/*
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 <pthread.h>
#import "SDL_uikitappdelegate.h"
#import "SDL_uikitopenglview.h"
#import "SDL_events_c.h"
#import "jumphack.h"
#import "SDL_video.h"
#import "gameSetup.h"
#ifdef main
#undef main
#endif
extern int SDL_main(int argc, char *argv[]);
BOOL isServerRunning = NO;
int main (int argc, char **argv) {
int i;
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
/* store arguments */
forward_argc = argc;
forward_argv = (char **)malloc(argc * sizeof(char *));
for (i = 0; i < argc; i++) {
forward_argv[i] = malloc( (strlen(argv[i])+1) * sizeof(char));
strcpy(forward_argv[i], argv[i]);
}
/* Give over control to run loop, SDLUIKitDelegate will handle most things from here */
UIApplicationMain(argc, argv, NULL, @"SDLUIKitDelegate");
[pool release];
}
@implementation SDLUIKitDelegate
@synthesize window, windowID, controller;
/* convenience method */
+(SDLUIKitDelegate *)sharedAppDelegate {
/* the delegate is set in UIApplicationMain(), which is garaunteed to be called before this method */
return (SDLUIKitDelegate *)[[UIApplication sharedApplication] delegate];
}
void preSDL_main(){
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
SDL_main(forward_argc, forward_argv);
[pool release];
}
- (void) startSDLgame {
pthread_t threadID;
if (NO == isServerRunning) {
// don't start another server because the port is already bound
pthread_create (&threadID, NULL, (void *) (*engineProtocolThread), NULL);
pthread_detach (threadID);
isServerRunning = YES;
}
setupArgsForLocalPlay();
// remove the current view to free resources
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1.5];
controller.view.alpha = 0;
[UIView commitAnimations];
[controller.view performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1.5];
//[controller.view removeFromSuperview];
/* run the user's application, passing argc and argv */
NSLog(@"Game is launching...");
/*pthread_create (&threadID, NULL, (void *) (*preSDL_main), NULL);
pthread_detach (threadID);*/
int res = SDL_main(forward_argc, forward_argv);
// can't reach here yet
NSLog(@"Game exited with status %d", res);
//[self performSelector:@selector(makeNewView) withObject:nil afterDelay:0.0];
/* exit, passing the return status from the user's application */
//exit(exit_status);
}
// override the direct execution of SDL_main to allow us to implement the frontend (even using a nib)
-(void) applicationDidFinishLaunching:(UIApplication *)application {
[application setStatusBarHidden:YES animated:NO];
/* Set working directory to resource path */
[[NSFileManager defaultManager] changeCurrentDirectoryPath: [[NSBundle mainBundle] resourcePath]];
//#import "SoundEffect.h"
// SoundEffect *erasingSound = [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:@"Erase" ofType:@"caf"]];
// SoundEffect *selectSound = [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:@"Select" ofType:@"caf"]];
[window addSubview:controller.view];
[window makeKeyAndVisible];
}
-(void) applicationWillTerminate:(UIApplication *)application {
/* free the memory we used to hold copies of argc and argv */
int i;
for (i=0; i < forward_argc; i++) {
free(forward_argv[i]);
}
free(forward_argv);
SDL_SendQuit();
/* hack to prevent automatic termination. See SDL_uikitevents.m for details */
// have to remove this otherwise game goes on when pushing the home button
//longjmp(*(jump_env()), 1);
}
-(void) applicationWillResignActive:(UIApplication*)application
{
// NSLog(@"%@", NSStringFromSelector(_cmd));
SDL_SendWindowEvent(self.windowID, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
}
-(void) applicationDidBecomeActive:(UIApplication*)application
{
// NSLog(@"%@", NSStringFromSelector(_cmd));
SDL_SendWindowEvent(self.windowID, SDL_WINDOWEVENT_RESTORED, 0, 0);
}
/*
-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
NSLog(@"Rotating...");
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
}
*/
void IPH_returnFrontend (void) {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
[[[SDLUIKitDelegate sharedAppDelegate].window viewWithTag:54867] removeFromSuperview];
[[SDLUIKitDelegate sharedAppDelegate].window addSubview:[SDLUIKitDelegate sharedAppDelegate].controller.view];
// [[SDLUIKitDelegate sharedAppDelegate].window makeKeyAndVisible];
NSLog(@"Game exited...");
// pthread_exit(NULL);
[pool release];
exit(0);
// while(1); //prevent exiting
}
-(void) dealloc {
[controller release];
[window release];
[super dealloc];
}
@end