Frontend:
* Added separator and better sorting to map selection
* Updated German translation
/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2009 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga, mods for Hedgewars by Vittorio Giovara
slouken@libsdl.org, vittorio.giovara@gmail.com
*/
#import <pthread.h>
#import "SDL_uikitappdelegate.h"
#import "SDL_uikitopenglview.h"
#import "SDL_events_c.h"
#import "jumphack.h"
#import "SDL_video.h"
#import "GameSetup.h"
#import "PascalImports.h"
#import "MainMenuViewController.h"
#import "OverlayViewController.h"
#ifdef main
#undef main
#endif
int main (int argc, char *argv[]) {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
int retVal = UIApplicationMain(argc, argv, nil, @"SDLUIKitDelegate");
[pool release];
return retVal;
}
@implementation SDLUIKitDelegate
@synthesize uiwindow, window, viewController, overlayController;
// convenience method
+(SDLUIKitDelegate *)sharedAppDelegate {
// the delegate is set in UIApplicationMain(), which is guaranteed to be called before this method
return (SDLUIKitDelegate *)[[UIApplication sharedApplication] delegate];
}
-(id) init {
if (self = [super init]){
self.uiwindow = nil;
self.window = NULL;
self.viewController = nil;
self.overlayController = nil;
isInGame = NO;
return self;
} else
return nil;
}
-(void) dealloc {
[uiwindow release];
[super dealloc];
}
// main routine for calling the actual game engine
-(IBAction) startSDLgame {
[viewController disappear];
// pull out useful configuration info from various files
GameSetup *setup = [[GameSetup alloc] init];
[setup startThread:@"engineProtocol"];
const char **gameArgs = [setup getSettings];
[setup release];
// overlay with controls, become visible after 2 seconds
overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil];
[uiwindow addSubview:overlayController.view];
[overlayController release];
isInGame = YES;
Game(gameArgs); // this is the pascal fuction that starts the game
isInGame = NO;
free(gameArgs);
[overlayController.view removeFromSuperview];
[viewController appear];
}
// get a path-to-file string
-(NSString *)dataFilePath:(NSString *)fileName {
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
return [documentsDirectory stringByAppendingPathComponent:fileName];
}
// override the direct execution of SDL_main to allow us to implement the frontend (even using a nib)
-(void) applicationDidFinishLaunching:(UIApplication *)application {
//[application setStatusBarHidden:YES animated:NO];
[application setStatusBarHidden:YES withAnimation:NO];
[application setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
self.uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.uiwindow.backgroundColor = [UIColor blackColor];
self.viewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController" bundle:nil];
[uiwindow addSubview:viewController.view];
[viewController release];
// Set working directory to resource path
[[NSFileManager defaultManager] changeCurrentDirectoryPath: [[NSBundle mainBundle] resourcePath]];
[uiwindow makeKeyAndVisible];
[uiwindow layoutSubviews];
}
-(void) applicationWillTerminate:(UIApplication *)application {
SDL_SendQuit();
if (isInGame) {
HW_terminate(YES);
// hack to prevent automatic termination. See SDL_uikitevents.m for details
longjmp(*(jump_env()), 1);
}
}
-(void) applicationWillResignActive:(UIApplication *)application {
NSLog(@"%@", NSStringFromSelector(_cmd));
if (isInGame) HW_pause();
//SDL_SendWindowEvent(self.window, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
}
-(void) applicationDidBecomeActive:(UIApplication *)application {
NSLog(@"%@", NSStringFromSelector(_cmd));
if (isInGame) HW_pause();
//SDL_SendWindowEvent(self.window, SDL_WINDOWEVENT_RESTORED, 0, 0);
}
@end