--- 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