author | smxx |
Sat, 03 Apr 2010 08:46:01 +0000 | |
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permissions | -rw-r--r-- |
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/* |
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SDL - Simple DirectMedia Layer |
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Copyright (C) 1997-2009 Sam Lantinga |
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This library is free software; you can redistribute it and/or |
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modify it under the terms of the GNU Lesser General Public |
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License as published by the Free Software Foundation; either |
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version 2.1 of the License, or (at your option) any later version. |
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This library is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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Lesser General Public License for more details. |
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You should have received a copy of the GNU Lesser General Public |
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License along with this library; if not, write to the Free Software |
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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Sam Lantinga, mods for Hedgewars by Vittorio Giovara |
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slouken@libsdl.org, vittorio.giovara@gmail.com |
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*/ |
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#import <pthread.h> |
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#import "SDL_uikitappdelegate.h" |
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#import "SDL_uikitopenglview.h" |
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#import "SDL_events_c.h" |
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#import "jumphack.h" |
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#import "SDL_video.h" |
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#import "GameSetup.h" |
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#import "PascalImports.h" |
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#import "MainMenuViewController.h" |
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#import "OverlayViewController.h" |
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#ifdef main |
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#undef main |
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#endif |
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int main (int argc, char *argv[]) { |
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NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; |
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int retVal = UIApplicationMain(argc, argv, nil, @"SDLUIKitDelegate"); |
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[pool release]; |
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return retVal; |
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} |
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@implementation SDLUIKitDelegate |
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@synthesize uiwindow, window, viewController, overlayController; |
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// convenience method |
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+(SDLUIKitDelegate *)sharedAppDelegate { |
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// the delegate is set in UIApplicationMain(), which is guaranteed to be called before this method |
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return (SDLUIKitDelegate *)[[UIApplication sharedApplication] delegate]; |
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} |
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-(id) init { |
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if (self = [super init]){ |
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self.uiwindow = nil; |
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self.window = NULL; |
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self.viewController = nil; |
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self.overlayController = nil; |
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isInGame = NO; |
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return self; |
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} else |
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return nil; |
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} |
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-(void) dealloc { |
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[uiwindow release]; |
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[super dealloc]; |
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} |
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// main routine for calling the actual game engine |
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-(IBAction) startSDLgame { |
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[viewController disappear]; |
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// pull out useful configuration info from various files |
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GameSetup *setup = [[GameSetup alloc] init]; |
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[setup startThread:@"engineProtocol"]; |
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const char **gameArgs = [setup getSettings]; |
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[setup release]; |
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// overlay with controls, become visible after 2 seconds |
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overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil]; |
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[uiwindow addSubview:overlayController.view]; |
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[overlayController release]; |
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isInGame = YES; |
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Game(gameArgs); // this is the pascal fuction that starts the game |
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isInGame = NO; |
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free(gameArgs); |
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[overlayController.view removeFromSuperview]; |
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[viewController appear]; |
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} |
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// get a path-to-file string |
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-(NSString *)dataFilePath:(NSString *)fileName { |
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NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); |
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NSString *documentsDirectory = [paths objectAtIndex:0]; |
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return [documentsDirectory stringByAppendingPathComponent:fileName]; |
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} |
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// override the direct execution of SDL_main to allow us to implement the frontend (even using a nib) |
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-(void) applicationDidFinishLaunching:(UIApplication *)application { |
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//[application setStatusBarHidden:YES animated:NO]; |
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//[application setStatusBarHidden:YES withAnimation:NO]; |
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[application setStatusBarHidden:YES]; |
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[application setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO]; |
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self.uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; |
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self.uiwindow.backgroundColor = [UIColor blackColor]; |
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self.viewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController" bundle:nil]; |
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[uiwindow addSubview:viewController.view]; |
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[viewController release]; |
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// Set working directory to resource path |
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[[NSFileManager defaultManager] changeCurrentDirectoryPath: [[NSBundle mainBundle] resourcePath]]; |
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[uiwindow makeKeyAndVisible]; |
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[uiwindow layoutSubviews]; |
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} |
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-(void) applicationWillTerminate:(UIApplication *)application { |
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SDL_SendQuit(); |
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if (isInGame) { |
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HW_terminate(YES); |
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// hack to prevent automatic termination. See SDL_uikitevents.m for details |
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longjmp(*(jump_env()), 1); |
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} |
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} |
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-(void) applicationWillResignActive:(UIApplication *)application { |
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NSLog(@"%@", NSStringFromSelector(_cmd)); |
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if (isInGame) HW_pause(); |
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//SDL_SendWindowEvent(self.window, SDL_WINDOWEVENT_MINIMIZED, 0, 0); |
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} |
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-(void) applicationDidBecomeActive:(UIApplication *)application { |
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NSLog(@"%@", NSStringFromSelector(_cmd)); |
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if (isInGame) HW_pause(); |
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//SDL_SendWindowEvent(self.window, SDL_WINDOWEVENT_RESTORED, 0, 0); |
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} |
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@end |