cocoaTouch/SDLOverrides/SDL_uikitappdelegate.m
author nemo
Fri, 05 Feb 2010 13:30:47 +0000
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child 2772 1965eba10be6
permissions -rw-r--r--
account for dying king
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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 "SoundEffect.h"	
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//	SoundEffect *erasingSound = [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:@"Erase" ofType:@"caf"]];
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//	SoundEffect *selectSound = [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:@"Select" ofType:@"caf"]];
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#ifdef main
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#undef main
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#endif
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int main (int argc, char *argv[]) {
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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, viewController;
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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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	self = [super init];
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	self.uiwindow = nil;
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	self.window = NULL;
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	self.viewController = nil;
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	return self;
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}
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-(void) dealloc {
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	[viewController release];
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	[uiwindow release];
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	[super dealloc];
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}
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#pragma mark -
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#pragma mark Custom stuff
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-(IBAction) startSDLgame {
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	NSAutoreleasePool *internal_pool = [[NSAutoreleasePool alloc] init];
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	GameSetup *setup = [[GameSetup alloc] init];
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	[setup startThread:@"engineProtocol"];
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	// remove the current view to free resources
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	[UIView beginAnimations:@"removing main controller" context:NULL];
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	[UIView setAnimationDuration:1];
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	self.viewController.mainView.alpha = 0;
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	[UIView commitAnimations];
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	NSLog(@"Game is launching...");
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	const char **gameArgs = [setup getSettings];
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	// direct execution or thread? check the one that gives most fps
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	// library or call SDL_main? pascal quits at the end of the main
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	Game(gameArgs);
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	free(gameArgs);
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	NSLog(@"Game is exting...");
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	[setup release];
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	[uiwindow addSubview: viewController.view];
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	[uiwindow makeKeyAndVisible];
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	[UIView beginAnimations:@"inserting main controller" context:NULL];
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	[UIView setAnimationDuration:1];
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	self.viewController.mainView.alpha = 1;
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	[UIView commitAnimations];
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	[internal_pool release];
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}
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-(BOOL) checkFirstRun {
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	BOOL isFirstRun = NO;
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	//use a nssthread a ask the user to wait
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	NSString *filePath = [self dataFilePath:@"settings.plist"];
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	if (!([[NSFileManager defaultManager] fileExistsAtPath:filePath])) {
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		isFirstRun = YES;
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		// file not present, let's create it
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		NSMutableDictionary *saveDict = [[NSMutableDictionary alloc] init];
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		[saveDict setObject:@"" forKey:@"username"];
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		[saveDict setObject:@"" forKey:@"password"];
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		[saveDict setObject:@"1" forKey:@"music"];
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		[saveDict setObject:@"1" forKey:@"sounds"];
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		[saveDict setObject:@"0" forKey:@"alternate"];
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		[saveDict writeToFile:filePath atomically:YES];
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		[saveDict release];
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	}
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	return isFirstRun;
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}
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-(NSString *)dataFilePath: (NSString *)fileName {
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	NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
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	NSString *documentsDirectory = [paths objectAtIndex:0];
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	return [documentsDirectory stringByAppendingPathComponent:fileName];
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}
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-(void) applicationDidReceiveMemoryWarning:(UIApplication *)application {
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	/* we get too many ones on ipod touch
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	UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Running low on memory"
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							message:@"I will try to free some memory but game might slow down a little"
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						       delegate:nil
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					      cancelButtonTitle:@"Ok"
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					      otherButtonTitles:nil ];
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	[alert show];
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	[alert release];
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	*/
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}
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#pragma mark -
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#pragma mark SDLUIKitDelegate methods
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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 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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	self.viewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController" bundle:nil];
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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 addSubview:viewController.view];
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	[uiwindow makeKeyAndVisible];
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	[uiwindow layoutSubviews];
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	[self checkFirstRun];
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}
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-(void) applicationWillTerminate:(UIApplication *)application {
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	SDL_SendQuit();
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	/* hack to prevent automatic termination.  See SDL_uikitevents.m for details */
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	// have to remove this otherwise game goes on when pushing the home button
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	//longjmp(*(jump_env()), 1);
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}
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-(void) applicationWillResignActive:(UIApplication*)application {
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//	NSLog(@"%@", NSStringFromSelector(_cmd));
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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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	SDL_SendWindowEvent(self.window, SDL_WINDOWEVENT_RESTORED, 0, 0);
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}
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@end