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#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
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#  along with this program; if not, write to the Free Software Foundation,
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# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>
#
bl_info = {
    "name": "Layer Management",
    "author": "Alfonso Annarumma, Bastien Montagne",
    "version": (1, 5, 2),
    "blender": (2, 72, 0),
    "location": "Toolshelf > Layers Tab",
    "warning": "",
    "description": "Display and Edit Layer Name",
    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/layer_manager",
    "category": "3D View",
}

import bpy
from bpy.types import Menu, Panel, UIList, PropertyGroup
from bpy.props import StringProperty, BoolProperty, IntProperty, CollectionProperty, BoolVectorProperty, PointerProperty
from bpy.app.handlers import persistent

EDIT_MODES = {'EDIT_MESH', 'EDIT_CURVE', 'EDIT_SURFACE', 'EDIT_METABALL', 'EDIT_TEXT', 'EDIT_ARMATURE'}

NUM_LAYERS = 20

FAKE_LAYER_GROUP = [True] * NUM_LAYERS

class NamedLayer(PropertyGroup):
    name = StringProperty(name="Layer Name")
    use_lock = BoolProperty(name="Lock Layer", default=False)
    use_object_select = BoolProperty(name="Object Select", default=True)
    use_wire = BoolProperty(name="Wire Layer", default=False)


class NamedLayers(PropertyGroup):
    layers = CollectionProperty(type=NamedLayer)
    use_hide_empty_layers = BoolProperty(name="Hide Empty Layer", default=False)
    use_extra_options = BoolProperty(name="Show Extra Options", default=True)
    use_layer_indices = BoolProperty(name="Show Layer Indices", default=False)
    use_classic = BoolProperty(name="Classic", default=False, description="Use a classic layer selection visibility")

    use_init = BoolProperty(default=True, options={'HIDDEN'})


# Stupid, but only solution currently is to use a handler to init that layers collection...
@persistent
def check_init_data(scene):
    namedlayers = scene.namedlayers
    if namedlayers.use_init:
        while namedlayers.layers:
            namedlayers.layers.remove(0)
        for i in range(NUM_LAYERS):
            layer = namedlayers.layers.add()
            layer.name = "Layer%.2d" % (i + 1)  # Blender use layer nums starting from 1, not 0.
        namedlayers.use_init = False


class LayerGroup(PropertyGroup):
    use_toggle = BoolProperty(name="", default=False)
    use_wire = BoolProperty(name="", default=False)
    use_lock = BoolProperty(name="", default=False)

    layers = BoolVectorProperty(name="Layers", default=([False] * NUM_LAYERS), size=NUM_LAYERS, subtype='LAYER')


class SCENE_OT_namedlayer_group_add(bpy.types.Operator):
    """Add and select a new layer group"""
    bl_idname = "scene.namedlayer_group_add"
    bl_label = "Add Layer Group"

    layers = BoolVectorProperty(name="Layers", default=([False] * NUM_LAYERS), size=NUM_LAYERS)

    @classmethod
    def poll(cls, context):
        return bool(context.scene)

    def execute(self, context):
        scene = context.scene
        layergroups = scene.layergroups
        layers = self.layers

        group_idx = len(layergroups)
        layer_group = layergroups.add()
        layer_group.name = "LayerGroup.%.3d" % group_idx
        layer_group.layers = layers
        scene.layergroups_index = group_idx

        return {'FINISHED'}


class SCENE_OT_namedlayer_group_remove(bpy.types.Operator):
    """Remove selected layer group"""
    bl_idname = "scene.namedlayer_group_remove"
    bl_label = "Remove Layer Group"

    group_idx = bpy.props.IntProperty()

    @classmethod
    def poll(cls, context):
        return bool(context.scene)

    def execute(self, context):
        scene = context.scene
        group_idx = self.group_idx

        scene.layergroups.remove(group_idx)
        if scene.layergroups_index > len(scene.layergroups) - 1:
            scene.layergroups_index = len(scene.layergroups) - 1

        return {'FINISHED'}


class SCENE_OT_namedlayer_toggle_visibility(bpy.types.Operator):
    """Show or hide given layer (shift to extend)"""
    bl_idname = "scene.namedlayer_toggle_visibility"
    bl_label = "Show/Hide Layer"

    layer_idx = IntProperty()
    group_idx = IntProperty()
    use_spacecheck = BoolProperty()
    extend = BoolProperty(options={'SKIP_SAVE'})

    @classmethod
    def poll(cls, context):
        return context.scene and (context.area.spaces.active.type == 'VIEW_3D')

    def execute(self, context):
        scene = context.scene
        layer_cont = context.area.spaces.active if self.use_spacecheck else context.scene
        layer_idx = self.layer_idx

        if layer_idx == -1:
            group_idx = self.group_idx
            layergroups = scene.layergroups[group_idx]
            group_layers = layergroups.layers
            layers = layer_cont.layers

            if layergroups.use_toggle:
                layer_cont.layers = [not group_layer and layer for group_layer, layer in zip(group_layers, layers)]
                layergroups.use_toggle = False
            else:
                layer_cont.layers = [group_layer or layer for group_layer, layer in zip(group_layers, layers)]
                layergroups.use_toggle = True
        else:
            if self.extend:
                layer_cont.layers[layer_idx] = not layer_cont.layers[layer_idx]
            else:
                layers = [False] * NUM_LAYERS
                layers[layer_idx] = True
                layer_cont.layers = layers
        return {'FINISHED'}

    def invoke(self, context, event):
        self.extend = event.shift
        return self.execute(context)


class SCENE_OT_namedlayer_move_to_layer(bpy.types.Operator):
    """Move selected objects to this Layer (shift to extend)"""
    bl_idname = "scene.namedlayer_move_to_layer"
    bl_label = "Move Objects To Layer"

    layer_idx = IntProperty()
    extend = BoolProperty(options={'SKIP_SAVE'})

    @classmethod
    def poll(cls, context):
        return context.scene

    def execute(self, context):
        layer_idx = self.layer_idx
        scene = context.scene

        # Cycle all objects in the layer
        for obj in scene.objects:
            if obj.select:
                # If object is in at least one of the scene's visible layers...
                if True in {ob_layer and sce_layer for ob_layer, sce_layer in zip(obj.layers, scene.layers)}:
                    if self.extend:
                        obj.layers[layer_idx] = not obj.layers[layer_idx]
                    else:
                        layer = [False] * NUM_LAYERS
                        layer[layer_idx] = True
                        obj.layers = layer
        return {'FINISHED'}

    def invoke(self, context, event):
        self.extend = event.shift
        return self.execute(context)


class SCENE_OT_namedlayer_toggle_wire(bpy.types.Operator):
    """Toggle all objects on this layer draw as wire"""
    bl_idname = "scene.namedlayer_toggle_wire"
    bl_label = "Toggle Objects Draw Wire"

    layer_idx = IntProperty()
    use_wire = BoolProperty()
    group_idx = IntProperty()

    @classmethod
    def poll(cls, context):
        return context.scene and (context.area.spaces.active.type == 'VIEW_3D')

    def execute(self, context):
        scene = context.scene
        layer_idx = self.layer_idx
        use_wire = self.use_wire

        view_3d = context.area.spaces.active

        # Check if layer have some thing
        if view_3d.layers_used[layer_idx] or layer_idx == -1:
            display = 'WIRE' if use_wire else 'TEXTURED'
            # Cycle all objects in the layer.
            for obj in context.scene.objects:
                if layer_idx == -1:
                    group_idx = self.group_idx
                    group_layers = scene.layergroups[group_idx].layers
                    layers = obj.layers
                    if True in {layer and group_layer for layer, group_layer in zip(layers, group_layers)}:
                        obj.draw_type = display
                        scene.layergroups[group_idx].use_wire = use_wire
                else:
                    if obj.layers[layer_idx]:
                        obj.draw_type = display
                        scene.namedlayers.layers[layer_idx].use_wire = use_wire

        return {'FINISHED'}


class SCENE_OT_namedlayer_lock_all(bpy.types.Operator):
    """Lock all objects on this layer"""
    bl_idname = "scene.namedlayer_lock_all"
    bl_label = "Lock Objects"

    layer_idx = IntProperty()
    use_lock = BoolProperty()
    group_idx = IntProperty()

    @classmethod
    def poll(cls, context):
        return context.scene and (context.area.spaces.active.type == 'VIEW_3D')

    def execute(self, context):
        scene = context.scene
        view_3d = context.area.spaces.active
        layer_idx = self.layer_idx
        group_idx = self.group_idx
        group_layers = FAKE_LAYER_GROUP if group_idx < 0 else scene.layergroups[group_idx].layers
        use_lock = self.use_lock

        # check if layer have some thing
        if layer_idx == -1 or view_3d.layers_used[layer_idx]:
            # Cycle all objects in the layer.
            for obj in context.scene.objects:
                if layer_idx == -1:
                    layers = obj.layers
                    if True in {layer and group_layer for layer, group_layer in zip(layers, group_layers)}:
                        obj.hide_select = not use_lock
                        obj.select = False
                        scene.layergroups[group_idx].use_lock = not use_lock
                else:
                    if obj.layers[layer_idx]:
                        obj.hide_select = not use_lock
                        obj.select = False
                        scene.namedlayers.layers[layer_idx].use_lock = not use_lock

        return {'FINISHED'}


class SCENE_OT_namedlayer_select_objects_by_layer(bpy.types.Operator):
    """Select all the objects on this Layer (shift for multi selection, ctrl to make active the last selected object)"""
    bl_idname = "scene.namedlayer_select_objects_by_layer"
    bl_label = "Select Objects In Layer"

    select_obj = BoolProperty()
    layer_idx = IntProperty()

    extend = BoolProperty(options={'SKIP_SAVE'})
    active = BoolProperty(options={'SKIP_SAVE'})

    @classmethod
    def poll(cls, context):
        return context.scene and (context.area.spaces.active.type == 'VIEW_3D')

    def execute(self, context):
        scene = context.scene
        view_3d = context.area.spaces.active
        select_obj = self.select_obj
        layer_idx = self.layer_idx

        not_all_selected = 0
        # check if layer have some thing
        if view_3d.layers_used[layer_idx]:
            objects = []
            for obj in context.scene.objects:
                if obj.layers[layer_idx]:
                    objects.append(obj)
                    not_all_selected -= 1
                    if self.active:
                        context.scene.objects.active = obj
                    if obj.select:
                        not_all_selected += 1
            if not not_all_selected:
                for obj in objects:
                    obj.select = False
            else:
                bpy.ops.object.select_by_layer(extend=self.extend, layers=layer_idx + 1)

        return {'FINISHED'}

    def invoke(self, context, event):
        self.extend = event.shift
        self.active = event.ctrl
        return self.execute(context)


class SCENE_OT_namedlayer_show_all(bpy.types.Operator):
    """Show or hide all layers in the scene"""
    bl_idname = "scene.namedlayer_show_all"
    bl_label = "Select All Layers"

    show = BoolProperty()

    @classmethod
    def poll(cls, context):
        return context.scene and (context.area.spaces.active.type == 'VIEW_3D')

    def execute(self, context):
        scene = context.scene
        view_3d = context.area.spaces.active
        show = self.show
        active_layer = scene.active_layer

        # check for lock camera and layer is active
        layer_cont = scene if view_3d.lock_camera_and_layers else view_3d

        if show:
            layer_cont.layers[:] = [True] * NUM_LAYERS
            # Restore active layer (stupid, but Scene.active_layer is readonly).
            layer_cont.layers[active_layer] = False
            layer_cont.layers[active_layer] = True
        else:
            layers = [False] * NUM_LAYERS
            # Keep selection of active layer
            layers[active_layer] = True
            layer_cont.layers[:] = layers

        return {'FINISHED'}


class SCENE_PT_namedlayer_layers(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_label = "Layer Management"
    bl_options = {'DEFAULT_CLOSED'}
    bl_category = "Layers"

    @classmethod
    def poll(self, context):
        return ((getattr(context, "mode", 'EDIT_MESH') not in EDIT_MODES) and
                (context.area.spaces.active.type == 'VIEW_3D'))

    def draw(self, context):
        scene = context.scene
        view_3d = context.area.spaces.active
        actob = context.object
        namedlayers = scene.namedlayers
        use_extra = namedlayers.use_extra_options
        use_hide = namedlayers.use_hide_empty_layers
        use_indices = namedlayers.use_layer_indices
        use_classic = namedlayers.use_classic

        # Check for lock camera and layer is active
        if view_3d.lock_camera_and_layers:
            layer_cont = scene
            use_spacecheck = False
        else:
            layer_cont = view_3d
            use_spacecheck = True

        layout = self.layout
        row = layout.row()
        col = row.column()
        col.prop(view_3d, "lock_camera_and_layers", text="")
        # Check if there is a layer off
        show = (False in {layer for layer in layer_cont.layers})
        icon = 'RESTRICT_VIEW_ON' if show else 'RESTRICT_VIEW_OFF'
        col.operator("scene.namedlayer_show_all", emboss=False, icon=icon, text="").show = show

        col = row.column()
        col.prop(namedlayers, "use_classic")
        col.prop(namedlayers, "use_extra_options", text="Options")

        col = row.column()
        col.prop(namedlayers, "use_layer_indices", text="Indices")
        col.prop(namedlayers, "use_hide_empty_layers", text="Hide Empty")

        col = layout.column()
        for layer_idx in range(NUM_LAYERS):
            namedlayer = namedlayers.layers[layer_idx]
            is_layer_used = view_3d.layers_used[layer_idx]

            if (use_hide and not is_layer_used):
                # Hide unused layers and this one is unused, skip.
                continue

            row = col.row(align=True)

            # layer index
            if use_indices:
                sub = row.row(align=True)
                sub.alignment = 'LEFT'
                sub.label(text="%.2d." % (layer_idx + 1))

            # visualization
            icon = 'RESTRICT_VIEW_OFF' if layer_cont.layers[layer_idx] else 'RESTRICT_VIEW_ON'
            if use_classic:
                op = row.operator("scene.namedlayer_toggle_visibility", text="", icon=icon, emboss=True)
                op.layer_idx = layer_idx
                op.use_spacecheck = use_spacecheck
            else:
                row.prop(layer_cont, "layers", index=layer_idx, emboss=True, icon=icon, toggle=True, text="")

            # Name (use special icon for active layer)
            icon = 'FILE_TICK' if (getattr(layer_cont, "active_layer", -1) == layer_idx) else 'NONE'
            row.prop(namedlayer, "name", text="", icon=icon)

            if use_extra:
                use_lock = namedlayer.use_lock

                # Select by type operator
                sub = row.column(align=True)
                sub.enabled = not use_lock
                sub.operator("scene.namedlayer_select_objects_by_layer", icon='RESTRICT_SELECT_OFF',
                             text="", emboss=True).layer_idx = layer_idx

                # Lock operator
                icon = 'LOCKED' if use_lock else 'UNLOCKED'
                op = row.operator("scene.namedlayer_lock_all", text="", emboss=True, icon=icon)
                op.layer_idx = layer_idx
                op.group_idx = -1
                op.use_lock = use_lock

                # Merge layer
                # check if layer has something
                has_active = (actob and actob.layers[layer_idx])
                icon = ('LAYER_ACTIVE' if has_active else 'LAYER_USED') if is_layer_used else 'RADIOBUT_OFF'
                row.operator("scene.namedlayer_move_to_layer", text="", emboss=True, icon=icon).layer_idx = layer_idx

                # Wire view
                use_wire = namedlayer.use_wire
                icon = 'WIRE' if use_wire else 'POTATO'
                op = row.operator("scene.namedlayer_toggle_wire", text="", emboss=True, icon=icon)
                op.layer_idx = layer_idx
                op.use_wire = not use_wire

            if not (layer_idx + 1) % 5:
                col.separator()

        if len(scene.objects) == 0:
            layout.label(text="No objects in scene")


class SCENE_UL_namedlayer_groups(UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        layer_group = item

        # check for lock camera and layer is active
        view_3d = context.area.spaces.active  # Ensured it is a 'VIEW_3D' in panel's poll(), weak... :/
        use_spacecheck = False if view_3d.lock_camera_and_layers else True

        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            layout.prop(layer_group, "name", text="", emboss=False)
            # lock operator
            use_lock = layer_group.use_lock
            icon = 'LOCKED' if use_lock else 'UNLOCKED'
            op = layout.operator("scene.namedlayer_lock_all", text="", emboss=False, icon=icon)
            op.use_lock = use_lock
            op.group_idx = index
            op.layer_idx = -1

            # view operator
            icon = 'RESTRICT_VIEW_OFF' if layer_group.use_toggle else 'RESTRICT_VIEW_ON'
            op = layout.operator("scene.namedlayer_toggle_visibility", text="", emboss=False, icon=icon)
            op.use_spacecheck = use_spacecheck
            op.group_idx = index
            op.layer_idx = -1

            # wire operator
            use_wire = layer_group.use_wire
            icon = 'WIRE' if use_wire else 'POTATO'
            op = layout.operator("scene.namedlayer_toggle_wire", text="", emboss=False, icon=icon)
            op.use_wire = not use_wire
            op.group_idx = index
            op.layer_idx = -1

        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'


class SCENE_PT_namedlayer_groups(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Layers"
    bl_label = "Layer Groups"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(self, context):
        return ((getattr(context, "mode", 'EDIT_MESH') not in EDIT_MODES) and
                (context.area.spaces.active.type == 'VIEW_3D'))

    def draw(self, context):
        scene = context.scene
        group_idx = scene.layergroups_index

        layout = self.layout
        row = layout.row()
        row.template_list("SCENE_UL_namedlayer_groups", "", scene, "layergroups", scene, "layergroups_index")

        col = row.column(align=True)
        col.operator("scene.namedlayer_group_add", icon='ZOOMIN', text="").layers = scene.layers
        col.operator("scene.namedlayer_group_remove", icon='ZOOMOUT', text="").group_idx = group_idx

        if bool(scene.layergroups):
            layout.prop(scene.layergroups[group_idx], "layers", text="", toggle=True)
            layout.prop(scene.layergroups[group_idx], "name", text="Name:")


def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.layergroups = CollectionProperty(type=LayerGroup)
    # Unused, but this is needed for the TemplateList to work...
    bpy.types.Scene.layergroups_index = IntProperty(default=-1)
    bpy.types.Scene.namedlayers = PointerProperty(type=NamedLayers)
    bpy.app.handlers.scene_update_post.append(check_init_data)


def unregister():
    bpy.app.handlers.scene_update_post.remove(check_init_data)
    del bpy.types.Scene.layergroups
    del bpy.types.Scene.layergroups_index
    del bpy.types.Scene.namedlayers
    bpy.utils.unregister_module(__name__)


if __name__ == "__main__":
    register()
