#include "AppDelegate.h"

#include "cocos2d.h"
#include "SimpleAudioEngine.h"
#include "ScriptingCore.h"
#include "generated/jsb_cocos2dx_auto.hpp"
#include "generated/jsb_cocos2dx_extension_auto.hpp"
#include "jsb_cocos2dx_extension_manual.h"
#include "cocos2d_specifics.hpp"
#include "js_bindings_ccbreader.h"
#include "js_bindings_system_registration.h"
#include "js_bindings_chipmunk_registration.h"
#include "jsb_opengl_registration.h"

USING_NS_CC;
using namespace CocosDenshion;

AppDelegate::AppDelegate()
{
}

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

bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    Director *pDirector = Director::getInstance();
    pDirector->setOpenGLView(EGLView::getInstance());
    pDirector->setProjection(kDirectorProjection2D);

    // Set the design resolution
    EGLView::getInstance()->setDesignResolutionSize(320, 480, kResolutionShowAll);

    // turn on display FPS
    pDirector->setDisplayStats(true);
    
    // set FPS. the default value is 1.0/60 if you don't call this
    pDirector->setAnimationInterval(1.0 / 60);
    
    ScriptingCore* sc = ScriptingCore::getInstance();
    sc->addRegisterCallback(register_all_cocos2dx);
    sc->addRegisterCallback(register_all_cocos2dx_extension);
    sc->addRegisterCallback(register_cocos2dx_js_extensions);
    sc->addRegisterCallback(jsb_register_chipmunk);
    sc->addRegisterCallback(register_all_cocos2dx_extension_manual);
    sc->addRegisterCallback(register_CCBuilderReader);
    sc->addRegisterCallback(jsb_register_system);
    sc->addRegisterCallback(JSB_register_opengl);
    
    sc->start();
    
    ScriptEngineProtocol *pEngine = ScriptingCore::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
#if JSB_ENABLE_DEBUGGER
    ScriptingCore::getInstance()->runScript("main.debug.js");
#else
    ScriptingCore::getInstance()->runScript("MoonWarriors-jsb.js");
#endif

    return true;
}

void handle_signal(int signal) {
    static int internal_state = 0;
    ScriptingCore* sc = ScriptingCore::getInstance();
    // should start everything back
    Director* director = Director::getInstance();
    if (director->getRunningScene()) {
        director->popToRootScene();
    } else {
        PoolManager::sharedPoolManager()->finalize();
        if (internal_state == 0) {
            //sc->dumpRoot(NULL, 0, NULL);
            sc->start();
            internal_state = 1;
        } else {
            sc->runScript("hello.js");
            internal_state = 0;
        }
    }
}

// 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();
    SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
    SimpleAudioEngine::getInstance()->pauseAllEffects();
}

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