moved some utilities to a separate column with round buttons
some improvements to rotation handling, overlay appears later so device shouldn't be stressed
removed some code and autoset to default only when textfield is empty (for weaps and schemes)
/*
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 "SDL_uikitappdelegate.h"
#import "SDL_uikitopenglview.h"
#import "SDL_uikitwindow.h"
#import "SDL_events_c.h"
#import "../SDL_sysvideo.h"
#import "jumphack.h"
#import "SDL_video.h"
#import "SDL_mixer.h"
#import "PascalImports.h"
#import "CommodityFunctions.h"
#import "GameSetup.h"
#import "MainMenuViewController.h"
#import "OverlayViewController.h"
#ifdef main
#undef main
#endif
#define BLACKVIEW_TAG 17935
#define SECONDBLACKVIEW_TAG 48620
#define VALGRIND "/opt/valgrind/bin/valgrind"
int main (int argc, char *argv[]) {
#ifdef VALGRIND_REXEC
// Using the valgrind build config, rexec ourself in valgrind
// from http://landonf.bikemonkey.org/code/iphone/iPhone_Simulator_Valgrind.20081224.html
if (argc < 2 || (argc >= 2 && strcmp(argv[1], "-valgrind") != 0))
execl(VALGRIND, VALGRIND, "--leak-check=full", argv[0], "-valgrind", NULL);
#endif
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
int retVal = UIApplicationMain(argc, argv, nil, @"SDLUIKitDelegate");
[pool release];
return retVal;
}
@implementation SDLUIKitDelegate
@synthesize mainViewController, uiwindow, secondWindow;
// 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]){
mainViewController = nil;
uiwindow = nil;
secondWindow = nil;
isInGame = NO;
}
return self;
}
-(void) dealloc {
[mainViewController release];
[uiwindow release];
[secondWindow release];
[super dealloc];
}
// main routine for calling the actual game engine
-(void) startSDLgame:(NSDictionary *)gameDictionary {
UIWindow *gameWindow;
if (IS_DUALHEAD())
gameWindow = self.secondWindow;
else
gameWindow = self.uiwindow;
UIView *blackView = [[UIView alloc] initWithFrame:gameWindow.frame];
blackView.backgroundColor = [UIColor blackColor];
blackView.opaque = YES;
blackView.tag = BLACKVIEW_TAG;
[gameWindow addSubview:blackView];
if (IS_DUALHEAD()) {
blackView.alpha = 0;
[UIView beginAnimations:@"fading to game first" context:NULL];
[UIView setAnimationDuration:1];
blackView.alpha = 1;
[UIView commitAnimations];
UIView *secondBlackView = [[UIView alloc] initWithFrame:self.uiwindow.frame];
secondBlackView.backgroundColor = [UIColor blackColor];
secondBlackView.opaque = YES;
secondBlackView.tag = SECONDBLACKVIEW_TAG;
secondBlackView.alpha = 0;
[self.uiwindow addSubview:secondBlackView];
[UIView beginAnimations:@"fading to game second" context:NULL];
[UIView setAnimationDuration:1];
secondBlackView.alpha = 1;
[UIView commitAnimations];
[secondBlackView release];
}
[blackView release];
// pull out useful configuration info from various files
GameSetup *setup = [[GameSetup alloc] initWithDictionary:gameDictionary];
NSNumber *isNetGameNum = [gameDictionary objectForKey:@"netgame"];
if ([isNetGameNum boolValue] == NO)
[setup startThread:@"engineProtocol"];
const char **gameArgs = [setup getSettings:[gameDictionary objectForKey:@"savefile"]];
NSNumber *menuStyle = [NSNumber numberWithBool:setup.menuStyle];
[setup release];
// since the sdlwindow is not yet created, we add the overlayController with a delay
NSDictionary *dict = [NSDictionary dictionaryWithObjectsAndKeys:isNetGameNum,@"net",menuStyle,@"menu",nil];
[self performSelector:@selector(displayOverlayLater:) withObject:dict afterDelay:1];
// this is the pascal fuction that starts the game (wrapped around isInGame)
isInGame = YES;
Game(gameArgs);
isInGame = NO;
free(gameArgs);
[self.uiwindow makeKeyAndVisible];
[self.uiwindow bringSubviewToFront:self.mainViewController.view];
UIView *refBlackView = [gameWindow viewWithTag:BLACKVIEW_TAG];
UIView *refSecondBlackView = [self.uiwindow viewWithTag:SECONDBLACKVIEW_TAG];
[UIView beginAnimations:@"fading in from ingame" context:NULL];
[UIView setAnimationDuration:1];
refBlackView.alpha = 0;
refSecondBlackView.alpha = 0;
[UIView commitAnimations];
[refBlackView performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1];
[refSecondBlackView performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1];
}
// overlay with controls, become visible later, with a transparency effect
-(void) displayOverlayLater:(id) object {
NSDictionary *dict = (NSDictionary *)object;
OverlayViewController *overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil];
overlayController.isNetGame = [[dict objectForKey:@"net"] boolValue];
overlayController.useClassicMenu = [[dict objectForKey:@"menu"] boolValue];
UIWindow *gameWindow;
if (IS_DUALHEAD())
gameWindow = self.uiwindow;
else
gameWindow = [[UIApplication sharedApplication] keyWindow];
[gameWindow addSubview:overlayController.view];
[overlayController release];
}
// override the direct execution of SDL_main to allow us to implement the frontend (or even using a nib)
-(void) applicationDidFinishLaunching:(UIApplication *)application {
[application setStatusBarHidden:YES];
self.uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPad" bundle:nil];
else
self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPhone" bundle:nil];
[self.uiwindow addSubview:self.mainViewController.view];
[self.mainViewController release];
self.uiwindow.backgroundColor = [UIColor blackColor];
[self.uiwindow makeKeyAndVisible];
// set working directory to resource path
[[NSFileManager defaultManager] changeCurrentDirectoryPath:[[NSBundle mainBundle] resourcePath]];
// check for dual monitor support
if (IS_DUALHEAD()) {
DLog(@"dual head mode ftw");
self.secondWindow = [[UIWindow alloc] initWithFrame:[[[UIScreen screens] objectAtIndex:1] bounds]];
self.secondWindow.backgroundColor = [UIColor blackColor];
self.secondWindow.screen = [[UIScreen screens] objectAtIndex:1];
UIImage *titleImage = [UIImage imageWithContentsOfFile:@"title.png"];
UIImageView *titleView = [[UIImageView alloc] initWithImage:titleImage];
titleView.center = self.secondWindow.center;
[self.secondWindow addSubview:titleView];
[titleView release];
[self.secondWindow makeKeyAndVisible];
}
}
-(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) applicationDidReceiveMemoryWarning:(UIApplication *)application {
// don't clean mainMenuViewController here!!!
MSG_MEMCLEAN();
print_free_memory();
}
-(void) applicationWillResignActive:(UIApplication *)application {
if (isInGame) {
HW_pause();
// Send every window on every screen a MINIMIZED event.
SDL_VideoDevice *_this = SDL_GetVideoDevice();
if (!_this)
return;
int i;
for (i = 0; i < _this->num_displays; i++) {
const SDL_VideoDisplay *display = &_this->displays[i];
SDL_Window *window;
for (window = display->windows; window != nil; window = window->next)
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
}
}
}
-(void) applicationDidBecomeActive:(UIApplication *)application {
if (isInGame) {
HW_pause();
// Send every window on every screen a RESTORED event.
SDL_VideoDevice *_this = SDL_GetVideoDevice();
if (!_this)
return;
int i;
for (i = 0; i < _this->num_displays; i++) {
const SDL_VideoDisplay *display = &_this->displays[i];
SDL_Window *window;
for (window = display->windows; window != nil; window = window->next)
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESTORED, 0, 0);
}
}
}
@end