rip out the sync weapons/schemes switch and place it into settings; also perform some runtime check on what can be enabled
/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2011 Vittorio Giovara <vittorio.giovara@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* File created on 13/03/2011.
*/
#import "HedgewarsAppDelegate.h"
#import "PascalImports.h"
#import "ObjcExports.h"
#import "CommodityFunctions.h"
#import "MainMenuViewController.h"
#import "AVFoundation/AVAudioPlayer.h"
#import "Appirater.h"
#include <unistd.h>
@implementation SDLUIKitDelegate (customDelegate)
+(NSString *)getAppDelegateClassName {
return @"HedgewarsAppDelegate";
}
@end
@implementation HedgewarsAppDelegate
@synthesize mainViewController, uiwindow, secondWindow, isInGame, backgroundMusic;
// convenience method
+(HedgewarsAppDelegate *)sharedAppDelegate {
return (HedgewarsAppDelegate *)[[UIApplication sharedApplication] delegate];
}
#pragma mark -
#pragma mark Music control
+(void) playBackgroundMusic {
if ([HedgewarsAppDelegate sharedAppDelegate].backgroundMusic == nil)
[HedgewarsAppDelegate loadBackgroundMusic];
[[HedgewarsAppDelegate sharedAppDelegate].backgroundMusic play];
}
+(void) pauseBackgroundMusic {
[[HedgewarsAppDelegate sharedAppDelegate].backgroundMusic pause];
}
+(void) stopBackgroundMusic {
[[HedgewarsAppDelegate sharedAppDelegate].backgroundMusic stop];
}
+(void) loadBackgroundMusic {
NSString *musicString = [[NSBundle mainBundle] pathForResource:@"hwclassic" ofType:@"mp3"];
AVAudioPlayer *background = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:musicString] error:nil];
background.delegate = nil;
background.volume = 0.5f;
background.numberOfLoops = -1;
[background prepareToPlay];
[HedgewarsAppDelegate sharedAppDelegate].backgroundMusic = background;
[background release];
}
#pragma mark -
#pragma mark AppDelegate methods
-(id) init {
if (self = [super init]){
mainViewController = nil;
uiwindow = nil;
secondWindow = nil;
isInGame = NO;
backgroundMusic = nil;
}
return self;
}
-(void) dealloc {
[mainViewController release];
[uiwindow release];
[secondWindow release];
[backgroundMusic release];
[super dealloc];
}
// override the direct execution of SDL_main to allow us to implement our own frontend
-(void) postFinishLaunch {
[[UIApplication sharedApplication] setStatusBarHidden:YES];
[Appirater appLaunched];
self.uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
NSString *controllerName = (IS_IPAD() ? @"MainMenuViewController-iPad" : @"MainMenuViewController-iPhone");
self.mainViewController = [[MainMenuViewController alloc] initWithNibName:controllerName bundle:nil];
[self.uiwindow addSubview:self.mainViewController.view];
[self.mainViewController release];
self.uiwindow.backgroundColor = [UIColor blackColor];
[self.uiwindow makeKeyAndVisible];
// check for dual monitor support
if (IS_DUALHEAD()) {
DLog(@"Dualhead mode");
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 {
if (self.isInGame)
HW_terminate(YES);
[super applicationWillTerminate:application];
}
-(void) applicationDidReceiveMemoryWarning:(UIApplication *)application {
// don't clean mainMenuViewController here!!!
[self.backgroundMusic stop];
self.backgroundMusic = nil;
MSG_MEMCLEAN();
print_free_memory();
}
//TODO: when the SDLUIKitDelegate methods applicationWillResignActive and applicationDidBecomeActive do work
// you'll be able to remove the methods below and just handle the SDL_WINDOWEVENT_MINIMIZED/SDL_WINDOWEVENT_RESTORED
// events in the MainLoop
-(void) applicationWillResignActive:(UIApplication *)application {
//[super applicationWillResignActive:application];
UIDevice* device = [UIDevice currentDevice];
if ([device respondsToSelector:@selector(isMultitaskingSupported)] &&
device.multitaskingSupported &&
self.isInGame) {
// let's try to be permissive with multitasking here...
if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"multitasking"] boolValue])
HW_suspend();
else {
// so the game returns to the configuration view
if (isGameRunning())
HW_terminate(NO);
else {
// while screen is loading you can't call HW_terminate() so we close the app
[self applicationWillTerminate:application];
}
}
}
}
-(void) applicationDidBecomeActive:(UIApplication *)application {
//[super applicationDidBecomeActive:application];
UIDevice* device = [UIDevice currentDevice];
if ([device respondsToSelector:@selector(isMultitaskingSupported)] &&
device.multitaskingSupported &&
self.isInGame) {
HW_resume();
}
}
@end