author | koda |
Wed, 06 Oct 2010 02:31:04 +0200 | |
changeset 3926 | 668b71f31e51 |
parent 3922 | 44804043b691 |
child 3935 | 5ca27a0e9a63 |
permissions | -rw-r--r-- |
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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 "SDL_uikitappdelegate.h" |
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#import "SDL_uikitopenglview.h" |
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#import "SDL_uikitwindow.h" |
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#import "SDL_events_c.h" |
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#import "../SDL_sysvideo.h" |
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#import "jumphack.h" |
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#import "SDL_video.h" |
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#import "SDL_mixer.h" |
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#import "PascalImports.h" |
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#import "CommodityFunctions.h" |
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#import "GameSetup.h" |
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#import "MainMenuViewController.h" |
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#import "OverlayViewController.h" |
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#ifdef main |
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#undef main |
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#endif |
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#define BLACKVIEW_TAG 17935 |
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#define SECONDBLACKVIEW_TAG 48620 |
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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", argv[0], "-valgrind", NULL); |
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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 mainViewController, uiwindow, secondWindow; |
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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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mainViewController = nil; |
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uiwindow = nil; |
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secondWindow = nil; |
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isInGame = NO; |
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} |
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return self; |
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} |
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-(void) dealloc { |
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[mainViewController release]; |
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[uiwindow release]; |
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[secondWindow 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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-(void) startSDLgame:(NSDictionary *)gameDictionary { |
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UIWindow *gameWindow; |
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if ([[UIScreen screens] count] > 1) |
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gameWindow = self.secondWindow; |
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else |
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gameWindow = self.uiwindow; |
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UIView *blackView = [[UIView alloc] initWithFrame:gameWindow.frame]; |
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blackView.backgroundColor = [UIColor blackColor]; |
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blackView.opaque = YES; |
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blackView.tag = BLACKVIEW_TAG; |
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[gameWindow addSubview:blackView]; |
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[blackView release]; |
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if ([[UIScreen screens] count] > 1) { |
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UIView *secondBlackView = [[UIView alloc] initWithFrame:self.uiwindow.frame]; |
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secondBlackView.backgroundColor = [UIColor blackColor]; |
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secondBlackView.opaque = YES; |
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secondBlackView.tag = SECONDBLACKVIEW_TAG; |
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secondBlackView.alpha = 0; |
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[self.uiwindow addSubview:secondBlackView]; |
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[UIView beginAnimations:@"fading to game" context:NULL]; |
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[UIView setAnimationDuration:1]; |
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secondBlackView.alpha = 1; |
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[UIView commitAnimations]; |
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[secondBlackView release]; |
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} |
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// pull out useful configuration info from various files |
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GameSetup *setup = [[GameSetup alloc] initWithDictionary:gameDictionary]; |
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NSNumber *isNetGameNum = [gameDictionary objectForKey:@"netgame"]; |
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if ([isNetGameNum boolValue] == NO) |
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[setup startThread:@"engineProtocol"]; |
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const char **gameArgs = [setup getSettings:[gameDictionary objectForKey:@"savefile"]]; |
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[setup release]; |
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// since the sdlwindow is not yet created, we add the overlayController with a delay |
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[self performSelector:@selector(displayOverlayLater:) withObject:isNetGameNum afterDelay:0.1]; |
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// this is the pascal fuction that starts the game (wrapped around isInGame) |
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isInGame = YES; |
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Game(gameArgs); |
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isInGame = NO; |
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free(gameArgs); |
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[uiwindow makeKeyAndVisible]; |
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UIView *refBlackView = [gameWindow viewWithTag:BLACKVIEW_TAG]; |
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UIView *refSecondBlackView = [self.uiwindow viewWithTag:SECONDBLACKVIEW_TAG]; |
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[UIView beginAnimations:@"fading in from ingame" context:NULL]; |
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[UIView setAnimationDuration:1]; |
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refBlackView.alpha = 0; |
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refSecondBlackView.alpha = 0; |
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[UIView commitAnimations]; |
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[refBlackView performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1]; |
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[refSecondBlackView performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1]; |
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} |
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// overlay with controls, become visible later, with a transparency effect |
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-(void) displayOverlayLater:(NSNumber *)isNetGame { |
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OverlayViewController *overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil]; |
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UIWindow *gameWindow; |
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if ([[UIScreen screens] count] > 1) |
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gameWindow = self.uiwindow; |
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else |
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gameWindow = [[UIApplication sharedApplication] keyWindow]; |
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[gameWindow addSubview:overlayController.view]; |
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[overlayController release]; |
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} |
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// override the direct execution of SDL_main to allow us to implement the frontend (or even using a nib) |
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-(void) applicationDidFinishLaunching:(UIApplication *)application { |
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[application setStatusBarHidden:YES]; |
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self.uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; |
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if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) |
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self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPad" bundle:nil]; |
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else |
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self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPhone" bundle:nil]; |
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[self.uiwindow addSubview:self.mainViewController.view]; |
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[self.mainViewController release]; |
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self.uiwindow.backgroundColor = [UIColor blackColor]; |
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[self.uiwindow makeKeyAndVisible]; |
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if ([[UIScreen screens]count] > 1) { |
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/* |
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CGSize maxSize = CGSizeZero; |
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UIScreenMode *screenMode = nil; |
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for (UIScreenMode *mode in [[[UIScreen screens] objectAtIndex:1] availableModes]) { |
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if (mode.size.width > maxSize.width) { |
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maxSize = mode.size; |
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screenMode = mode; |
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} |
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} |
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*/ |
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DLog(@"dual head mode ftw"); |
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self.secondWindow = [[UIWindow alloc] initWithFrame:[[[UIScreen screens] objectAtIndex:1] bounds]]; |
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self.secondWindow.backgroundColor = [UIColor blackColor]; |
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self.secondWindow.screen = [[UIScreen screens] objectAtIndex:1]; |
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UIImage *titleImage = [UIImage imageWithContentsOfFile:[[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"title.png"]]; |
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UIImageView *titleView = [[UIImageView alloc] initWithImage:titleImage]; |
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titleView.center = self.secondWindow.center; |
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[self.secondWindow addSubview:titleView]; |
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[titleView release]; |
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[self.secondWindow makeKeyAndVisible]; |
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} |
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// set working directory to resource path |
3547 | 198 |
[[NSFileManager defaultManager] changeCurrentDirectoryPath:[[NSBundle mainBundle] resourcePath]]; |
199 |
} |
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201 |
-(void) applicationWillTerminate:(UIApplication *)application { |
|
202 |
SDL_SendQuit(); |
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3697 | 203 |
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3547 | 204 |
if (isInGame) { |
205 |
HW_terminate(YES); |
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206 |
// hack to prevent automatic termination. See SDL_uikitevents.m for details |
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207 |
longjmp(*(jump_env()), 1); |
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208 |
} |
|
209 |
} |
|
210 |
||
3548
4d220ee7c75f
server somewhat simplified and correct sporadic crasher
koda
parents:
3547
diff
changeset
|
211 |
-(void) applicationDidReceiveMemoryWarning:(UIApplication *)application { |
3663
8c28abf427f5
reduce the number of keywords used and switch to BMP format for screenshots
koda
parents:
3662
diff
changeset
|
212 |
// don't clean mainMenuViewController here!!! |
3662
a44406f4369b
polish polish polish polish (also: panning horizontal fix, panning momentum, settings page reworked yet again, memory leaks, crashes, segfaults)
koda
parents:
3661
diff
changeset
|
213 |
MSG_MEMCLEAN(); |
3661 | 214 |
print_free_memory(); |
3548
4d220ee7c75f
server somewhat simplified and correct sporadic crasher
koda
parents:
3547
diff
changeset
|
215 |
} |
4d220ee7c75f
server somewhat simplified and correct sporadic crasher
koda
parents:
3547
diff
changeset
|
216 |
|
3547 | 217 |
-(void) applicationWillResignActive:(UIApplication *)application { |
218 |
if (isInGame) { |
|
219 |
HW_pause(); |
|
3697 | 220 |
|
3547 | 221 |
// Send every window on every screen a MINIMIZED event. |
222 |
SDL_VideoDevice *_this = SDL_GetVideoDevice(); |
|
223 |
if (!_this) |
|
224 |
return; |
|
225 |
||
226 |
int i; |
|
227 |
for (i = 0; i < _this->num_displays; i++) { |
|
228 |
const SDL_VideoDisplay *display = &_this->displays[i]; |
|
229 |
SDL_Window *window; |
|
230 |
for (window = display->windows; window != nil; window = window->next) |
|
231 |
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MINIMIZED, 0, 0); |
|
232 |
} |
|
233 |
} |
|
234 |
} |
|
235 |
||
236 |
-(void) applicationDidBecomeActive:(UIApplication *)application { |
|
237 |
if (isInGame) { |
|
238 |
HW_pause(); |
|
239 |
||
240 |
// Send every window on every screen a RESTORED event. |
|
241 |
SDL_VideoDevice *_this = SDL_GetVideoDevice(); |
|
242 |
if (!_this) |
|
243 |
return; |
|
244 |
||
245 |
int i; |
|
246 |
for (i = 0; i < _this->num_displays; i++) { |
|
247 |
const SDL_VideoDisplay *display = &_this->displays[i]; |
|
248 |
SDL_Window *window; |
|
249 |
for (window = display->windows; window != nil; window = window->next) |
|
250 |
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESTORED, 0, 0); |
|
251 |
} |
|
252 |
} |
|
253 |
} |
|
254 |
||
255 |
@end |