project_files/HedgewarsMobile/Classes/SDL_uikitappdelegate.m
changeset 5010 af4e205e4b5a
parent 5009 12135f659bf1
parent 5004 2efa6a414518
child 5011 73c5839d4447
--- a/project_files/HedgewarsMobile/Classes/SDL_uikitappdelegate.m	Sun Mar 13 20:34:01 2011 +0300
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,269 +0,0 @@
-/*
- 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 "SDL_uikitappdelegate.h"
-#import "SDL_uikitopenglview.h"
-#import "SDL_uikitwindow.h"
-#import "SDL_events_c.h"
-#import "jumphack.h"
-#import "SDL_video.h"
-#import "SDL_mixer.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, @"SDLUIKitDelegate");
-    [pool release];
-    return retVal;
-}
-
-@implementation SDLUIKitDelegate
-@synthesize mainViewController, overlayController, uiwindow, secondWindow, isInGame;
-
-// convenience method
-+(SDLUIKitDelegate *)sharedAppDelegate {
-    // the delegate is set in UIApplicationMain(), which is guaranteed to be called before this method
-    return (SDLUIKitDelegate *)[[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 the frontend (or even using a nib)
--(BOOL) application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
-    [application setStatusBarHidden:YES];
-
-    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];
-
-    // set working directory to resource path
-    [[NSFileManager defaultManager] changeCurrentDirectoryPath:[[NSBundle mainBundle] resourcePath]];
-
-    // 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];
-    }
-
-    [Appirater appLaunched];
-    return YES;
-}
-
--(void) applicationWillTerminate:(UIApplication *)application {
-    SDL_SendQuit();
-
-    if (self.isInGame) {
-        HW_terminate(YES);
-        // hack to prevent automatic termination. See SDL_uikitevents.m for details
-        longjmp(*(jump_env()), 1);
-    }
-}
-
--(void) applicationDidReceiveMemoryWarning:(UIApplication *)application {
-    // don't clean mainMenuViewController here!!!
-    MSG_MEMCLEAN();
-    print_free_memory();
-}
-
--(void) applicationWillResignActive:(UIApplication *)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
-                SDL_SendQuit();
-                HW_terminate(YES);
-                longjmp(*(jump_env()), 1);
-            }
-        }
-        [settings release];
-    }
-}
-
--(void) applicationDidBecomeActive:(UIApplication *)application {
-    UIDevice* device = [UIDevice currentDevice];
-    if ([device respondsToSelector:@selector(isMultitaskingSupported)] &&
-         device.multitaskingSupported &&
-         self.isInGame) {
-        HW_resume();
-    }
-}
-
-@end