/******************************************************************************
 * 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 "BatchingExample.h"
#include "SpineboyExample.h"

USING_NS_CC;
using namespace spine;

#define NUM_SKELETONS 50

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

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

	// Load the texture atlas.
	_atlas = spAtlas_createFromFile("spineboy.atlas", 0);
	CCASSERT(_atlas, "Error reading atlas file.");

	// This attachment loader configures attachments with data needed for cocos2d-x rendering.
	// Do not dispose the attachment loader until the skeleton data is disposed!
	_attachmentLoader = (spAttachmentLoader*)Cocos2dAttachmentLoader_create(_atlas);

	// Load the skeleton data.
	spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
	json->scale = 0.6f; // Resizes skeleton data to 60% of the size it was in Spine.
	_skeletonData = spSkeletonJson_readSkeletonDataFile(json, "spineboy-ess.json");
	CCASSERT(_skeletonData, json->error ? json->error : "Error reading skeleton data file.");
	spSkeletonJson_dispose(json);

	// Setup mix times.
	_stateData = spAnimationStateData_create(_skeletonData);
	spAnimationStateData_setMixByName(_stateData, "walk", "jump", 0.2f);
	spAnimationStateData_setMixByName(_stateData, "jump", "run", 0.2f);

	int xMin = _contentSize.width * 0.10f, xMax = _contentSize.width * 0.90f;
	int yMin = 0, yMax = _contentSize.height * 0.7f;
	for (int i = 0, j = 0; i < NUM_SKELETONS; i++) {
		// Each skeleton node shares the same atlas, skeleton data, and mix times.
		SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(_skeletonData, false);
		skeletonNode->setAnimationStateData(_stateData);

		skeletonNode->setAnimation(0, "walk", true);
		skeletonNode->addAnimation(0, "jump", true, RandomHelper::random_int(0, 300) / 100.0f);
		skeletonNode->addAnimation(0, "run", true);
		
		// alternative setting two color tint for groups of 10 skeletons
		// should end up with #skeletons / 10 batches
		// if (j++ < 10)
//			skeletonNode->setTwoColorTint(true);
//		if (j == 20) j = 0;
		// skeletonNode->setTwoColorTint(true);

		skeletonNode->setPosition(Vec2(
			RandomHelper::random_int(xMin, xMax),
			RandomHelper::random_int(yMin, yMax)
		));
		addChild(skeletonNode);
	}

	scheduleUpdate();

	EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
	listener->onTouchBegan = [this] (Touch* touch, Event* event) -> bool {
		Director::getInstance()->replaceScene(SpineboyExample::scene());
		return true;
	};
	_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

	return true;
}

BatchingExample::~BatchingExample () {
	// SkeletonAnimation instances are cocos2d-x nodes and are disposed of automatically as normal, but the data created
	// manually to be shared across multiple SkeletonAnimations needs to be disposed of manually.
	spSkeletonData_dispose(_skeletonData);
	spAnimationStateData_dispose(_stateData);
	spAttachmentLoader_dispose(_attachmentLoader);
	spAtlas_dispose(_atlas);
}
