engine interaction class refactoring, round 4 or 5, can't remember: this time use the class methods to create an instance object and operates on that, reducing the number of arguments between methods and simplifying memory management
/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2011 Vittorio Giovara <vittorio.giovara@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* File created on 13/03/2011.
*/
#import "HedgewarsAppDelegate.h"
#import "MainMenuViewController.h"
#import "ObjcExports.h"
#include <unistd.h>
@implementation SDLUIKitDelegate (customDelegate)
+(NSString *)getAppDelegateClassName {
return @"HedgewarsAppDelegate";
}
@end
@implementation HedgewarsAppDelegate
@synthesize mainViewController, uiwindow, secondWindow;
// convenience method
+(HedgewarsAppDelegate *)sharedAppDelegate {
return (HedgewarsAppDelegate *)[[UIApplication sharedApplication] delegate];
}
#pragma mark -
#pragma mark AppDelegate methods
-(id) init {
if (self = [super init]){
mainViewController = nil;
uiwindow = nil;
secondWindow = nil;
}
return self;
}
-(void) dealloc {
[mainViewController release];
[uiwindow release];
[secondWindow release];
[super dealloc];
}
// override the direct execution of SDL_main to allow us to implement our own frontend
-(void) postFinishLaunch {
[[UIApplication sharedApplication] setStatusBarHidden:YES];
self.uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
NSString *controllerName = (IS_IPAD() ? @"MainMenuViewController-iPad" : @"MainMenuViewController-iPhone");
self.mainViewController = [[MainMenuViewController alloc] initWithNibName:controllerName 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(@"Dualhead mode");
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) applicationDidReceiveMemoryWarning:(UIApplication *)application {
[HWUtils releaseCache];
// don't stop music if it is playing
if ([HWUtils isGameLaunched]) {
[AudioManagerController releaseCache];
}
MSG_MEMCLEAN();
// don't clean mainMenuViewController here!!!
}
// true multitasking with sdl works only on 4.2 and above; we close the game to avoid a black screen at return
-(void) applicationWillResignActive:(UIApplication *)application {
if ([HWUtils isGameLaunched] && [[[UIDevice currentDevice] systemVersion] floatValue] < 4.2f)
HW_terminate(NO);
[super applicationWillResignActive:application];
}
@end