#include "AppDelegate.h"

#include "SimpleAudioEngine.h"
#include "jsb_cocos2dx_auto.hpp"
#include "jsb_cocos2dx_ui_auto.hpp"
#include "jsb_cocos2dx_studio_auto.hpp"
#include "jsb_cocos2dx_builder_auto.hpp"
#include "jsb_cocos2dx_spine_auto.hpp"
#include "jsb_cocos2dx_extension_auto.hpp"
#include "jsb_cocos2dx_3d_auto.hpp"
#include "jsb_cocos2dx_3d_extension_auto.hpp"
#include "3d/jsb_cocos2dx_3d_manual.h"
#include "ui/jsb_cocos2dx_ui_manual.h"
#include "cocostudio/jsb_cocos2dx_studio_manual.h"
#include "cocosbuilder/js_bindings_ccbreader.h"
#include "spine/jsb_cocos2dx_spine_manual.h"
#include "extension/jsb_cocos2dx_extension_manual.h"
#include "localstorage/js_bindings_system_registration.h"
#include "chipmunk/js_bindings_chipmunk_registration.h"
#include "jsb_opengl_registration.h"
#include "network/XMLHTTPRequest.h"
#include "network/jsb_websocket.h"
#include "network/jsb_socketio.h"

#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#include "platform/android/CCJavascriptJavaBridge.h"
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
#include "platform/ios/JavaScriptObjCBridge.h"
#endif

USING_NS_CC;
using namespace CocosDenshion;

AppDelegate::AppDelegate()
{
}

AppDelegate::~AppDelegate()
{
    ScriptEngineManager::destroyInstance();
}

void AppDelegate::initGLContextAttrs()
{
    GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
    
    GLView::setGLContextAttrs(glContextAttrs);
}

bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
#if(CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
        glview = cocos2d::GLViewImpl::create("flappy_bird");
#else
        glview = cocos2d::GLViewImpl::createWithRect("flappy_bird", Rect(0,0,900,640));
#endif
        director->setOpenGLView(glview);
}

    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);
    
    ScriptingCore* sc = ScriptingCore::getInstance();
    sc->addRegisterCallback(register_all_cocos2dx);
    sc->addRegisterCallback(register_cocos2dx_js_core);
    sc->addRegisterCallback(jsb_register_system);

    // extension can be commented out to reduce the package
    sc->addRegisterCallback(register_all_cocos2dx_extension);
    sc->addRegisterCallback(register_all_cocos2dx_extension_manual);

    // chipmunk can be commented out to reduce the package
    sc->addRegisterCallback(jsb_register_chipmunk);
    // opengl can be commented out to reduce the package
    sc->addRegisterCallback(JSB_register_opengl);
    
    // builder can be commented out to reduce the package
    sc->addRegisterCallback(register_all_cocos2dx_builder);
    sc->addRegisterCallback(register_CCBuilderReader);
    
    // ui can be commented out to reduce the package, attension studio need ui module
    sc->addRegisterCallback(register_all_cocos2dx_ui);
    sc->addRegisterCallback(register_all_cocos2dx_ui_manual);

    // studio can be commented out to reduce the package, 
    sc->addRegisterCallback(register_all_cocos2dx_studio);
    sc->addRegisterCallback(register_all_cocos2dx_studio_manual);
    
    // spine can be commented out to reduce the package
    sc->addRegisterCallback(register_all_cocos2dx_spine);
    sc->addRegisterCallback(register_all_cocos2dx_spine_manual);
    
    // XmlHttpRequest can be commented out to reduce the package
    sc->addRegisterCallback(MinXmlHttpRequest::_js_register);
    // websocket can be commented out to reduce the package
    sc->addRegisterCallback(register_jsb_websocket);
    // sokcet io can be commented out to reduce the package
    sc->addRegisterCallback(register_jsb_socketio);

    // 3d can be commented out to reduce the package
    sc->addRegisterCallback(register_all_cocos2dx_3d);
    sc->addRegisterCallback(register_all_cocos2dx_3d_manual);
    
    // 3d extension can be commented out to reduce the package
    sc->addRegisterCallback(register_all_cocos2dx_3d_extension);
    
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    sc->addRegisterCallback(JavascriptJavaBridge::_js_register);
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
    sc->addRegisterCallback(JavaScriptObjCBridge::_js_register);
#endif
    sc->start();    
    sc->runScript("script/jsb_boot.js");
    ScriptEngineProtocol *engine = ScriptingCore::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    ScriptingCore::getInstance()->runScript("main.js");

    return true;
}

// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground()
{
    auto director = Director::getInstance();
    director->stopAnimation();
    director->getEventDispatcher()->dispatchCustomEvent("game_on_hide");
    SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
    SimpleAudioEngine::getInstance()->pauseAllEffects();    
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
    auto director = Director::getInstance();
    director->startAnimation();
    director->getEventDispatcher()->dispatchCustomEvent("game_on_show");
    SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
    SimpleAudioEngine::getInstance()->resumeAllEffects();
}
