# Released under the MIT License. See LICENSE for details.
#
"""UI for browsing available co-op levels/games/etc."""

# FIXME: Break this up.
# pylint: disable=too-many-lines

import logging
from typing import TYPE_CHECKING, override

from bacommon.analytics import ClassicAnalyticsEvent
import bauiv1 as bui
from bauiv1 import _builtinassets
from bauiv1 import _commonassets, _classicassets

from bauiv1lib.utils import (
    get_screen_margins,
    scroll_fade_bottom,
    scroll_fade_top,
)
from bauiv1lib.league import league_display_name
from bauiv1lib.connectivity import wait_for_connectivity

if TYPE_CHECKING:
    from typing import Any

    from bauiv1lib.coop.tournamentbutton import TournamentButton

HARD_REQUIRES_PRO = False


class CoopBrowserWindow(bui.MainWindow):
    """Window for browsing co-op levels/games/etc."""

    def __init__(
        self,
        transition: str | None = 'in_right',
        origin_widget: bui.Widget | None = None,
    ):
        # pylint: disable=too-many-statements
        # pylint: disable=cyclic-import

        plus = bui.app.plus
        assert plus is not None

        # Preload some modules we use in a background thread so we won't
        # have a visual hitch when the user taps them.
        bui.app.threadpool.submit_no_wait(self._preload_modules)

        bui.set_analytics_screen('Coop Window')

        app = bui.app
        classic = app.classic
        assert classic is not None
        cfg = app.config

        # Quick note to players that tourneys won't work in ballistica
        # core builds. (need to split the word so it won't get subbed
        # out)
        if 'ballistica' + 'kit' == bui.appname() and bui.do_once():
            bui.apptimer(
                1.0,
                lambda: bui.screenmessage(
                    _classicassets.strings.coop.no_tournaments_in_test_build,
                    color=(1, 1, 0),
                ),
            )

        # Try to recreate the same number of buttons we had last time so
        # our re-selection code works.
        self._tournament_button_count = app.config.get('Tournament Rows', 0)
        assert isinstance(self._tournament_button_count, int)

        self.star_tex = _classicassets.textures.star.get()
        self.lsbt = _classicassets.meshes.level_select_button_transparent.get()
        self.lsbo = _classicassets.meshes.level_select_button_opaque.get()
        self.a_outline_tex = _classicassets.textures.achievement_outline.get()
        self.a_outline_mesh = _classicassets.meshes.achievement_outline.get()
        self._campaign_sub_container: bui.Widget | None = None
        self._tournament_info_button: bui.Widget | None = None
        self._easy_button: bui.Widget | None = None
        self._hard_button: bui.Widget | None = None
        self._hard_button_lock_image: bui.Widget | None = None
        self._campaign_percent_text: bui.Widget | None = None

        uiscale = app.ui_v1.uiscale
        self._width = 1600 if uiscale is bui.UIScale.SMALL else 1120
        self._height = (
            1200
            if uiscale is bui.UIScale.SMALL
            else 730 if uiscale is bui.UIScale.MEDIUM else 800
        )
        self._r = 'coopSelectWindow'
        top_extra = 0 if uiscale is bui.UIScale.SMALL else 0

        self._tourney_data_up_to_date = False

        self._campaign_difficulty = plus.get_v1_account_misc_val(
            'campaignDifficulty', 'easy'
        )

        if (
            self._campaign_difficulty == 'hard'
            and HARD_REQUIRES_PRO
            and not classic.accounts.have_pro_options()
        ):
            plus.add_v1_account_transaction(
                {
                    'type': 'SET_MISC_VAL',
                    'name': 'campaignDifficulty',
                    'value': 'easy',
                }
            )
            self._campaign_difficulty = 'easy'

        # Do some fancy math to fill all available screen area up to the
        # size of our backing container. This lets us fit to the exact
        # screen shape at small ui scale.
        screensize = bui.get_virtual_screen_size()
        scale = (
            1.5
            if uiscale is bui.UIScale.SMALL
            else 0.8 if uiscale is bui.UIScale.MEDIUM else 0.75
        )

        # Scale down if necessary so the full width of our UI is
        # visible.
        min_width = 1000
        if screensize[0] / scale < min_width:
            scale *= (screensize[0] / scale) / min_width

        # Calc screen size in our local container space and clamp to a
        # bit smaller than our container size.
        target_width = min(self._width - 120, screensize[0] / scale)
        target_height = min(self._height - 120, screensize[1] / scale)

        # To get top/left coords, go to the center of our window and
        # offset by half the width/height of our target area.
        yoffs = 0.5 * self._height + 0.5 * target_height + 30.0

        self._scroll_width = target_width
        self._scroll_height = target_height - (
            -5 if uiscale is bui.UIScale.SMALL else 40
        )
        self._scroll_bottom = (
            yoffs
            - (27 if uiscale is bui.UIScale.SMALL else 70)
            - self._scroll_height
        )

        # In small ui (where we cover the screen), extend our scroll
        # area (and the horizontal rows within it) out to cover any
        # margins between the virtual rect and the visible screen
        # edges, insetting content by those same amounts so it stays
        # put and only the scroll surfaces reach further out.
        (
            self._margin_left,
            self._margin_right,
            self._margin_bottom,
            self._margin_top,
        ) = (
            get_screen_margins(scale)
            if uiscale is bui.UIScale.SMALL
            else (0.0, 0.0, 0.0, 0.0)
        )

        super().__init__(
            root_widget=bui.containerwidget(
                size=(self._width, self._height + top_extra),
                toolbar_visibility='menu_full',
                scale=scale,
            ),
            transition=transition,
            origin_widget=origin_widget,
            # We're affected by screen size only at small ui-scale.
            refresh_on_screen_size_changes=uiscale is bui.UIScale.SMALL,
        )

        if uiscale is bui.UIScale.SMALL:
            self._back_button = bui.get_special_widget('back_button')
            bui.containerwidget(
                edit=self._root_widget, on_cancel_call=self.main_window_back
            )
        else:
            self._back_button = bui.buttonwidget(
                parent=self._root_widget,
                id=f'{self.main_window_id_prefix}|back',
                position=(75, yoffs - 48.0),
                size=(60, 50),
                scale=1.2,
                autoselect=True,
                label=bui.charstr(bui.SpecialChar.BACK),
                button_type='backSmall',
                on_activate_call=self.main_window_back,
            )
            bui.containerwidget(
                edit=self._root_widget, cancel_button=self._back_button
            )

        self._last_tournament_query_time: float | None = None
        self._last_tournament_query_response_time: float | None = None
        self._doing_tournament_query = False

        self._selected_campaign_level = cfg.get(
            'Selected Coop Campaign Level', None
        )
        self._selected_custom_level = cfg.get(
            'Selected Coop Custom Level', None
        )

        if uiscale is bui.UIScale.SMALL:
            tmaxw = 130 if bui.get_virtual_screen_size()[0] < 1320 else 175
        else:
            tmaxw = 300

        # Don't want initial construction affecting our last-selected.
        self._do_selection_callbacks = False

        self._selected_row = cfg.get('Selected Coop Row', None)

        self._subcontainerwidth = 800.0 + self._margin_left + self._margin_right
        self._subcontainerheight = 1400.0

        # Allow empty space at top when our toolbar overlaps scroll area.
        if uiscale is bui.UIScale.SMALL:
            self._subcontainerheight += 40

        self._scrollwidget = bui.scrollwidget(
            parent=self._root_widget,
            highlight=False,
            size=(
                self._scroll_width + self._margin_left + self._margin_right,
                self._scroll_height + self._margin_bottom + self._margin_top,
            ),
            position=(
                self._width * 0.5
                - self._scroll_width * 0.5
                - self._margin_left,
                self._scroll_bottom - self._margin_bottom,
            ),
            simple_culling_v=10.0,
            claims_left_right=True,
            selection_loops_to_parent=True,
            border_opacity=0.4,
        )

        # Splotches at the top to fade scrollable content as it hits
        # toolbars. Note that we intentionally use the original
        # un-margin-extended scroll geometry here; the fades were
        # placed to coincide with toolbar elements, which don't move
        # when we extend out into screen margins.
        if uiscale is bui.UIScale.SMALL and bool(True):
            fade_left = self._width * 0.5 - self._scroll_width * 0.5
            scroll_fade_top(
                self._root_widget,
                fade_left,
                self._scroll_bottom,
                self._scroll_width,
                self._scroll_height,
            )
            scroll_fade_bottom(
                self._root_widget,
                fade_left,
                self._scroll_bottom,
                self._scroll_width,
                self._scroll_height,
            )

        # Title.
        ttxt = bui.textwidget(
            parent=self._root_widget,
            position=(
                self._width * 0.5,
                yoffs - (50 if uiscale is bui.UIScale.SMALL else 24),
            ),
            size=(0, 0),
            text=_classicassets.strings.play_modes.single_player_coop,
            h_align='center',
            color=app.ui_v1.title_color,
            scale=0.85 if uiscale is bui.UIScale.SMALL else 1.5,
            maxwidth=tmaxw,
            v_align='center',
        )
        bui.widget(edit=ttxt, depth_range=(0.9, 1.0))

        self._subcontainer: bui.Widget | None = None

        # Take note of our account state; we'll refresh later if this
        # changes.
        self._account_state_num = plus.get_v1_account_state_num()

        # Same for fg/bg state.
        self._fg_state = app.fg_state

        self._refresh()

        # Even though we might display cached tournament data
        # immediately, we don't consider it valid until we've pinged.
        # the server for an update
        self._tourney_data_up_to_date = False

        # If we've got a cached tournament list for our account and info
        # for each one of those tournaments, go ahead and display it as
        # a starting point.
        if (
            classic.accounts.account_tournament_list is not None
            and classic.accounts.account_tournament_list[0]
            == plus.get_v1_account_state_num()
            and all(
                t_id in classic.accounts.tournament_info
                for t_id in classic.accounts.account_tournament_list[1]
            )
        ):
            tourney_data = [
                classic.accounts.tournament_info[t_id]
                for t_id in classic.accounts.account_tournament_list[1]
            ]
            self._update_for_data(tourney_data)

        # This will pull new data periodically, update timers, etc.
        self._update_timer = bui.AppTimer(
            1.0, bui.WeakCallStrict(self._update), repeat=True
        )
        self._update()

    @override
    def get_main_window_state(self) -> bui.MainWindowState:
        # Support recreating our window for back/refresh purposes.
        cls = type(self)
        return bui.BasicMainWindowState(
            create_call=lambda transition, origin_widget: cls(
                transition=transition, origin_widget=origin_widget
            )
        )

    @override
    def main_window_should_preserve_selection(self) -> bool:
        return True

    @override
    def on_main_window_close(self) -> None:
        self._save_state()

    @staticmethod
    def _preload_modules() -> None:
        """Preload modules we use; avoids hitches (called in bg thread)."""
        # pylint: disable=cyclic-import
        import bauiv1lib.coop.gamebutton as _unused1
        import bauiv1lib.confirm as _unused2
        import bauiv1lib.account as _unused3
        import bauiv1lib.league.rankwindow as _unused4
        import bauiv1lib.account.viewer as _unused5
        import bauiv1lib.tournamentscores as _unused6
        import bauiv1lib.tournamententry as _unused7
        import bauiv1lib.play as _unused8
        import bauiv1lib.coop.tournamentbutton as _unused9

    def _update(self) -> None:
        plus = bui.app.plus
        assert plus is not None

        # Do nothing if we've somehow outlived our actual UI.
        if not self._root_widget:
            return

        cur_time = bui.apptime()

        # If its been a while since we got a tournament update, consider
        # the data invalid (prevents us from joining tournaments if our
        # internet connection goes down for a while).
        if (
            self._last_tournament_query_response_time is None
            or bui.apptime() - self._last_tournament_query_response_time
            > 60.0 * 2
        ):
            self._tourney_data_up_to_date = False

        # If our account login state has changed, do a
        # full request.
        account_state_num = plus.get_v1_account_state_num()

        if account_state_num != self._account_state_num:
            self._account_state_num = account_state_num
            self._save_state()
            self._refresh()

            # Also encourage a new tournament query since this will
            # clear out our current results.
            if not self._doing_tournament_query:
                self._last_tournament_query_time = None

        # If we've been backgrounded/foregrounded, invalidate our
        # tournament entries (they will be refreshed below asap).
        if self._fg_state != bui.app.fg_state:
            self._tourney_data_up_to_date = False

        # Send off a new tournament query if its been long enough or
        # whatnot.
        if (
            not self._doing_tournament_query
            and plus.cloud.connected
            and (
                self._last_tournament_query_time is None
                or cur_time - self._last_tournament_query_time > 30.0
                or self._fg_state != bui.app.fg_state
            )
        ):
            self._fg_state = bui.app.fg_state
            self._last_tournament_query_time = cur_time
            self._doing_tournament_query = True
            plus.tournament_query(
                args={'source': 'coop window refresh', 'numScores': 1},
                callback=bui.WeakCallPartial(
                    self._on_tournament_query_response
                ),
            )

        # Decrement time on our tournament buttons.
        ads_enabled = plus.ads.have_incentivized_ad()
        for tbtn in self._tournament_buttons:
            tbtn.time_remaining = max(0, tbtn.time_remaining - 1)
            if tbtn.time_remaining_value_text is not None:
                bui.textwidget(
                    edit=tbtn.time_remaining_value_text,
                    text=(
                        bui.timestring(
                            tbtn.time_remaining, centi=False, langstr=True
                        )
                        if (
                            tbtn.has_time_remaining
                            and self._tourney_data_up_to_date
                        )
                        else '-'
                    ),
                )

            # Also adjust the ad icon visibility.
            if tbtn.allow_ads and plus.ads.has_video_ads():
                bui.imagewidget(
                    edit=tbtn.entry_fee_ad_image,
                    opacity=1.0 if ads_enabled else 0.25,
                )
                bui.textwidget(
                    edit=tbtn.entry_fee_text_remaining,
                    color=(0.6, 0.6, 0.6, 1 if ads_enabled else 0.2),
                )

        self._update_hard_mode_lock_image()

    def _update_hard_mode_lock_image(self) -> None:
        assert bui.app.classic is not None
        try:
            bui.imagewidget(
                edit=self._hard_button_lock_image,
                opacity=(
                    0.0
                    if (
                        (not HARD_REQUIRES_PRO)
                        or bui.app.classic.accounts.have_pro_options()
                    )
                    else 1.0
                ),
            )
        except Exception:
            logging.exception('Error updating campaign lock.')

    def _update_for_data(self, data: list[dict[str, Any]] | None) -> None:

        # If the number of tournaments or challenges in the data differs
        # from our current arrangement, refresh with the new number.
        if (data is None and self._tournament_button_count != 0) or (
            data is not None and (len(data) != self._tournament_button_count)
        ):
            self._tournament_button_count = len(data) if data is not None else 0
            bui.app.config['Tournament Rows'] = self._tournament_button_count
            self._refresh()

        # Update all of our tourney buttons based on whats in data.
        for i, tbtn in enumerate(self._tournament_buttons):
            assert data is not None
            tbtn.update_for_data(data[i])

    def _on_tournament_query_response(
        self, data: dict[str, Any] | None
    ) -> None:
        plus = bui.app.plus
        assert plus is not None

        assert bui.app.classic is not None
        accounts = bui.app.classic.accounts
        if data is not None:
            # This used to be the whole payload.
            tournament_data = data['t']
            self._last_tournament_query_response_time = bui.apptime()
        else:
            tournament_data = None

        # Keep our cached tourney info up to date.
        if data is not None:
            self._tourney_data_up_to_date = True
            accounts.cache_tournament_info(tournament_data)

            # Also cache the current tourney list/order for this
            # account.
            accounts.account_tournament_list = (
                plus.get_v1_account_state_num(),
                [e['tournamentID'] for e in tournament_data],
            )

        self._doing_tournament_query = False
        self._update_for_data(tournament_data)

    def _set_campaign_difficulty(self, difficulty: str) -> None:
        plus = bui.app.plus
        assert plus is not None

        assert bui.app.classic is not None
        if difficulty != self._campaign_difficulty:
            _builtinassets.audio.gun_cocking.get().play()
            if difficulty not in ('easy', 'hard'):
                print('ERROR: invalid campaign difficulty:', difficulty)
                difficulty = 'easy'
            self._campaign_difficulty = difficulty
            plus.add_v1_account_transaction(
                {
                    'type': 'SET_MISC_VAL',
                    'name': 'campaignDifficulty',
                    'value': difficulty,
                }
            )
            self._refresh_campaign_row()
        else:
            _builtinassets.audio.click01.get().play()

    def _refresh_campaign_row(self) -> None:
        # pylint: disable=cyclic-import
        from bauiv1lib.coop.gamebutton import GameButton

        parent_widget = self._campaign_sub_container

        # Clear out anything in the parent widget already.
        assert parent_widget is not None
        for child in parent_widget.get_children():
            child.delete()

        next_widget_down = self._tournament_info_button

        h = self._margin_left
        v2 = -2
        sel_color = (0.75, 0.85, 0.5)
        sel_color_hard = (0.4, 0.7, 0.2)
        un_sel_color = (0.5, 0.5, 0.5)
        sel_textcolor = (2, 2, 0.8)
        un_sel_textcolor = (0.6, 0.6, 0.6)
        self._easy_button = bui.buttonwidget(
            parent=parent_widget,
            id=f'{self.main_window_id_prefix}|easy',
            position=(h + 30, v2 + 105),
            size=(120, 70),
            label=_classicassets.strings.ui.easy,
            button_type='square',
            autoselect=True,
            enable_sound=False,
            on_activate_call=bui.CallStrict(
                self._set_campaign_difficulty, 'easy'
            ),
            on_select_call=bui.CallStrict(
                self.sel_change, 'campaign', 'easyButton'
            ),
            color=(
                sel_color
                if self._campaign_difficulty == 'easy'
                else un_sel_color
            ),
            textcolor=(
                sel_textcolor
                if self._campaign_difficulty == 'easy'
                else un_sel_textcolor
            ),
        )
        bui.widget(edit=self._easy_button, show_buffer_left=100)
        if self._selected_campaign_level == 'easyButton':
            bui.containerwidget(
                edit=parent_widget,
                selected_child=self._easy_button,
                visible_child=self._easy_button,
            )
        lock_tex = _classicassets.textures.lock.get()

        self._hard_button = bui.buttonwidget(
            parent=parent_widget,
            id=f'{self.main_window_id_prefix}|hard',
            position=(h + 30, v2 + 32),
            size=(120, 70),
            label=_classicassets.strings.ui.hard,
            button_type='square',
            autoselect=True,
            enable_sound=False,
            on_activate_call=bui.CallStrict(
                self._set_campaign_difficulty, 'hard'
            ),
            on_select_call=bui.CallStrict(
                self.sel_change, 'campaign', 'hardButton'
            ),
            color=(
                sel_color_hard
                if self._campaign_difficulty == 'hard'
                else un_sel_color
            ),
            textcolor=(
                sel_textcolor
                if self._campaign_difficulty == 'hard'
                else un_sel_textcolor
            ),
        )
        self._hard_button_lock_image = bui.imagewidget(
            parent=parent_widget,
            size=(30, 30),
            draw_controller=self._hard_button,
            position=(h + 30 - 10, v2 + 32 + 70 - 35),
            texture=lock_tex,
        )
        self._update_hard_mode_lock_image()
        bui.widget(edit=self._hard_button, show_buffer_left=100)
        if self._selected_campaign_level == 'hardButton':
            bui.containerwidget(
                edit=parent_widget,
                selected_child=self._hard_button,
                visible_child=self._hard_button,
            )

        bui.widget(edit=self._hard_button, down_widget=next_widget_down)
        h_spacing = 200
        campaign_buttons = []
        if self._campaign_difficulty == 'easy':
            campaignname = 'Easy'
        else:
            campaignname = 'Default'
        items = [
            campaignname + ':Onslaught Training',
            campaignname + ':Rookie Onslaught',
            campaignname + ':Rookie Football',
            campaignname + ':Pro Onslaught',
            campaignname + ':Pro Football',
            campaignname + ':Pro Runaround',
            campaignname + ':Uber Onslaught',
            campaignname + ':Uber Football',
            campaignname + ':Uber Runaround',
        ]
        items += [campaignname + ':The Last Stand']
        if self._selected_campaign_level is None:
            self._selected_campaign_level = items[0]
        h = 150 + self._margin_left
        for i in items:
            is_last_sel = i == self._selected_campaign_level
            campaign_buttons.append(
                GameButton(
                    self, parent_widget, i, h, v2, is_last_sel, 'campaign'
                ).get_button()
            )
            h += h_spacing

        bui.widget(edit=campaign_buttons[0], left_widget=self._easy_button)

        bui.widget(
            edit=self._easy_button,
            left_widget=self._back_button,
            up_widget=self._back_button,
        )
        bui.widget(edit=self._hard_button, left_widget=self._back_button)
        for btn in campaign_buttons:
            bui.widget(
                edit=btn,
                up_widget=self._back_button,
            )
        for btn in campaign_buttons:
            bui.widget(edit=btn, down_widget=next_widget_down)

        # Update our existing percent-complete text.
        assert bui.app.classic is not None
        campaign = bui.app.classic.getcampaign(campaignname)
        levels = campaign.levels
        levels_complete = sum((1 if l.complete else 0) for l in levels)

        # Last level cant be completed; hence the -1.
        progress = min(1.0, float(levels_complete) / (len(levels) - 1))
        p_str = str(int(progress * 100.0)) + '%'

        self._campaign_percent_text = bui.textwidget(
            edit=self._campaign_percent_text,
            text=_commonassets.strings.compose.paren_suffix(
                main=_classicassets.strings.coop.campaign, note=p_str
            ),
        )

    def _on_tournament_info_press(self) -> None:
        # pylint: disable=cyclic-import
        from bauiv1lib.confirm import ConfirmWindow

        txt = _classicassets.strings.coop.tournament_info
        ConfirmWindow(
            txt,
            cancel_button=False,
            width=550,
            height=260,
            origin_widget=self._tournament_info_button,
        )

    def _refresh(self) -> None:
        # pylint: disable=too-many-statements
        # pylint: disable=too-many-branches
        # pylint: disable=too-many-locals
        # pylint: disable=cyclic-import
        from bauiv1lib.coop.gamebutton import GameButton
        from bauiv1lib.coop.tournamentbutton import TournamentButton

        plus = bui.app.plus
        assert plus is not None
        assert bui.app.classic is not None

        # (Re)create the sub-container if need be.
        if self._subcontainer is not None:
            self._subcontainer.delete()

        tourney_row_height = 200
        self._subcontainerheight = (
            700
            + self._tournament_button_count * tourney_row_height
            # Grow to cover any screen margins; the margin_top shift on
            # our start position below insets content to match, leaving
            # margin_bottom of extra padding at the bottom.
            + self._margin_bottom
            + self._margin_top
        )

        self._subcontainer = bui.containerwidget(
            parent=self._scrollwidget,
            size=(self._subcontainerwidth, self._subcontainerheight),
            background=False,
            claims_left_right=True,
            selection_loops_to_parent=True,
        )

        bui.containerwidget(
            edit=self._root_widget, selected_child=self._scrollwidget
        )

        w_parent = self._subcontainer
        h_base = 6 + self._margin_left

        v = self._subcontainerheight - self._margin_top - 90

        # Move down past toolbar when it overlaps us.
        uiscale = bui.app.ui_v1.uiscale
        if uiscale is bui.UIScale.SMALL:
            v -= 40.0

        self._campaign_percent_text = bui.textwidget(
            parent=w_parent,
            position=(h_base + 27, v + 30),
            size=(0, 0),
            text='',
            h_align='left',
            v_align='center',
            color=bui.app.ui_v1.title_color,
            scale=1.1,
        )

        # Need a bit more show-buffer on top to account for our
        # non-selectable titles above our selectable button rows.
        row_v_show_buffer_top = 120
        row_v_show_buffer_bottom = 70
        v -= 198

        h_scroll = bui.hscrollwidget(
            parent=w_parent,
            size=(
                self._scroll_width + self._margin_left + self._margin_right,
                205,
            ),
            position=(-5, v),
            simple_culling_h=70,
            highlight=False,
            border_opacity=0.0,
            color=(0.45, 0.4, 0.5),
            button_inset_left=self._margin_left,
            button_inset_right=self._margin_right,
            on_select_call=lambda: self._on_row_selected('campaign'),
        )
        self._campaign_h_scroll = h_scroll
        bui.widget(
            edit=h_scroll,
            show_buffer_top=row_v_show_buffer_top,
            show_buffer_bottom=row_v_show_buffer_bottom,
            autoselect=True,
        )
        if self._selected_row == 'campaign':
            bui.containerwidget(
                edit=w_parent, selected_child=h_scroll, visible_child=h_scroll
            )
        bui.containerwidget(edit=h_scroll, claims_left_right=True)
        self._campaign_sub_container = bui.containerwidget(
            parent=h_scroll,
            size=(
                180 + 200 * 10 + self._margin_left + self._margin_right,
                200,
            ),
            background=False,
        )

        # Tournaments

        self._tournament_buttons: list[TournamentButton] = []

        v -= 53
        # FIXME shouldn't use hard-coded strings here.
        txt = _classicassets.strings.coop.tournaments
        t_width = bui.get_string_width(
            txt.evaluate(),
            suppress_warning=True,
            suppress_logic_thread_warning=True,
        )
        bui.textwidget(
            parent=w_parent,
            position=(h_base + 27, v + 30),
            size=(0, 0),
            text=txt,
            h_align='left',
            v_align='center',
            color=bui.app.ui_v1.title_color,
            scale=1.1,
        )
        self._tournament_info_button = bui.buttonwidget(
            parent=w_parent,
            id=f'{self.main_window_id_prefix}|tourneyinfo',
            label='?',
            size=(20, 20),
            text_scale=0.6,
            position=(h_base + 27 + t_width * 1.1 + 15, v + 18),
            button_type='square',
            color=(0.6, 0.5, 0.65),
            textcolor=(0.7, 0.6, 0.75),
            autoselect=True,
            up_widget=self._campaign_h_scroll,
            left_widget=self._back_button,
            on_activate_call=self._on_tournament_info_press,
        )
        bui.widget(
            edit=self._tournament_info_button,
            right_widget=self._tournament_info_button,
        )

        # Say 'unavailable' if there are zero tournaments, and if we're
        # not signed in add that as well (that's probably why we see no
        # tournaments).
        if self._tournament_button_count == 0:
            unavailable_text = _commonassets.strings.status.unavailable_status
            if plus.get_v1_account_state() != 'signed_in':
                unavailable_text = _commonassets.strings.compose.paren_suffix(
                    main=unavailable_text,
                    note=_classicassets.strings.ui.not_signed_in_status,
                )
            bui.textwidget(
                parent=w_parent,
                position=(h_base + 47, v),
                size=(0, 0),
                text=unavailable_text,
                h_align='left',
                v_align='center',
                color=bui.app.ui_v1.title_color,
                scale=0.9,
            )
            v -= 40
        v -= 198

        tournament_h_scroll = None
        if self._tournament_button_count > 0:
            for i in range(self._tournament_button_count):
                tournament_h_scroll = h_scroll = bui.hscrollwidget(
                    parent=w_parent,
                    size=(
                        self._scroll_width
                        + self._margin_left
                        + self._margin_right,
                        205,
                    ),
                    position=(-5, v),
                    highlight=False,
                    border_opacity=0.0,
                    color=(0.45, 0.4, 0.5),
                    button_inset_left=self._margin_left,
                    button_inset_right=self._margin_right,
                    on_select_call=bui.CallStrict(
                        self._on_row_selected, 'tournament' + str(i + 1)
                    ),
                )
                bui.widget(
                    edit=h_scroll,
                    show_buffer_top=row_v_show_buffer_top,
                    show_buffer_bottom=row_v_show_buffer_bottom,
                    autoselect=True,
                )
                if self._selected_row == 'tournament' + str(i + 1):
                    bui.containerwidget(
                        edit=w_parent,
                        selected_child=h_scroll,
                        visible_child=h_scroll,
                    )
                bui.containerwidget(edit=h_scroll, claims_left_right=True)
                sc2 = bui.containerwidget(
                    parent=h_scroll,
                    size=(
                        self._scroll_width
                        - 24
                        + self._margin_left
                        + self._margin_right,
                        200,
                    ),
                    background=False,
                )
                h = self._margin_left
                v2 = -2
                is_last_sel = True
                self._tournament_buttons.append(
                    TournamentButton(
                        sc2,
                        h,
                        v2,
                        is_last_sel,
                        on_pressed=bui.WeakCallPartial(self.run_tournament),
                    )
                )
                v -= 200

        # Custom Games. (called 'Practice' in UI these days).
        v -= 50
        bui.textwidget(
            parent=w_parent,
            position=(h_base + 27, v + 30 + 198),
            size=(0, 0),
            text=_classicassets.strings.ui.practice,
            h_align='left',
            v_align='center',
            color=bui.app.ui_v1.title_color,
            scale=1.1,
        )

        items = [
            'Challenges:Infinite Onslaught',
            'Challenges:Infinite Runaround',
            'Challenges:Ninja Fight',
            'Challenges:Pro Ninja Fight',
            'Challenges:Meteor Shower',
            'Challenges:Target Practice B',
            'Challenges:Target Practice',
            'Challenges:Race',
            'Challenges:Pro Race',
        ]

        # Show easter-egg-hunt either if its easter or we own it.
        if (
            plus.get_v1_account_misc_read_val('easter', False)
            or 'games.easter_egg_hunt' in bui.app.classic.purchases
        ):
            items = [
                'Challenges:Easter Egg Hunt',
                'Challenges:Pro Easter Egg Hunt',
            ] + items

        # If we've defined custom games, put them at the beginning.
        if bui.app.classic.custom_coop_practice_games:
            items = bui.app.classic.custom_coop_practice_games + items

        self._custom_h_scroll = custom_h_scroll = h_scroll = bui.hscrollwidget(
            parent=w_parent,
            size=(
                self._scroll_width + self._margin_left + self._margin_right,
                205,
            ),
            position=(-5, v),
            highlight=False,
            border_opacity=0.0,
            color=(0.45, 0.4, 0.5),
            button_inset_left=self._margin_left,
            button_inset_right=self._margin_right,
            on_select_call=bui.CallStrict(self._on_row_selected, 'custom'),
        )
        bui.widget(
            edit=h_scroll,
            show_buffer_top=row_v_show_buffer_top,
            show_buffer_bottom=1.5 * row_v_show_buffer_bottom,
            autoselect=True,
        )
        if self._selected_row == 'custom':
            bui.containerwidget(
                edit=w_parent, selected_child=h_scroll, visible_child=h_scroll
            )
        bui.containerwidget(edit=h_scroll, claims_left_right=True)
        sc2 = bui.containerwidget(
            parent=h_scroll,
            size=(
                max(self._scroll_width - 24, 30 + 200 * len(items))
                + self._margin_left
                + self._margin_right,
                200,
            ),
            background=False,
        )
        h_spacing = 200
        self._custom_buttons: list[GameButton] = []
        h = self._margin_left
        v2 = -2
        for item in items:
            is_last_sel = item == self._selected_custom_level
            self._custom_buttons.append(
                GameButton(self, sc2, item, h, v2, is_last_sel, 'custom')
            )
            h += h_spacing

        # We can't fill in our campaign row until tourney buttons are in place.
        # (for wiring up)
        self._refresh_campaign_row()

        for i, tbutton in enumerate(self._tournament_buttons):
            bui.widget(
                edit=tbutton.button,
                up_widget=(
                    self._tournament_info_button
                    if i == 0
                    else self._tournament_buttons[i - 1].button
                ),
                down_widget=(
                    self._tournament_buttons[(i + 1)].button
                    if i + 1 < len(self._tournament_buttons)
                    else custom_h_scroll
                ),
                left_widget=self._back_button,
            )
            bui.widget(
                edit=tbutton.more_scores_button,
                down_widget=(
                    self._tournament_buttons[(i + 1)].current_leader_name_text
                    if i + 1 < len(self._tournament_buttons)
                    else custom_h_scroll
                ),
            )
            bui.widget(
                edit=tbutton.current_leader_name_text,
                up_widget=(
                    self._tournament_info_button
                    if i == 0
                    else self._tournament_buttons[i - 1].more_scores_button
                ),
            )

        for i, btn in enumerate(self._custom_buttons):
            try:
                bui.widget(
                    edit=btn.get_button(),
                    up_widget=(
                        tournament_h_scroll
                        if self._tournament_buttons
                        else self._tournament_info_button
                    ),
                )
                if i == 0:
                    bui.widget(
                        edit=btn.get_button(), left_widget=self._back_button
                    )

            except Exception:
                logging.exception('Error wiring up custom buttons.')

        # There's probably several 'onSelected' callbacks pushed onto the
        # event queue.. we need to push ours too so we're enabled *after* them.
        bui.pushcall(self._enable_selectable_callback)

    def _on_row_selected(self, row: str) -> None:
        if self._do_selection_callbacks:
            if self._selected_row != row:
                self._selected_row = row

    def _enable_selectable_callback(self) -> None:
        self._do_selection_callbacks = True

    def is_tourney_data_up_to_date(self) -> bool:
        """Return whether our tourney data is up to date."""
        return self._tourney_data_up_to_date

    def run_game(
        self, game: str, origin_widget: bui.Widget | None = None
    ) -> None:
        """Run the provided game."""
        from efro.util import strict_partial
        from bauiv1lib.confirm import ConfirmWindow

        bui.app.analytics.submit_event(
            ClassicAnalyticsEvent(
                ClassicAnalyticsEvent.EventType.START_COOP_SESSION, extra=game
            )
        )

        classic = bui.app.classic
        assert classic is not None

        if classic.chest_dock_full:
            ConfirmWindow(
                _classicassets.strings.coop.chest_slots_full_warning,
                width=550,
                height=140,
                ok_text=_commonassets.strings.actions.continue_,
                origin_widget=origin_widget,
                action=strict_partial(
                    self._run_game, game=game, origin_widget=origin_widget
                ),
            )
        else:
            self._run_game(game=game, origin_widget=origin_widget)

    def _run_game(
        self, game: str, origin_widget: bui.Widget | None = None
    ) -> None:
        """Run the provided game."""
        # pylint: disable=cyclic-import
        import bacommon.docui.v2 as dui2

        from bauiv1lib.confirm import ConfirmWindow
        from bauiv1lib.account.signin import show_sign_in_prompt
        from bauiv1lib.store import StoreUIController

        plus = bui.app.plus
        assert plus is not None

        assert bui.app.classic is not None

        args: dict[str, Any] = {}

        if game == 'Easy:The Last Stand':
            ConfirmWindow(
                _classicassets.strings.coop.difficulty_hard_unlock_only,
                cancel_button=False,
                width=460,
                height=130,
                origin_widget=origin_widget,
            )
            return

        required_purchases = bui.app.classic.required_purchases_for_game(game)

        have_requirements = True

        # Show pop-up to allow purchasing any required stuff we don't have.
        for purchase in required_purchases:
            if not purchase in bui.app.classic.purchases:
                have_requirements = False

        if not have_requirements:
            if plus.accounts.primary is None:
                show_sign_in_prompt()
            else:
                # Push a custom store window onto our stack. We
                # shouldn't use the standard auxiliary store window
                # setup since this isn't a standard store window.
                wait_for_connectivity(
                    on_connected=lambda: self.main_window_replace(
                        bui.CallStrict(
                            StoreUIController().create_window,
                            dui2.Request(
                                '/',
                                args={'unlockreqs': required_purchases},
                            ),
                            origin_widget=origin_widget,
                            auxiliary_style=False,
                        ),
                        extra_type_id=(
                            StoreUIController.get_window_extra_type_id()
                        ),
                    )
                )

            return

        self._save_state()

        if bui.app.classic.launch_coop_game(game, args=args):
            bui.containerwidget(edit=self._root_widget, transition='out_left')

    def run_tournament(self, tournament_button: TournamentButton) -> None:
        """Run the provided tournament game."""
        # pylint: disable=too-many-return-statements

        import bacommon.docui.v2 as dui2

        from bauiv1lib.account.signin import show_sign_in_prompt
        from bauiv1lib.tournamententry import TournamentEntryWindow
        from bauiv1lib.store import StoreUIController

        plus = bui.app.plus
        assert plus is not None

        classic = bui.app.classic
        assert classic is not None

        if plus.get_v1_account_state() != 'signed_in':
            show_sign_in_prompt()
            return

        if bui.workspaces_in_use():
            bui.screenmessage(
                _classicassets.strings.coop.tournaments_disabled_workspace,
                color=(1, 0, 0),
            )
            _builtinassets.audio.error.get().play()
            return

        if not self._tourney_data_up_to_date:
            bui.screenmessage(
                _classicassets.strings.coop.tournament_checking_state,
                color=(1, 1, 0),
            )
            _builtinassets.audio.error.get().play()
            return

        if tournament_button.tournament_id is None:
            bui.screenmessage(
                _commonassets.strings.status.unavailable_no_connection,
                color=(1, 0, 0),
            )
            _builtinassets.audio.error.get().play()
            return

        if tournament_button.required_league is not None:
            bui.screenmessage(
                _classicassets.strings.league.tournament_required(
                    name=league_display_name(tournament_button.required_league)
                ),
                color=(1, 0, 0),
            )
            _builtinassets.audio.error.get().play()
            return

        if tournament_button.game is not None and not classic.is_game_unlocked(
            tournament_button.game
        ):
            required_purchases = classic.required_purchases_for_game(
                tournament_button.game
            )
            # We gotta be missing *something* if its locked.
            assert required_purchases

            have_requirements = True

            for purchase in required_purchases:
                if purchase not in classic.purchases:
                    have_requirements = False

            if not have_requirements:
                if plus.accounts.primary is None:
                    show_sign_in_prompt()
                else:
                    # Push a custom store window onto our stack. We
                    # shouldn't use the standard auxiliary store
                    # window setup since this isn't a standard store
                    # window.
                    wait_for_connectivity(
                        on_connected=lambda: self.main_window_replace(
                            bui.CallStrict(
                                StoreUIController().create_window,
                                dui2.Request(
                                    '/',
                                    args={'unlockreqs': required_purchases},
                                ),
                                origin_widget=tournament_button.button,
                                auxiliary_style=False,
                            ),
                            extra_type_id=(
                                StoreUIController.get_window_extra_type_id()
                            ),
                        )
                    )

                    # PurchaseWindow(
                    #     items=[purchase],
                    #     origin_widget=tournament_button.button,
                    # )
                return

        if tournament_button.time_remaining <= 0:
            bui.screenmessage(
                _classicassets.strings.coop.tournament_ended, color=(1, 0, 0)
            )
            _builtinassets.audio.error.get().play()
            return

        self._save_state()

        assert tournament_button.tournament_id is not None
        TournamentEntryWindow(
            tournament_id=tournament_button.tournament_id,
            position=tournament_button.button.get_screen_space_center(),
        )

    def _save_state(self) -> None:
        cfg = bui.app.config
        cfg['Selected Coop Row'] = self._selected_row
        cfg['Selected Coop Custom Level'] = self._selected_custom_level
        cfg['Selected Coop Campaign Level'] = self._selected_campaign_level
        cfg.commit()

    def sel_change(self, row: str, game: str) -> None:
        """(internal)"""
        if self._do_selection_callbacks:
            if row == 'custom':
                self._selected_custom_level = game
            elif row == 'campaign':
                self._selected_campaign_level = game
