author | koda |
Sun, 27 Jun 2010 16:44:24 +0200 | |
changeset 3573 | c84067629035 |
parent 3548 | 4d220ee7c75f |
child 3598 | a8aa06bae895 |
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 "SDL_uikitappdelegate.h" |
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#import "SDL_uikitopenglview.h" |
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#import "SDL_uikitwindow.h" |
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#import "SDL_events_c.h" |
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#import "../SDL_sysvideo.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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#import "CommodityFunctions.h" |
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#ifdef main |
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#undef main |
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#endif |
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#define VALGRIND "/opt/valgrind/bin/valgrind" |
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int main (int argc, char *argv[]) { |
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#ifdef VALGRIND_REXEC |
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// Using the valgrind build config, rexec ourself in valgrind |
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// from http://landonf.bikemonkey.org/code/iphone/iPhone_Simulator_Valgrind.20081224.html |
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if (argc < 2 || (argc >= 2 && strcmp(argv[1], "-valgrind") != 0)) |
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execl(VALGRIND, VALGRIND, "--leak-check=full", argv[0], "-valgrind", NULL); |
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#endif |
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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; |
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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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mainViewController = nil; |
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isInGame = NO; |
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self.uiwindow = nil; |
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self.window = NULL; |
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} |
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return self; |
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} |
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-(void) dealloc { |
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SDL_DestroyWindow(self.window); |
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[uiwindow release]; |
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[mainViewController 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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[UIView beginAnimations:@"removing main controller" context:NULL]; |
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[UIView setAnimationDuration:1]; |
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mainViewController.view.alpha = 0; |
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[UIView commitAnimations]; |
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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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// since the sdlwindow is not yet created, we add the overlayController with a delay |
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[self performSelector:@selector(displayOverlayLater) withObject:nil afterDelay:0.5]; |
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// this is the pascal fuction that starts the game (wrapped around isInGame) |
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isInGame = YES; |
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Game(gameArgs); |
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isInGame = NO; |
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free(gameArgs); |
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[UIView beginAnimations:@"inserting main controller" context:NULL]; |
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[UIView setAnimationDuration:1]; |
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mainViewController.view.alpha = 1; |
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[UIView commitAnimations]; |
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} |
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-(void) displayOverlayLater { |
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// overlay with controls, become visible after 4 seconds, with a transparency effect |
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OverlayViewController *overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil]; |
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[[[UIApplication sharedApplication] keyWindow] addSubview:overlayController.view]; |
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[overlayController release]; |
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} |
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// override the direct execution of SDL_main to allow us to implement the frontend (or even using a nib) |
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-(void) applicationDidFinishLaunching:(UIApplication *)application { |
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[application setStatusBarHidden:YES]; |
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[application setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO]; |
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uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; |
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uiwindow.backgroundColor = [UIColor blackColor]; |
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// needed to keep the app running after a game (gets released in sdl_uikitwindow) |
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[uiwindow retain]; |
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if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) |
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mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPad" bundle:nil]; |
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else |
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mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPhone" bundle:nil]; |
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[uiwindow addSubview:mainViewController.view]; |
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[uiwindow makeKeyAndVisible]; |
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// Set working directory to resource path |
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[[NSFileManager defaultManager] changeCurrentDirectoryPath:[[NSBundle mainBundle] resourcePath]]; |
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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) applicationDidReceiveMemoryWarning:(UIApplication *)application { |
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print_free_memory(); |
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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) { |
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HW_pause(); |
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/* |
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// Send every window on every screen a MINIMIZED event. |
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SDL_VideoDevice *_this = SDL_GetVideoDevice(); |
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if (!_this) |
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return; |
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int i; |
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for (i = 0; i < _this->num_displays; i++) { |
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const SDL_VideoDisplay *display = &_this->displays[i]; |
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SDL_Window *window; |
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for (window = display->windows; window != nil; window = window->next) |
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SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MINIMIZED, 0, 0); |
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} |
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*/ |
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} |
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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) { |
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HW_pause(); |
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/* |
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// Send every window on every screen a RESTORED event. |
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SDL_VideoDevice *_this = SDL_GetVideoDevice(); |
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if (!_this) |
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return; |
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int i; |
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for (i = 0; i < _this->num_displays; i++) { |
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const SDL_VideoDisplay *display = &_this->displays[i]; |
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SDL_Window *window; |
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for (window = display->windows; window != nil; window = window->next) |
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SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESTORED, 0, 0); |
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} |
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*/ |
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} |
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} |
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@end |