/*
 * cocos2d-extensions
 * https://github.com/cocos2d/cocos2d-iphone-extensions
 *
 * Copyright (c) 2011-2012 Stepan Generalov
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 *
 */

//
// RootViewController + iAd
// If you want to support iAd, use this class as the controller of your iAd
//

#import "cocos2d.h"

#if COCOS2D_VERSION < 0x00020000

#import "RootViewController.h"
#import "GameConfig.h"

@protocol UpdateOrientation <NSObject>

- (void) updateOrientationWithOrientation: (UIDeviceOrientation) orientation;

@end


@implementation RootViewController

/*
 // The designated initializer.  Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
 - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
	if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
	// Custom initialization
	}
	return self;
 }
 */

/*
 // Implement loadView to create a view hierarchy programmatically, without using a nib.
 - (void)loadView {
 }
 */

/*
 // Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
 - (void)viewDidLoad {
	[super viewDidLoad];
 }
 */


// Override to allow orientations other than the default portrait orientation.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
	
	//
	// There are 2 ways to support auto-rotation:
	//  - The OpenGL / cocos2d way
	//     - Faster, but doesn't rotate the UIKit objects
	//  - The ViewController way
	//    - A bit slower, but the UiKit objects are placed in the right place
	//
	
#if GAME_AUTOROTATION==kGameAutorotationNone
	//
	// EAGLView won't be autorotated.
	// Since this method should return YES in at least 1 orientation, 
	// we return YES only in the Portrait orientation
	//
	return ( interfaceOrientation == UIInterfaceOrientationPortrait );
	
#elif GAME_AUTOROTATION==kGameAutorotationCCDirector
	//
	// EAGLView will be rotated by cocos2d
	//
	// Sample: Autorotate only in landscape mode
	//
	if( interfaceOrientation == UIInterfaceOrientationLandscapeLeft ) {
		[[CCDirector sharedDirector] setDeviceOrientation: kCCDeviceOrientationLandscapeRight];
	} else if( interfaceOrientation == UIInterfaceOrientationLandscapeRight) {
		[[CCDirector sharedDirector] setDeviceOrientation: kCCDeviceOrientationLandscapeLeft];
	}
	
	// Since this method should return YES in at least 1 orientation, 
	// we return YES only in the Portrait orientation
	return ( interfaceOrientation == UIInterfaceOrientationPortrait );
	
#elif GAME_AUTOROTATION == kGameAutorotationUIViewController
	//
	// EAGLView will be rotated by the UIViewController
	//
	// Sample: Autorotate only in landscpe mode
	//
	// return YES for the supported orientations
	
	return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) );
	
#else
#error Unknown value in GAME_AUTOROTATION
	
#endif // GAME_AUTOROTATION
	
	
	// Shold not happen
	return NO;
}

//
// This callback only will be called when GAME_AUTOROTATION == kGameAutorotationUIViewController
//
#if GAME_AUTOROTATION == kGameAutorotationUIViewController
-(void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
	//
	// Assuming that the main window has the size of the screen
	// BUG: This won't work if the EAGLView is not fullscreen
	///
	CGRect screenRect = [[UIScreen mainScreen] bounds];
	CGRect rect;
	
	if(toInterfaceOrientation == UIInterfaceOrientationPortrait || toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)		
		rect = screenRect;
	
	else if(toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft || toInterfaceOrientation == UIInterfaceOrientationLandscapeRight)
		rect.size = CGSizeMake( screenRect.size.height, screenRect.size.width );
	
	CCDirector *director = [CCDirector sharedDirector];
	EAGLView *glView = [director openGLView];
	float contentScaleFactor = [director contentScaleFactor];
	
	if( contentScaleFactor != 1 ) {
		rect.size.width *= contentScaleFactor;
		rect.size.height *= contentScaleFactor;
	}

	glView.frame = rect;
	

	// Let current test know that orientation was changed.
	CCScene *curScene = [[CCDirector sharedDirector] runningScene];	
	if (curScene)
	{
		for (id <UpdateOrientation> child in curScene.children)
			if ([child respondsToSelector:@selector(updateOrientationWithOrientation:)])
				[child updateOrientationWithOrientation: (UIDeviceOrientation)toInterfaceOrientation ];
	}
}
#endif // GAME_AUTOROTATION == kGameAutorotationUIViewController

- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
{
    id<UIApplicationDelegate> delegate = [UIApplication sharedApplication].delegate;
    
    if ([delegate respondsToSelector: @selector(updateForScreenReshape)])
        [delegate performSelector: @selector(updateForScreenReshape)];
}


- (void)didReceiveMemoryWarning {
    // Releases the view if it doesn't have a superview.
    [super didReceiveMemoryWarning];
    
    // Release any cached data, images, etc that aren't in use.
}

- (void)viewDidUnload {
    [super viewDidUnload];
    // Release any retained subviews of the main view.
    // e.g. self.myOutlet = nil;
}


- (void)dealloc {
    [super dealloc];
}


@end

#endif //< COCOS2D_VERSION < 0x00020000

