author | Janne Uusitupa |
Mon, 24 Nov 2014 04:14:06 +0100 | |
changeset 10543 | decba1e6099f |
parent 10108 | c68cf030eded |
child 11097 | fd536d99a760 |
permissions | -rw-r--r-- |
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/* |
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* Hedgewars-iOS, a Hedgewars port for iOS devices |
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* Copyright (c) 2009-2012 Vittorio Giovara <vittorio.giovara@gmail.com> |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; version 2 of the License |
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* |
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* This program 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 |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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c68cf030eded
update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. |
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*/ |
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we get our own AppDelegate, subclassing SDL_UikitAppDelegate so that we don't have to mess with sdl build system
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#import "HedgewarsAppDelegate.h" |
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headers cleanup, converted some function-only sources into proper class method files, more use of OOP power, removed some 'respondsToSelector' calls, moved defines into their own header, more use of objc categories
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#import "MainMenuViewController.h" |
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wow we're getting famous http://hg.libsdl.org/SDL/rev/8a04b596b472
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wow we're getting famous http://hg.libsdl.org/SDL/rev/8a04b596b472
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@implementation SDLUIKitDelegate (customDelegate) |
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ios headers cleanup, with tweaks to +randomPort and grenade timer handling in overlay
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// hijack the the SDL_UIKitAppDelegate to use the UIApplicationDelegate we implement here |
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+(NSString *)getAppDelegateClassName { |
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return @"HedgewarsAppDelegate"; |
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} |
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@end |
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we get our own AppDelegate, subclassing SDL_UikitAppDelegate so that we don't have to mess with sdl build system
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|
a9c44a8ffec8
we get our own AppDelegate, subclassing SDL_UikitAppDelegate so that we don't have to mess with sdl build system
koda
parents:
4976
diff
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@implementation HedgewarsAppDelegate |
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e049b5bb0ad1
BUUUUURN OBJC AMMOMENU BUUUURNhg diff! (on a separate note, this reduces the codesize by ~37k)
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@synthesize mainViewController, uiwindow; |
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|
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muuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuusic for the ios frontend finally
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#pragma mark - |
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muuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuusic for the ios frontend finally
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#pragma mark AppDelegate methods |
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-(id) init { |
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ios: turn on more warning messages and start correcting them
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if ((self = [super init])) { |
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mainViewController = nil; |
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uiwindow = nil; |
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} |
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return self; |
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} |
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-(void) dealloc { |
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[mainViewController release]; |
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iPad Video Out support (+less warnings +code update for latest SDL)
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[uiwindow release]; |
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[super dealloc]; |
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} |
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a9c44a8ffec8
we get our own AppDelegate, subclassing SDL_UikitAppDelegate so that we don't have to mess with sdl build system
koda
parents:
4976
diff
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// override the direct execution of SDL_main to allow us to implement our own frontend |
a9c44a8ffec8
we get our own AppDelegate, subclassing SDL_UikitAppDelegate so that we don't have to mess with sdl build system
koda
parents:
4976
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changeset
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-(void) postFinishLaunch { |
a9c44a8ffec8
we get our own AppDelegate, subclassing SDL_UikitAppDelegate so that we don't have to mess with sdl build system
koda
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[[UIApplication sharedApplication] setStatusBarHidden:YES]; |
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iPad Video Out support (+less warnings +code update for latest SDL)
koda
parents:
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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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initial refactoring for interfacing the game engine from the ios frontend (game doesn't run yet)
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NSString *controllerName = (IS_IPAD() ? @"MainMenuViewController-iPad" : @"MainMenuViewController-iPhone"); |
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initial refactoring for interfacing the game engine from the ios frontend (game doesn't run yet)
koda
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self.mainViewController = [[MainMenuViewController alloc] initWithNibName:controllerName bundle:nil]; |
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parents:
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[self.uiwindow addSubview:self.mainViewController.view]; |
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[self.mainViewController release]; |
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ios headers cleanup, with tweaks to +randomPort and grenade timer handling in overlay
koda
parents:
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44804043b691
iPad Video Out support (+less warnings +code update for latest SDL)
koda
parents:
3898
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[self.uiwindow makeKeyAndVisible]; |
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} |
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-(void) applicationDidReceiveMemoryWarning:(UIApplication *)application { |
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[HWUtils releaseCache]; |
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move all extra categories in a single source, add caching for HWUtils
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// don't stop music if it is playing |
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unified the objc game state in a single place, which allowed some optimization to ObjcExport class (and more)
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if ([HWUtils isGameLaunched]) { |
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ios: convert audio operation from class to instance, plays better with memory
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[[AudioManagerController mainManager] didReceiveMemoryWarning]; |
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modify ReleaseSound so that it performs a partial release of unused sounds, useful for responding to memory warnings
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HW_memoryWarningCallback(); |
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99083392cd4f
FREE AT LAST!!! SDL came around a (mostly) sane way for implementing rotation events, so we can scrap all the workaround code that has been added to workaround it!! Also this allows us to use proper (internal) multitasking handling and can simplify optional settings and other yet unexplored features. Yay!
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} |
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MSG_MEMCLEAN(); |
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reduce the number of keywords used and switch to BMP format for screenshots
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// don't clean mainMenuViewController here!!! |
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server somewhat simplified and correct sporadic crasher
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} |
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server somewhat simplified and correct sporadic crasher
koda
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206db098f8c5
ios headers cleanup, with tweaks to +randomPort and grenade timer handling in overlay
koda
parents:
6700
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// true multitasking with SDL works only on 4.2 and above; we close the game to avoid a black screen at return |
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-(void) applicationWillResignActive:(UIApplication *)application { |
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unified the objc game state in a single place, which allowed some optimization to ObjcExport class (and more)
koda
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if ([HWUtils isGameLaunched] && [[[UIDevice currentDevice] systemVersion] floatValue] < 4.2f) |
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ios headers cleanup, with tweaks to +randomPort and grenade timer handling in overlay
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HW_terminate(NO); |
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|
5662
99083392cd4f
FREE AT LAST!!! SDL came around a (mostly) sane way for implementing rotation events, so we can scrap all the workaround code that has been added to workaround it!! Also this allows us to use proper (internal) multitasking handling and can simplify optional settings and other yet unexplored features. Yay!
koda
parents:
5503
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changeset
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[super applicationWillResignActive:application]; |
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} |
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@end |