#include <iostream>  // cout
#include <assert.h>  // assert()
#include <string.h>  // strstr()
#include <angelscript.h>
#include "../../../add_on/scriptstring/scriptstring.h"
#include "../../../add_on/contextmgr/contextmgr.h"

#if defined(_MSC_VER)
#include <crtdbg.h>
#endif

#ifdef _LINUX_ 
	#include <sys/time.h>
	#include <stdio.h>
	#include <termios.h>
	#include <unistd.h>
	#include <fcntl.h>
	#include <string.h>
#elif defined(__APPLE__)
	#include <curses.h>
#else
	#include <conio.h>   // kbhit(), getch()
	#include <windows.h> // timeGetTime()
#endif

using namespace std;

#ifdef _LINUX_

#define UINT unsigned int 
typedef unsigned int DWORD;

// Linux doesn't have timeGetTime(), this essintially does the same
// thing, except this is milliseconds since Epoch (Jan 1st 1970) instead
// of system start. It will work the same though...
DWORD timeGetTime()
{
	timeval time;
	gettimeofday(&time, NULL);
	return time.tv_sec*1000 + time.tv_usec/1000;
}

// kbhit() for linux
int kbhit() 
{
	struct termios oldt, newt;
	int ch;
	int oldf;

	tcgetattr(STDIN_FILENO, &oldt);
	newt = oldt;
	newt.c_lflag &= ~(ICANON | ECHO);
	tcsetattr(STDIN_FILENO, TCSANOW, &newt);
	oldf = fcntl(STDIN_FILENO, F_GETFL, 0);
	fcntl(STDIN_FILENO, F_SETFL, oldf | O_NONBLOCK);

	ch = getchar();

	tcsetattr(STDIN_FILENO, TCSANOW, &oldt);
	fcntl(STDIN_FILENO, F_SETFL, oldf);

	if(ch != EOF) 
	{
		ungetc(ch, stdin);
		return 1;
	}

	return 0;
}

#elif defined(__APPLE__)

#define UINT unsigned int
typedef unsigned int DWORD;

// Linux doesn't have timeGetTime(), this essintially does the same
// thing, except this is milliseconds since Epoch (Jan 1st 1970) instead
// of system start. It will work the same though...
DWORD timeGetTime()
{
	timeval time;
	gettimeofday(&time, NULL);
	return time.tv_sec*1000 + time.tv_usec/1000;
}

int kbhit()
{
	if( getch() == ERR )
		return 0;
		
	return 1;
}

#endif

// Function prototypes
void ConfigureEngine(asIScriptEngine *engine);
int  CompileScript(asIScriptEngine *engine);
void PrintString(string &str);
void PrintNumber(int num);

void MessageCallback(const asSMessageInfo *msg, void *param)
{
	const char *type = "ERR ";
	if( msg->type == asMSGTYPE_WARNING ) 
		type = "WARN";
	else if( msg->type == asMSGTYPE_INFORMATION ) 
		type = "INFO";

	printf("%s (%d, %d) : %s : %s\n", msg->section, msg->row, msg->col, type, msg->message);
}

CContextMgr contextManager;
asIScriptEngine *engine = 0;

int main(int argc, char **argv)
{
#if defined(_MSC_VER)
	_CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF|_CRTDBG_ALLOC_MEM_DF);
	_CrtSetReportMode(_CRT_ASSERT,_CRTDBG_MODE_FILE);
	_CrtSetReportFile(_CRT_ASSERT,_CRTDBG_FILE_STDERR);

	// Use _CrtSetBreakAlloc(n) to find a specific memory leak
	//_CrtSetBreakAlloc(924);
#endif

	int r;

	// Setup the context manager
	contextManager.SetGetTimeCallback((TIMEFUNC_t)&timeGetTime);

	// Create the script engine
	engine = asCreateScriptEngine(ANGELSCRIPT_VERSION);

	if( engine == 0 )
	{
		cout << "Failed to create script engine." << endl;
		return -1;
	}

	// The script compiler will send any compiler messages to the callback function
	engine->SetMessageCallback(asFUNCTION(MessageCallback), 0, asCALL_CDECL);

	// Configure the script engine with all the functions, 
	// and variables that the script should be able to use.
	ConfigureEngine(engine);

	// Compile the script code
	r = CompileScript(engine);
	if( r < 0 ) return -1;

	contextManager.AddContext(engine, engine->GetModule("script1")->GetFunctionIdByDecl("void main()"));
	contextManager.AddContext(engine, engine->GetModule("script2")->GetFunctionIdByDecl("void main()"));
	
	// Print some useful information and start the input loop
	cout << "This sample shows how two scripts can be executed concurrently." << endl; 
	cout << "Both scripts voluntarily give up the control by calling sleep()." << endl;
	cout << "Press any key to terminate the application." << endl;

	for(;;)
	{
		// Check if any key was pressed
		if( kbhit() )
		{
			contextManager.AbortAll();
			break;
		}

		// Allow the contextManager to determine which script to execute next
		contextManager.ExecuteScripts();
	}

	// Release the engine
	engine->Release();

	return 0;
}

void ConfigureEngine(asIScriptEngine *engine)
{
	int r;

	// Register the script string type
	// Look at the implementation for this function for more information  
	// on how to register a custom string type, and other object types.
	// The implementation is in "/add_on/scriptstring/scriptstring.cpp"
	RegisterScriptString(engine);

	// Register the functions that the scripts will be allowed to use
	r = engine->RegisterGlobalFunction("void Print(string &in)", asFUNCTION(PrintString), asCALL_CDECL); assert( r >= 0 );
	r = engine->RegisterGlobalFunction("void Print(int)", asFUNCTION(PrintNumber), asCALL_CDECL); assert( r >= 0 );

	// Register the functions for controlling the script threads, e.g. sleep
	contextManager.RegisterThreadSupport(engine);
}

int CompileScript(asIScriptEngine *engine)
{
	int r;

	// This script prints a message 3 times per second
	const char *script1 = 
	"int count = 0;                     "
	"void main()                        "
	"{                                  "
    "  for(;;)                          "
	"  {                                "
	"    Print(\"A :\");                "
	"    Print(count++);                "
	"    Print(\"\\n\");                "
	"    sleep(333);                    "
	"  }                                "
	"}                                  ";
	
	// This script prints a message once per second
	const char *script2 =
	"int count = 0;                     "
	"void main()                        "
	"{                                  "
	"  for(;;)                          "
	"  {                                "
	"    Print(\" B:\");                "
	"    Print(count++);                "
	"    Print(\"\\n\");                "
	"    sleep(1000);                   "
	"  }                                "
	"}                                  ";

	// Build the two script into separate modules. This will make them have
	// separate namespaces, which allows them to use the same name for functions
	// and global variables.
	asIScriptModule *mod = engine->GetModule("script1", asGM_ALWAYS_CREATE);
	r = mod->AddScriptSection("script1", script1, strlen(script1));
	if( r < 0 ) 
	{
		cout << "AddScriptSection() failed" << endl;
		return -1;
	}
	
	r = mod->Build();
	if( r < 0 )
	{
		cout << "Build() failed" << endl;
		return -1;
	}

	mod = engine->GetModule("script2", asGM_ALWAYS_CREATE);
	r = mod->AddScriptSection("script2", script2, strlen(script2));
	if( r < 0 )
	{
		cout << "AddScriptSection() failed" << endl;
		return -1;
	}

	r = mod->Build();
	if( r < 0 )
	{
		cout << "Build() failed" << endl;
		return -1;
	}

	return 0;
}

void PrintString(string &str)
{
	cout << str;
}

void PrintNumber(int num)
{
	cout << num;
}





