project_files/HedgewarsMobile/Classes/HedgewarsAppDelegate.m
author koda
Fri, 04 Nov 2011 00:38:37 +0100
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permissions -rw-r--r--
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
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/*
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 * Hedgewars-iOS, a Hedgewars port for iOS devices
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 * Copyright (c) 2009-2011 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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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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 *
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 * File created on 13/03/2011.
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 */
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#import "HedgewarsAppDelegate.h"
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#import "MainMenuViewController.h"
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#import "ObjcExports.h"
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#include <unistd.h>
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@implementation SDLUIKitDelegate (customDelegate)
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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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@implementation HedgewarsAppDelegate
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@synthesize mainViewController, uiwindow, secondWindow;
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// convenience method
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+(HedgewarsAppDelegate *)sharedAppDelegate {
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    return (HedgewarsAppDelegate *)[[UIApplication sharedApplication] delegate];
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}
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#pragma mark -
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#pragma mark AppDelegate methods
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-(id) init {
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    if (self = [super init]){
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        mainViewController = nil;
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        uiwindow = nil;
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        secondWindow = 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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    [uiwindow release];
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    [secondWindow release];
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    [super dealloc];
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}
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// override the direct execution of SDL_main to allow us to implement our own frontend
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-(void) postFinishLaunch {
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    [[UIApplication sharedApplication] setStatusBarHidden:YES];
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    self.uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
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    NSString *controllerName = (IS_IPAD() ? @"MainMenuViewController-iPad" : @"MainMenuViewController-iPhone");
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    self.mainViewController = [[MainMenuViewController alloc] initWithNibName:controllerName bundle:nil];
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    [self.uiwindow addSubview:self.mainViewController.view];
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    [self.mainViewController release];
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    self.uiwindow.backgroundColor = [UIColor blackColor];
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    [self.uiwindow makeKeyAndVisible];
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    // check for dual monitor support
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    if (IS_DUALHEAD()) {
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        DLog(@"Dualhead mode");
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        self.secondWindow = [[UIWindow alloc] initWithFrame:[[[UIScreen screens] objectAtIndex:1] bounds]];
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        self.secondWindow.backgroundColor = [UIColor blackColor];
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        self.secondWindow.screen = [[UIScreen screens] objectAtIndex:1];
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        UIImage *titleImage = [UIImage imageWithContentsOfFile:@"title.png"];
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        UIImageView *titleView = [[UIImageView alloc] initWithImage:titleImage];
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        titleView.center = self.secondWindow.center;
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        [self.secondWindow addSubview:titleView];
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        [titleView release];
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        [self.secondWindow makeKeyAndVisible];
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    }
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}
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-(void) applicationDidReceiveMemoryWarning:(UIApplication *)application {
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    [HWUtils releaseCache];
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    // don't stop music if it is playing
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    if ([HWUtils isGameLaunched]) {
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        [AudioManagerController releaseCache];
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    }
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    MSG_MEMCLEAN();
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    // don't clean mainMenuViewController here!!!
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}
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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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    if ([HWUtils isGameLaunched] && [[[UIDevice currentDevice] systemVersion] floatValue] < 4.2f)
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         HW_terminate(NO);
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    [super applicationWillResignActive:application];
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}
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@end