/**
 * Copyright(c) Live2D Inc. All rights reserved.
 *
 * Use of this source code is governed by the Live2D Open Software license
 * that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
 */

#include "AppDelegate.h"
#include "SampleScene.h"
#include "LAppLive2DManager.hpp"
#include "LAppDefine.hpp"
#include "LAppPal.hpp"

#if USE_AUDIO_ENGINE && USE_SIMPLE_AUDIO_ENGINE
#error "Don't use AudioEngine and SimpleAudioEngine at the same time. Please just select one in your game!"
#endif

#if USE_AUDIO_ENGINE
#include "audio/include/AudioEngine.h"
using namespace ax::experimental;
#elif USE_SIMPLE_AUDIO_ENGINE
#include "audio/include/SimpleAudioEngine.h"
using namespace CocosDenshion;
#endif

USING_NS_AX;

static ax::Size designResolutionSize = ax::Size(LAppDefine::RenderTargetWidth, LAppDefine::RenderTargetHeight);
static ax::Size smallResolutionSize = ax::Size(480, 320);
static ax::Size mediumResolutionSize = ax::Size(1024, 768);
static ax::Size largeResolutionSize = ax::Size(2048, 1536);

AppDelegate::AppDelegate()
{
}

AppDelegate::~AppDelegate()
{
    Director::getInstance()->getEventDispatcher()->removeEventListener(_recreatedEventlistener);

    LAppLive2DManager::ReleaseInstance();

#if USE_AUDIO_ENGINE
    AudioEngine::end();
#elif USE_SIMPLE_AUDIO_ENGINE
    SimpleAudioEngine::end();
#endif
}

// if you want a different context, modify the value of glContextAttrs
// it will affect all platforms
void AppDelegate::initGLContextAttrs()
{
    // set OpenGL context attributes: red,green,blue,alpha,depth,stencil,multisamplesCount
    GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8, 0};

    GLView::setGLContextAttrs(glContextAttrs);
}

// if you want to use the package manager to install more packages,
// don't modify or remove this function
static int register_all_packages()
{
    return 0; //flag for packages manager
}

bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    auto director = Director::getInstance();
    auto glView = director->getOpenGLView();
    if(!glView)
    {
#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32) || (AX_TARGET_PLATFORM == AX_PLATFORM_MAC) || (AX_TARGET_PLATFORM == AX_PLATFORM_LINUX)
        glView = GLViewImpl::createWithRect("Demo", ax::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
        glView = GLViewImpl::create("Demo");
#endif
        director->setOpenGLView(glView);
    }

    // turn on display FPS
    director->setStatsDisplay(true);

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

    // Set the design resolution
    glView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL);
//    auto frameSize = glView->getFrameSize();
//    // if the frame's height is larger than the height of medium size.
//    if (frameSize.height > mediumResolutionSize.height)
//    {
//        director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
//    }
//    // if the frame's height is larger than the height of small size.
//    else if (frameSize.height > smallResolutionSize.height)
//    {
//        director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
//    }
//    // if the frame's height is smaller than the height of medium size.
//    else
//    {
//        director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
//    }

    register_all_packages();

    // prepare for Cubism Framework API.
    _cubismOption.LogFunction = LAppPal::PrintMessage;
    _cubismOption.LoggingLevel = LAppDefine::CubismLoggingLevel;
    Csm::CubismFramework::StartUp(&_cubismAllocator, &_cubismOption);

    _recreatedEventlistener = ax::EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom*)
    {
        LAppLive2DManager::GetInstance()->RecreateRenderer();
    });
    director->getEventDispatcher()->addEventListenerWithFixedPriority(_recreatedEventlistener, -1);

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

    // run
    director->runWithScene(scene);

    return true;
}

// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
void AppDelegate::applicationDidEnterBackground()
{
    Director::getInstance()->stopAnimation();

#if USE_AUDIO_ENGINE
    AudioEngine::pauseAll();
#elif USE_SIMPLE_AUDIO_ENGINE
    SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
    SimpleAudioEngine::getInstance()->pauseAllEffects();
#endif
}

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

#if USE_AUDIO_ENGINE
    AudioEngine::resumeAll();
#elif USE_SIMPLE_AUDIO_ENGINE
    SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
    SimpleAudioEngine::getInstance()->resumeAllEffects();
#endif
    // Director::getInstance()->startAnimation();
}