#include "AppDelegate.h"

#include "cocos2d.h"
#include "MenuScene.h"

#include "CCEGLView.h"

USING_NS_CC;

AppDelegate::AppDelegate() {

}

AppDelegate::~AppDelegate() {
}

bool AppDelegate::initInstance() {
	bool bRet = false;
	do {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)

		// Initialize OpenGLView instance, that release by CCDirector when application terminate.
		// The HelloWorld is designed as HVGA.
		CCEGLView * pMainWnd = new CCEGLView();
		CC_BREAK_IF(! pMainWnd
				|| ! pMainWnd->Create(TEXT("cocos2d: Ututu Hernández"), 480, 320));

#endif  // CC_PLATFORM_WIN32
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)

		// OpenGLView initialized in testsAppDelegate.mm on ios platform, nothing need to do here.

#endif  // CC_PLATFORM_IOS
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)

		// OpenGLView initialized in HelloWorld/android/jni/helloworld/main.cpp
		// the default setting is to create a fullscreen view
		// if you want to use auto-scale, please enable view->create(320,480) in main.cpp
		// if the resources under '/sdcard" or other writeable path, set it.
		// warning: the audio source should in assets/
		// cocos2d::CCFileUtils::setResourcePath("/sdcard");

#endif  // CC_PLATFORM_ANDROID
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WOPHONE)

		// Initialize OpenGLView instance, that release by CCDirector when application terminate.
		// The HelloWorld is designed as HVGA.
		CCEGLView* pMainWnd = new CCEGLView(this);
		CC_BREAK_IF(! pMainWnd || ! pMainWnd->Create(320,480, WM_WINDOW_ROTATE_MODE_CW));

#ifndef _TRANZDA_VM_  
		// on wophone emulator, we copy resources files to Work7/NEWPLUS/TDA_DATA/Data/ folder instead of zip file
		cocos2d::CCFileUtils::setResource("HelloWorld.zip");
#endif

#endif  // CC_PLATFORM_WOPHONE
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE)
		// MaxAksenov said it's NOT a very elegant solution. I agree, haha
		CCDirector::sharedDirector()->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)

		// Initialize OpenGLView instance, that release by CCDirector when application terminate.
		// The HelloWorld is designed as HVGA.
		CCEGLView * pMainWnd = new CCEGLView();
		CC_BREAK_IF(! pMainWnd
				|| ! pMainWnd->Create("cocos2d: Hello World", 480, 320 ,480, 320));

		CCFileUtils::setResourcePath("../Resources/");

#endif  // CC_PLATFORM_LINUX

#if (CC_TARGET_PLATFORM == CC_PLATFORM_BADA)

		CCEGLView * pMainWnd = new CCEGLView();
		CC_BREAK_IF(! pMainWnd|| ! pMainWnd->Create(this, 480, 320));
		pMainWnd->setDeviceOrientation(Osp::Ui::ORIENTATION_LANDSCAPE);
		CCFileUtils::setResourcePath("/Res/");

#endif  // CC_PLATFORM_BADA

#if (CC_TARGET_PLATFORM == CC_PLATFORM_QNX)
		CCEGLView * pMainWnd = new CCEGLView();
		CC_BREAK_IF(! pMainWnd|| ! pMainWnd->Create(1024, 600));
		CCFileUtils::setResourcePath("app/native/Resources");
#endif // CC_PLATFORM_QNX
		bRet = true;
	} while (0);
	return bRet;
}

bool AppDelegate::applicationDidFinishLaunching() {
	// initialize director
	CCDirector *pDirector = CCDirector::sharedDirector();

	pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());

	// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
//     pDirector->enableRetinaDisplay(true);

	// turn on display FPS
	pDirector->setDisplayFPS(true);

	// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);

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

	// create a scene. it's an autorelease object
	CCScene *pScene = Menu::scene();

	// run
	pDirector->runWithScene(pScene);

	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() {
	CCDirector::sharedDirector()->pause();

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

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
	CCDirector::sharedDirector()->resume();

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