from blocks import blocks
import pygame
from math import floor
from sys import platform
from pathlib import Path
import os

texture_map = pygame.image.load('./assets/textures/texture_atlas.png')

def get_data_path():
    path = str(Path.home()) + "/.blocks"

    if platform == "darwin":
        path = str(Path.home()) + "/Library/Application Support/Blocks"
    elif platform == "win32":
        path = str(Path.home()).replace("\\", "/") + "/.blocks"

    if not os.path.exists(path):
        os.mkdir(path)

    if not os.path.exists(path + "/saves"):
        os.mkdir(path + "/saves")

    if not os.path.exists(path + "/crash_reports"):
        os.mkdir(path + "/crash_reports")

    return path

def transparent(surface, percentage):
    screen = pygame.Surface((1280, 720))
    screen.fill("black")
    screen.blit(surface, (0, 0))

    surface2 = pygame.Surface((1280, 720))
    surface2.fill((0, 0, 0, 255*(1-percentage)))
    screen.blit(pygame.Surface.convert_alpha(surface2), (0, 0))

    return screen

def text(text, size, color):
    return pygame.font.Font("./assets/font/main.ttf", size).render(text, False, color)

def get_block_texture(block):
    return blocks[block]['texture']

def draw_texture(id):
    if id < 10:
        pos = (42 * id, 0)
    else:
        pos = (42 * (id - (floor(((id + 1) / 10) - 1) * 10)), 42 * (floor(((id + 1) / 10) - 1)))

    return texture_map.subsurface((pos[0], pos[1], 42, 42))