_moved = [row, col] != [target.row, target.col]

    if has_moved:
        # Previous position of target becomes the empty cell
        erow, ecol = target.row, target.col
        grid[erow][ecol] = None

        # Delta row and column
        drow, dcol = row - target.row, col - target.col

        # Change attributes row and col of all moving cells
        for cell in moving:
            cell.row += drow
            cell.col += dcol
            grid[cell.row][cell.col] = cell

    # Reset position of moving cells
    for cell in moving:
        cell.left = cell.col * side
        cell.top = cell.row * side

    # Check if puzzle is solved
    if has_moved:
        check_done()

    rect = None

def move_cell(ev):
    """Handler for mouse or finger move"""
    ev.preventDefault()
    ev.stopPropagation()

    if rect is None:
        return

    # New mouse / finger position
    if ev.type == 'mousemove':
        X, Y = ev.x, ev.y
    else:
        touch = ev.targetTouches[0]
        X, Y = touch.pageX, touch.pageY

    # Maximum move is the size of a cell
    if abs(Y - Y0) >= side or abs(X - X0) >= side:
        return release_cell(ev)

    # Move vertically if allowed
    if (allow == 'up' and Y < Y0) or (allow == 'down' and Y > Y0):
        for i, (cell, (x0, y0)) in enumerate(zip(moving,coords)):
            cell.top = round(y0 + Y - Y0)

    # Else move horizontally
    elif (allow == 'right' and X > X0) or (allow == 'left' and X < X0):
        for i, (cell, (x0, y0)) in enumerate(zip(moving, coords)):
            cell.left = round(x0 + X - X0)

grid = []               # grid[row][cell] is the cell at specified row and column
cells = []              # list of cells
erow, ecol = None, None # row and column of the empty cell

def init(*args):
    """Create a new game"""

    global erow, ecol

    # Remove existing cells if it is not the first game
    for cell in cells:
        cell.parent.removeChild(cell)

    del cells[:]
    del grid[:]

    ranks = list(range(15)) + [None]

    erow, ecol = 3, 3

    # Simulate permutations to make sure we have a valid game
    for i in range(300):
        movable = []
        for row, col in [(erow - 1, ecol), (erow + 1, ecol),
            (erow, ecol - 1), (erow, ecol + 1)]:
                if row in range(4) and col in range(4):
                    movable.append((row, col))
        row, col = random.choice(movable)
        ranks[4 * erow + ecol] = ranks[4 * row + col]
        ranks[4 * row + col] = None
        erow, ecol = row, col

    # Create cells at positions determined by ranks
    for row in range(4):
        cell_row = []
        for col in range(4):
            num = ranks[4 * row + col]
            if num is not None:
                # Create DIV element
                rect = html.DIV(num + 1,
                    style=dict(
                        top=side * row,
                        left=side * col,
                        width=f'{side - 1}px',
                        height=f'{side - 1}px',
                        fontSize=f'{int(side / 2)}spx',
                        lineHeight=f'{int(0.8 * side)}px'
                    ),
                    Class="square"
                )
                # Coordinates of cell when puzzle is solved
                rect.srow, rect.scol = divmod(num, 4)

                # Draw cell
                zone <= rect
                cell_row.append(rect)
                cells.append(rect)

                # Current cell row and column
                rect.row = row
                rect.col = col

            else:

                # row and column of the empty cell
                erow = row
                ecol = col
                cell_row.append(None)

        grid.append(cell_row)

        zone.bind('mousedown', click_cell)
        zone.bind('mousemove', move_cell)
        zone.bind('mouseup', release_cell)

        zone.bind('touchstart', click_cell)
        zone.bind('touchmove', move_cell)
        zone.bind('touchend', release_cell)

def no_sel(ev):
    ev.preventDefault()
    ev.stopPropagation()

# avoid default behaviour to select text when dragging mouse
document.bind('mousedown', no_sel)
document.bind('mousemove', no_sel)
document.bind('touchmove', no_sel)

init()