cocoaTouch/SDLOverrides/SDL_uikitappdelegate.m
author smxx
Sat, 01 May 2010 20:02:20 +0000
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permissions -rw-r--r--
Engine: * Changed Tint() to use the 4 byte version all the time instead of the longword pointer due to pixel format issues * Added a "laser dot" to laser sight
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/*
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 SDL - Simple DirectMedia Layer
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 Copyright (C) 1997-2009 Sam Lantinga
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 This library is free software; you can redistribute it and/or
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 modify it under the terms of the GNU Lesser General Public
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 License as published by the Free Software Foundation; either
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 version 2.1 of the License, or (at your option) any later version.
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 This library is distributed in the hope that it will be useful,
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 but WITHOUT ANY WARRANTY; without even the implied warranty of
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 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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 Lesser General Public License for more details.
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 You should have received a copy of the GNU Lesser General Public
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 License along with this library; if not, write to the Free Software
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 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 Sam Lantinga, mods for Hedgewars by Vittorio Giovara
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 slouken@libsdl.org, vittorio.giovara@gmail.com
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*/
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#import <pthread.h>
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#import "SDL_uikitappdelegate.h"
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#import "SDL_uikitopenglview.h"
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#import "SDL_events_c.h"
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#import "jumphack.h"
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#import "SDL_video.h"
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#import "GameSetup.h"
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#import "PascalImports.h"
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#import "MainMenuViewController.h"
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#import "OverlayViewController.h"
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#import "CommodityFunctions.h"
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#ifdef main
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#undef main
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#endif
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#define VALGRIND "/opt/valgrind/bin/valgrind"
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int main (int argc, char *argv[]) {
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#ifdef VALGRIND_REXEC
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    // Using the valgrind build config, rexec ourself in valgrind
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    // from http://landonf.bikemonkey.org/code/iphone/iPhone_Simulator_Valgrind.20081224.html
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    if (argc < 2 || (argc >= 2 && strcmp(argv[1], "-valgrind") != 0)) {
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        execl(VALGRIND, VALGRIND, "--leak-check=full", "--show-reachable=yes", argv[0], "-valgrind", NULL);
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    }
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#endif
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	NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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	int retVal = UIApplicationMain(argc, argv, nil, @"SDLUIKitDelegate");
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	[pool release];
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	return retVal;
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}
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@implementation SDLUIKitDelegate
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@synthesize uiwindow, window;
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// convenience method
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+(SDLUIKitDelegate *)sharedAppDelegate {
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	// the delegate is set in UIApplicationMain(), which is guaranteed to be called before this method
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	return (SDLUIKitDelegate *)[[UIApplication sharedApplication] delegate];
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}
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-(id) init {
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	if (self = [super init]){
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        self.uiwindow = nil;
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        self.window = NULL;
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        mainViewController = nil;
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        isInGame = NO;
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        return self;
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    } else 
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        return nil;
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}
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-(void) dealloc {
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    SDL_DestroyWindow(self.window);
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    [mainViewController release];
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	[uiwindow release];
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	[super dealloc];
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}
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// main routine for calling the actual game engine
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-(IBAction) startSDLgame {
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    [mainViewController disappear];
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    // pull out useful configuration info from various files
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	GameSetup *setup = [[GameSetup alloc] init];
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	[setup startThread:@"engineProtocol"];
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	const char **gameArgs = [setup getSettings];
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	[setup release];
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    OverlayViewController *overlayController;
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    // overlay with controls, become visible after 2 seconds
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    overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil];
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    [uiwindow addSubview:overlayController.view];
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    [overlayController release];
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    isInGame = YES;
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	Game(gameArgs); // this is the pascal fuction that starts the game
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    isInGame = NO;
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    free(gameArgs);
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    [overlayController.view removeFromSuperview];
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    [mainViewController appear];
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}
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// override the direct execution of SDL_main to allow us to implement the frontend (even using a nib)
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-(void) applicationDidFinishLaunching:(UIApplication *)application {
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	//[application setStatusBarHidden:YES animated:NO];
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    //[application setStatusBarHidden:YES withAnimation:NO];
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    [application setStatusBarHidden:YES];
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    [application setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];  
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	self.uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
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	self.uiwindow.backgroundColor = [UIColor blackColor];
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    if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
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        mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPad" bundle:nil];
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    else
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        mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPhone" bundle:nil];
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	[uiwindow addSubview:mainViewController.view];
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	// Set working directory to resource path
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	[[NSFileManager defaultManager] changeCurrentDirectoryPath:[[NSBundle mainBundle] resourcePath]];
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	[uiwindow makeKeyAndVisible];
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	[uiwindow layoutSubviews];
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}
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-(void) applicationWillTerminate:(UIApplication *)application {
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	SDL_SendQuit();
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    if (isInGame) {
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        HW_terminate(YES);
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        // hack to prevent automatic termination. See SDL_uikitevents.m for details
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        longjmp(*(jump_env()), 1);
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    }
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}
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-(void) applicationWillResignActive:(UIApplication *)application {
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	//NSLog(@"%@", NSStringFromSelector(_cmd));
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    if (isInGame) HW_pause();
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	//SDL_SendWindowEvent(self.window, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
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}
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-(void) applicationDidBecomeActive:(UIApplication *)application {
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	//NSLog(@"%@", NSStringFromSelector(_cmd));
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    if (isInGame) HW_pause();
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	//SDL_SendWindowEvent(self.window, SDL_WINDOWEVENT_RESTORED, 0, 0);
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}
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@end