--- /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