project_files/HedgewarsMobile/Classes/SDL_uikitappdelegate.m
author koda
Fri, 13 Aug 2010 02:13:18 +0200
changeset 3737 2ba6ac8a114b
parent 3697 d5b30d6373fc
child 3893 568bfd083465
permissions -rw-r--r--
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch adjusted default zoom value polished lobby interface updated ammosets to new weapons

/*
 SDL - Simple DirectMedia Layer
 Copyright (C) 1997-2009 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 "../SDL_sysvideo.h"
#import "jumphack.h"
#import "SDL_video.h"
#import "SDL_mixer.h"

#import "PascalImports.h"
#import "CommodityFunctions.h"
#import "GameSetup.h"
#import "MainMenuViewController.h"
#import "OverlayViewController.h"

#ifdef main
#undef main
#endif

#define VALGRIND "/opt/valgrind/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", 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;

// 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;
        isInGame = NO;
    }
    return self;
}

-(void) dealloc {
    [mainViewController release];
    [super dealloc];
}

// main routine for calling the actual game engine
-(IBAction) startSDLgame: (NSDictionary *)gameDictionary {
    // pull out useful configuration info from various files
    GameSetup *setup = [[GameSetup alloc] initWithDictionary:gameDictionary];

    [setup startThread:@"engineProtocol"];
    const char **gameArgs = [setup getSettings];
    [setup release];

    // since the sdlwindow is not yet created, we add the overlayController with a delay
    [self performSelector:@selector(displayOverlayLater) withObject:nil afterDelay:0.1];

    // this is the pascal fuction that starts the game (wrapped around isInGame)
    isInGame = YES;
    Game(gameArgs);
    isInGame = NO;
    free(gameArgs);

    // bring the uiwindow below in front
    UIWindow *aWin = [[[UIApplication sharedApplication] windows] objectAtIndex:0];
    [aWin makeKeyAndVisible];

    // notice that in the simulator this reports 2 windows
    DLog(@"%@",[[UIApplication sharedApplication] windows]);
}

-(void) displayOverlayLater {
    // overlay with controls, become visible later, with a transparency effect
    OverlayViewController *overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil];

    // keyWindow is the frontmost window
    [[[UIApplication sharedApplication] keyWindow] addSubview:overlayController.view];
    [overlayController release];
}

// override the direct execution of SDL_main to allow us to implement the frontend (or even using a nib)
-(void) applicationDidFinishLaunching:(UIApplication *)application {
    [application setStatusBarHidden:YES];

    UIWindow *uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];

    if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
        self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPad" bundle:nil];
    else
        self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPhone" bundle:nil];

    [uiwindow addSubview:self.mainViewController.view];
    [self.mainViewController release];
    uiwindow.backgroundColor = [UIColor blackColor];
    [uiwindow makeKeyAndVisible];

    // set working directory to resource path
    [[NSFileManager defaultManager] changeCurrentDirectoryPath:[[NSBundle mainBundle] resourcePath]];
}

-(void) applicationWillTerminate:(UIApplication *)application {
    SDL_SendQuit();

    if (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 {
    if (isInGame) {
        HW_pause();

        // Send every window on every screen a MINIMIZED event.
        SDL_VideoDevice *_this = SDL_GetVideoDevice();
        if (!_this)
            return;

        int i;
        for (i = 0; i < _this->num_displays; i++) {
            const SDL_VideoDisplay *display = &_this->displays[i];
            SDL_Window *window;
            for (window = display->windows; window != nil; window = window->next)
                SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
        }
    }
}

-(void) applicationDidBecomeActive:(UIApplication *)application {
    if (isInGame) {
        HW_pause();

        // Send every window on every screen a RESTORED event.
        SDL_VideoDevice *_this = SDL_GetVideoDevice();
        if (!_this)
            return;

        int i;
        for (i = 0; i < _this->num_displays; i++) {
            const SDL_VideoDisplay *display = &_this->displays[i];
            SDL_Window *window;
            for (window = display->windows; window != nil; window = window->next)
                SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESTORED, 0, 0);
        }
    }
}

@end