/*
* 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 "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
@implementation SDLUIKitDelegate (customDelegate)
+(NSString *)getAppDelegateClassName {
return @"HedgewarsAppDelegate";
}
@end
@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();
}
//TODO: when the SDLUIKitDelegate methods applicationWillResignActive and applicationDidBecomeActive do work
// you'll be able to remove the methods below and just handle the SDL_WINDOWEVENT_MINIMIZED/SDL_WINDOWEVENT_RESTORED
// events in the MainLoop
-(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