#include <iostream>

#include "../include/SimpleAudioEngine.h"
#include "../include/AudioEngine.h"

using namespace CocosDenshion;
using namespace cocos2d;
using namespace cocos2d::experimental;


struct SimpleAudioEngineLinux{
  SimpleAudioEngine * engine = nullptr; 
  int musicid; 
  float effectsvolume;
  std::string musicpath; 
};

SimpleAudioEngineLinux * g_SimpleAudioEngineLinux = nullptr; 


SimpleAudioEngine* SimpleAudioEngine::getInstance(){
  if(!g_SimpleAudioEngineLinux){
    g_SimpleAudioEngineLinux = new SimpleAudioEngineLinux();
    g_SimpleAudioEngineLinux->engine = new SimpleAudioEngine(); 
  }
  return g_SimpleAudioEngineLinux->engine; 
};

  void SimpleAudioEngine::end(){
    if(g_SimpleAudioEngineLinux){
      delete g_SimpleAudioEngineLinux->engine; 
      delete g_SimpleAudioEngineLinux;       
    }
    g_SimpleAudioEngineLinux = nullptr; 
  };
  
  
    SimpleAudioEngine::SimpleAudioEngine(){
      g_SimpleAudioEngineLinux->musicid = -1;
      g_SimpleAudioEngineLinux->effectsvolume = 1.0f; 
    };

    SimpleAudioEngine::~SimpleAudioEngine(){
      
    };

    void SimpleAudioEngine::preloadBackgroundMusic(const char* filePath){
      g_SimpleAudioEngineLinux->musicpath = filePath; 
      AudioEngine::preload(filePath); 
    };
    
    void SimpleAudioEngine::playBackgroundMusic(const char* filePath, bool loop){
      g_SimpleAudioEngineLinux->musicpath = filePath; 
      g_SimpleAudioEngineLinux->musicid = AudioEngine::play2d(filePath, loop); 
    };

    void SimpleAudioEngine::stopBackgroundMusic(bool releaseData){
      AudioEngine::stop(g_SimpleAudioEngineLinux->musicid);
      if(releaseData){
        AudioEngine::uncache(g_SimpleAudioEngineLinux->musicpath.c_str()); 
      }
    };

    void SimpleAudioEngine::pauseBackgroundMusic(){
      AudioEngine::pause(g_SimpleAudioEngineLinux->musicid); 
    };

    void SimpleAudioEngine::resumeBackgroundMusic(){
      AudioEngine::resume(g_SimpleAudioEngineLinux->musicid);
    };

    void SimpleAudioEngine::rewindBackgroundMusic(){
      AudioEngine::setCurrentTime(g_SimpleAudioEngineLinux->musicid, 0);
    };

    bool SimpleAudioEngine::willPlayBackgroundMusic(){
      return g_SimpleAudioEngineLinux->musicid != -1; 
    };

    bool SimpleAudioEngine::isBackgroundMusicPlaying(){
        return AudioEngine::getState(g_SimpleAudioEngineLinux->musicid) == AudioEngine::AudioState::PLAYING; 
    };

    // 
    // properties
    //

    /**
     * The volume of the background music within the range of 0.0 as the minimum and 1.0 as the maximum.
     * @js getMusicVolume
     * @lua getMusicVolume
     */
    float SimpleAudioEngine::getBackgroundMusicVolume(){
      return AudioEngine::getVolume(g_SimpleAudioEngineLinux->musicid);
    };

    /**
     * Set the volume of background music.
     *
     * @param volume must be within the range of 0.0 as the minimum and 1.0 as the maximum.
     * @js setMusicVolume
     * @lua setMusicVolume
     */
    void SimpleAudioEngine::setBackgroundMusicVolume(float volume){
      AudioEngine::setVolume(g_SimpleAudioEngineLinux->musicid, volume); 
    };

    /**
     * The volume of the effects within the range of 0.0 as the minimum and 1.0 as the maximum.
     */
    float SimpleAudioEngine::getEffectsVolume(){
      return g_SimpleAudioEngineLinux->effectsvolume;
    };

    /**
     * Set the volume of sound effects.
     *
     * @param volume must be within the range of 0.0 as the minimum and 1.0 as the maximum.
     */
    void SimpleAudioEngine::setEffectsVolume(float volume){
      g_SimpleAudioEngineLinux->effectsvolume = volume; 
    };

    /**
     * Play sound effect with a file path, pitch, pan and gain.
     *
     * @param filePath The path of the effect file.
     * @param loop Determines whether to loop the effect playing or not. The default value is false.
     * @param pitch Frequency, normal value is 1.0. Will also change effect play time.
     * @param pan   Stereo effect, in the range of [-1..1] where -1 enables only left channel.
     * @param gain  Volume, in the range of [0..1]. The normal value is 1.
     * @return The sound id.
     * 
     * @note Full support is under development, now there are limitations:
     *     - no pitch effect on Samsung Galaxy S2 with OpenSL backend enabled;
     *     - no pitch/pan/gain on win32.
     */
    unsigned int SimpleAudioEngine::playEffect(const char* filePath, bool loop, float pitch, float pan, float gain){
        return AudioEngine::play2d(filePath, loop, gain);
    };

    /**
     * Pause playing sound effect.
     *
     * @param soundId The return value of function playEffect.
     */
    void SimpleAudioEngine::pauseEffect(unsigned int soundId){
      AudioEngine::pause(soundId);
    };

    /**
     * Pause all playing sound effect.
     */
    void SimpleAudioEngine::pauseAllEffects(){
      AudioEngine::pauseAll();
    };

    /**
     * Resume playing sound effect.
     *
     * @param soundId The return value of function playEffect.
     */
    void SimpleAudioEngine::resumeEffect(unsigned int soundId){
      AudioEngine::resume(soundId);
    };

    /**
     * Resume all playing sound effect.
     */
    void SimpleAudioEngine::resumeAllEffects(){
      AudioEngine::resumeAll();
    };

    /**
     * Stop playing sound effect.
     *
     * @param soundId The return value of function playEffect.
     */
    void SimpleAudioEngine::stopEffect(unsigned int soundId){
      AudioEngine::stop(soundId);
    };

    /**
     * Stop all playing sound effects.
     */
    void SimpleAudioEngine::stopAllEffects(){
      AudioEngine::stopAll();
    };

    /**
     * Preload a compressed audio file.
     *
     * The compressed audio will be decoded to wave, then written into an internal buffer in SimpleAudioEngine.
     *
     * @param filePath The path of the effect file.
     * @js NA
     */
    void SimpleAudioEngine::preloadEffect(const char* filePath){
      AudioEngine::preload(filePath);
    };

    /**
     * Unload the preloaded effect from internal buffer.
     *
     * @param filePath The path of the effect file.
     */
    void SimpleAudioEngine::unloadEffect(const char* filePath){
      AudioEngine::uncache(filePath);
    };