cocoaTouch/SDLOverrides/SDL_uikitappdelegate.m
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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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#ifdef main
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#undef main
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#endif
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extern int SDL_main(int argc, char *argv[]);
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BOOL isServerRunning = NO;
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int main (int argc, char **argv) {
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	int i;
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	NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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	/* store arguments */
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	forward_argc = argc;
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	forward_argv = (char **)malloc(argc * sizeof(char *));
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	for (i = 0; i < argc; i++) {
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		forward_argv[i] = malloc( (strlen(argv[i])+1) * sizeof(char));
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		strcpy(forward_argv[i], argv[i]);
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	}
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	/* Give over control to run loop, SDLUIKitDelegate will handle most things from here */
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	UIApplicationMain(argc, argv, NULL, @"SDLUIKitDelegate");
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	[pool release];
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}
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@implementation SDLUIKitDelegate
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@synthesize window, windowID, controller;
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/* convenience method */
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+(SDLUIKitDelegate *)sharedAppDelegate {
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	/* the delegate is set in UIApplicationMain(), which is garaunteed to be called before this method */
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	return (SDLUIKitDelegate *)[[UIApplication sharedApplication] delegate];
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}
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void preSDL_main(){
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	NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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	SDL_main(forward_argc, forward_argv);
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	[pool release];
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}
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- (void) startSDLgame {
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	pthread_t threadID;
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	if (NO == isServerRunning) {
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		// don't start another server because the port is already bound
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		pthread_create (&threadID, NULL, (void *) (*engineProtocolThread), NULL);
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		pthread_detach (threadID);
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		isServerRunning = YES;
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	}
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	setupArgsForLocalPlay();
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	// remove the current view to free resources
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	[UIView beginAnimations:nil context:NULL];
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	[UIView setAnimationDuration:1.5];
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	controller.view.alpha = 0;
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	[UIView commitAnimations];
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	[controller.view performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1.5];
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	//[controller.view removeFromSuperview];
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	/* run the user's application, passing argc and argv */
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	NSLog(@"Game is launching...");
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	/*pthread_create (&threadID, NULL, (void *) (*preSDL_main), NULL);
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	pthread_detach (threadID);*/
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	int res = SDL_main(forward_argc, forward_argv);
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	// can't reach here yet
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	NSLog(@"Game exited with status %d", res);
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	//[self performSelector:@selector(makeNewView) withObject:nil afterDelay:0.0];
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	/* exit, passing the return status from the user's application */
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	//exit(exit_status);
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}
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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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	/* Set working directory to resource path */
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	[[NSFileManager defaultManager] changeCurrentDirectoryPath: [[NSBundle mainBundle] resourcePath]];
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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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	[window addSubview:controller.view];
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	[window makeKeyAndVisible];
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}
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-(void) applicationWillTerminate:(UIApplication *)application {
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	/* free the memory we used to hold copies of argc and argv */
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	int i;
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	for (i=0; i < forward_argc; i++) {
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		free(forward_argv[i]);
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	}
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	free(forward_argv);	
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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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{
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//	NSLog(@"%@", NSStringFromSelector(_cmd));
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	SDL_SendWindowEvent(self.windowID, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
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}
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-(void) applicationDidBecomeActive:(UIApplication*)application
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{
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//	NSLog(@"%@", NSStringFromSelector(_cmd));
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	SDL_SendWindowEvent(self.windowID, SDL_WINDOWEVENT_RESTORED, 0, 0);
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}
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/*
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-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
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	NSLog(@"Rotating...");
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	return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
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}
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*/
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void IPH_returnFrontend (void) {
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	NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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	[[[SDLUIKitDelegate sharedAppDelegate].window viewWithTag:54867] removeFromSuperview];
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	[[SDLUIKitDelegate sharedAppDelegate].window addSubview:[SDLUIKitDelegate sharedAppDelegate].controller.view];
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//	[[SDLUIKitDelegate sharedAppDelegate].window makeKeyAndVisible];
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	NSLog(@"Game exited...");
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//	pthread_exit(NULL);
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	[pool release];
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	exit(0);
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//	while(1);	//prevent exiting	
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}
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-(void) dealloc {
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	[controller release];
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	[window release];
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	[super dealloc];
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}
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@end