/******************************************************************************
 * 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
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 * 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 "AppDelegate.h"

#include <vector>
#include <string>

#include "RaptorExample.h"
#include "BatchingExample.h"
#include "CoinExample.h"
#include "SkeletonRendererSeparatorExample.h"
#include "AppMacros.h"

USING_NS_CC;
using namespace std;

AppDelegate::AppDelegate () {
}

AppDelegate::~AppDelegate () {
}

bool AppDelegate::applicationDidFinishLaunching () {
	// initialize director
	auto director = Director::getInstance();
	auto glview = director->getOpenGLView();
	if (!glview) {
		glview = GLViewImpl::create("Spine Example");
		director->setOpenGLView(glview);
	}

	// Set the design resolution
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
	// a bug in DirectX 11 level9-x on the device prevents ResolutionPolicy::NO_BORDER from working correctly
	glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL);
#else
	glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
#endif

	Size frameSize = glview->getFrameSize();
	
	vector<string> searchPath;

	// In this demo, we select resource according to the frame's height.
	// If the resource size is different from design resolution size, you need to set contentScaleFactor.
	// We use the ratio of resource's height to the height of design resolution,
	// this can make sure that the resource's height could fit for the height of design resolution.
	if (frameSize.height > mediumResource.size.height) {
		// if the frame's height is larger than the height of medium resource size, select large resource.
		searchPath.push_back(largeResource.directory);
		director->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
	} else if (frameSize.height > smallResource.size.height) {
		// if the frame's height is larger than the height of small resource size, select medium resource.
		searchPath.push_back(mediumResource.directory);
		director->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
	} else {
		// if the frame's height is smaller than the height of medium resource size, select small resource.
		searchPath.push_back(smallResource.directory);
		director->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
	}
	
	searchPath.push_back("common");
	 
	// set search path
	FileUtils::getInstance()->setSearchPaths(searchPath);
	
	// turn on display FPS
	director->setDisplayStats(true);

	// set FPS. the default value is 1.0/60 if you don't call this
	director->setAnimationInterval(1.0f / 60);

	// create a scene. it's an autorelease object
	//auto scene = RaptorExample::scene();
	auto scene = SkeletonRendererSeparatorExample::scene();

	// run
	director->runWithScene(scene);

	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 () {
	Director::getInstance()->stopAnimation();

	// if you use SimpleAudioEngine, it must be paused
	// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground () {
	Director::getInstance()->startAnimation();

	// if you use SimpleAudioEngine, it must resume here
	// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}
