project_files/HedgewarsMobile/Classes/HedgewarsAppDelegate.m
changeset 5002 a9c44a8ffec8
parent 4976 088d40d8aba2
child 5017 d29cf06d7d11
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/project_files/HedgewarsMobile/Classes/HedgewarsAppDelegate.m	Sun Mar 13 03:43:18 2011 +0100
@@ -0,0 +1,261 @@
+/*
+ SDL - Simple DirectMedia Layer
+ Copyright (C) 1997-2011 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 "HedgewarsAppDelegate.h"
+#import "PascalImports.h"
+#import "ObjcExports.h"
+#import "CommodityFunctions.h"
+#import "GameSetup.h"
+#import "MainMenuViewController.h"
+#import "OverlayViewController.h"
+#import "Appirater.h"
+#include <unistd.h>
+
+#ifdef main
+#undef main
+#endif
+
+#define BLACKVIEW_TAG 17935
+#define SECONDBLACKVIEW_TAG 48620
+#define VALGRIND "/opt/fink/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", "--dsymutil=yes", argv[0], "-valgrind", NULL);
+#endif
+    NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
+    int retVal = UIApplicationMain(argc, argv, nil, @"HedgewarsAppDelegate");
+    [pool release];
+    return retVal;
+}
+
+int SDL_main(int argc, char **argv) {
+    // dummy function to prevent linkage fail
+    return 0;
+}
+
+@implementation HedgewarsAppDelegate
+@synthesize mainViewController, overlayController, uiwindow, secondWindow, isInGame;
+
+// convenience method
++(HedgewarsAppDelegate *)sharedAppDelegate {
+    return (HedgewarsAppDelegate *)[[UIApplication sharedApplication] delegate];
+}
+
+-(id) init {
+    if (self = [super init]){
+        mainViewController = nil;
+        uiwindow = nil;
+        secondWindow = nil;
+        isInGame = NO;
+    }
+    return self;
+}
+
+-(void) dealloc {
+    [mainViewController release];
+    [overlayController release];
+    [uiwindow release];
+    [secondWindow release];
+    [super dealloc];
+}
+
+// main routine for calling the actual game engine
+-(NSArray *)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"];
+
+    [NSThread detachNewThreadSelector:@selector(engineProtocol)
+                             toTarget:setup
+                           withObject:nil];
+
+    NSNumber *menuStyle = [NSNumber numberWithBool:setup.menuStyle];
+    NSNumber *orientation = [[gameDictionary objectForKey:@"game_dictionary"] objectForKey:@"orientation"];
+    NSDictionary *dict = [NSDictionary dictionaryWithObjectsAndKeys:
+                          isNetGameNum,@"net",
+                          menuStyle,@"menu",
+                          orientation,@"orientation",
+                          nil];
+    [self performSelector:@selector(displayOverlayLater:) withObject:dict afterDelay:1];
+
+    // need to set again [gameDictionary objectForKey:@"savefile"] because if it's empty it means it's a normal game
+    const char **gameArgs = [setup getGameSettings:[gameDictionary objectForKey:@"savefile"]];
+    self.isInGame = YES;
+    // this is the pascal fuction that starts the game
+    Game(gameArgs);
+    self.isInGame = NO;
+    free(gameArgs);
+
+    NSArray *stats = setup.statsArray;
+    [setup release];
+
+
+    [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:2];
+
+    return stats;
+}
+
+// overlay with controls, become visible later, with a transparency effect since the sdlwindow is not yet created
+-(void) displayOverlayLater:(id) object {
+    NSDictionary *dict = (NSDictionary *)object;
+    self.overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil];
+    self.overlayController.isNetGame = [[dict objectForKey:@"net"] boolValue];
+    self.overlayController.useClassicMenu = [[dict objectForKey:@"menu"] boolValue];
+    self.overlayController.initialOrientation = [[dict objectForKey:@"orientation"] intValue];
+
+    UIWindow *gameWindow;
+    if (IS_DUALHEAD())
+        gameWindow = self.uiwindow;
+    else
+        gameWindow = [[UIApplication sharedApplication] keyWindow];
+    [gameWindow addSubview:self.overlayController.view];
+}
+
+// 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]];
+
+    if (IS_IPAD())
+        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];
+
+    // 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 {
+    if (self.isInGame)
+        HW_terminate(YES);
+
+    [super applicationWillTerminate:application];
+}
+
+-(void) applicationDidReceiveMemoryWarning:(UIApplication *)application {
+    // don't clean mainMenuViewController here!!!
+    MSG_MEMCLEAN();
+    print_free_memory();
+}
+
+-(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...
+        NSDictionary *settings = [[NSDictionary alloc] initWithContentsOfFile:SETTINGS_FILE()];
+        if ([[settings 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];
+            }
+        }
+        [settings release];
+    }
+}
+
+-(void) applicationDidBecomeActive:(UIApplication *)application {
+    [super applicationDidBecomeActive:application];
+
+    UIDevice* device = [UIDevice currentDevice];
+    if ([device respondsToSelector:@selector(isMultitaskingSupported)] &&
+         device.multitaskingSupported &&
+         self.isInGame) {
+        HW_resume();
+    }
+}
+
+@end