/******************************************************************************
 * Spine Runtimes Software License v2.5
 *
 * Copyright (c) 2013-2016, Esoteric Software
 * All rights reserved.
 *
 * You are granted a perpetual, non-exclusive, non-sublicensable, and
 * non-transferable license to use, install, execute, and perform the Spine
 * Runtimes software and derivative works solely for personal or internal
 * use. Without the written permission of Esoteric Software (see Section 2 of
 * the Spine Software License Agreement), you may not (a) modify, translate,
 * adapt, or develop new applications using the Spine Runtimes or otherwise
 * create derivative works or improvements of the Spine Runtimes or (b) remove,
 * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
 * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
 * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

#include "SkeletonRendererSeparatorExample.h"
#include "GoblinsExample.h"

USING_NS_CC;
using namespace spine;

Scene* SkeletonRendererSeparatorExample::scene () {
	Scene *scene = Scene::create();
	scene->addChild(SkeletonRendererSeparatorExample::create());
	return scene;
}

bool SkeletonRendererSeparatorExample::init () {
	if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;

	// Spineboy's back, which will manage the animation and GPU resources
	// will render only the front slots of Spineboy
	backNode = SkeletonAnimation::createWithJsonFile("spineboy-ess.json", "spineboy.atlas", 0.6f);
	backNode->setMix("walk", "jump", 0.4);
	backNode->setAnimation(0, "walk", true);
	backNode->setSlotsRange(backNode->findSlot("rear-upper-arm")->data->index, backNode->findSlot("rear-shin")->data->index);
	backNode->setPosition(Vec2(_contentSize.width / 2, 20));
	
	// A simple rectangle to go between the front and back slots of Spineboy
	betweenNode = DrawNode::create();
	Vec2 rect[4];
	rect[0] = Vec2(0, 0);
	rect[1] = Vec2(40, 0);
	rect[2] = Vec2(40, 200);
	rect[3] = Vec2(0, 200);
	betweenNode->drawPolygon(rect, 4, Color4F(1, 0, 0, 1), 1, Color4F(1, 0, 0, 1));
	betweenNode->setPosition(Vec2(_contentSize.width / 2 + 30, 20));
	
	// Spineboy's front, doesn't manage any skeleton, animation or GPU resources, but simply
	// renders the back slots of Spineboy. The skeleton, animatio state and GPU resources
	// are shared with the front node!
	frontNode = SkeletonRenderer::createWithSkeleton(backNode->getSkeleton());
	frontNode->setSlotsRange(frontNode->findSlot("neck")->data->index, -1);
	frontNode->setPosition(Vec2(_contentSize.width / 2, 20));
	
	// Add the front, between and back node in the correct order to this scene
	addChild(backNode);
	addChild(betweenNode);
	addChild(frontNode);

	scheduleUpdate();
	
	EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
	listener->onTouchBegan = [this] (Touch* touch, Event* event) -> bool {
		if (!backNode->getDebugBonesEnabled())
			backNode->setDebugBonesEnabled(true);
		else if (backNode->getTimeScale() == 1)
			backNode->setTimeScale(0.3f);
		else
			Director::getInstance()->replaceScene(GoblinsExample::scene());
		return true;
	};
	_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

	return true;
}

void SkeletonRendererSeparatorExample::update (float deltaTime) {
	// Test releasing memory.
	// Director::getInstance()->replaceScene(SpineboyExample::scene());
}
