--- a/cocoaTouch/SDLOverrides/SDL_uikitappdelegate.m Thu Jun 17 16:28:42 2010 +0200
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,194 +0,0 @@
-/*
- 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 "SDL_uikitappdelegate.h"
-#import "SDL_uikitopenglview.h"
-#import "SDL_uikitwindow.h"
-#import "SDL_events_c.h"
-#import "../SDL_sysvideo.h"
-#import "jumphack.h"
-#import "SDL_video.h"
-#import "GameSetup.h"
-#import "PascalImports.h"
-#import "MainMenuViewController.h"
-#import "OverlayViewController.h"
-#import "CommodityFunctions.h"
-
-#ifdef main
-#undef main
-#endif
-
-#define VALGRIND "/opt/valgrind/bin/valgrind"
-
-int main (int argc, char *argv[]) {
-#ifdef VALGRIND_REXEC
- // Using the valgrind build config, rexec ourself in valgrind
- // from http://landonf.bikemonkey.org/code/iphone/iPhone_Simulator_Valgrind.20081224.html
- if (argc < 2 || (argc >= 2 && strcmp(argv[1], "-valgrind") != 0))
- execl(VALGRIND, VALGRIND, "--leak-check=full", argv[0], "-valgrind", NULL);
-#endif
-
- NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
- int retVal = UIApplicationMain(argc, argv, nil, @"SDLUIKitDelegate");
- [pool release];
- return retVal;
-}
-
-@implementation SDLUIKitDelegate
-@synthesize uiwindow, window;
-
-// convenience method
-+(SDLUIKitDelegate *)sharedAppDelegate {
- // the delegate is set in UIApplicationMain(), which is guaranteed to be called before this method
- return (SDLUIKitDelegate *)[[UIApplication sharedApplication] delegate];
-}
-
--(id) init {
- if (self = [super init]){
- mainViewController = nil;
- isInGame = NO;
- self.uiwindow = nil;
- self.window = NULL;
- }
- return self;
-}
-
--(void) dealloc {
- SDL_DestroyWindow(self.window);
- [uiwindow release];
- [mainViewController release];
- [super dealloc];
-}
-
-// main routine for calling the actual game engine
--(IBAction) startSDLgame {
- [UIView beginAnimations:@"removing main controller" context:NULL];
- [UIView setAnimationDuration:1];
- mainViewController.view.alpha = 0;
- [UIView commitAnimations];
-
- // pull out useful configuration info from various files
- GameSetup *setup = [[GameSetup alloc] init];
- [setup startThread:@"engineProtocol"];
- const char **gameArgs = [setup getSettings];
- [setup release];
-
- // since the sdlwindow is not yet created, we add the overlayController with a delay
- [self performSelector:@selector(displayOverlayLater) withObject:nil afterDelay:1];
-
- // this is the pascal fuction that starts the game (wrapped around isInGame)
- isInGame = YES;
- Game(gameArgs);
- isInGame = NO;
-
- free(gameArgs);
-
- [UIView beginAnimations:@"inserting main controller" context:NULL];
- [UIView setAnimationDuration:1];
- mainViewController.view.alpha = 1;
- [UIView commitAnimations];
-}
-
--(void) displayOverlayLater {
- // overlay with controls, become visible after 4 seconds, with a transparency effect
- OverlayViewController *overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil];
-
- [[[UIApplication sharedApplication] keyWindow] addSubview:overlayController.view];
- [overlayController release];
-}
-
-// override the direct execution of SDL_main to allow us to implement the frontend (or even using a nib)
--(void) applicationDidFinishLaunching:(UIApplication *)application {
- [application setStatusBarHidden:YES];
- [application setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
-
- uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
- uiwindow.backgroundColor = [UIColor blackColor];
- // needed to keep the app running after a game (gets released in sdl_uikitwindow)
- [uiwindow retain];
-
- if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
- mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPad" bundle:nil];
- else
- mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPhone" bundle:nil];
-
- [uiwindow addSubview:mainViewController.view];
- [uiwindow makeKeyAndVisible];
-
- // Set working directory to resource path
- [[NSFileManager defaultManager] changeCurrentDirectoryPath:[[NSBundle mainBundle] resourcePath]];
-}
-
--(void) applicationWillTerminate:(UIApplication *)application {
- SDL_SendQuit();
- if (isInGame) {
- HW_terminate(YES);
- // hack to prevent automatic termination. See SDL_uikitevents.m for details
- longjmp(*(jump_env()), 1);
- }
-}
-
--(void) applicationWillResignActive:(UIApplication *)application {
- //NSLog(@"%@", NSStringFromSelector(_cmd));
- if (isInGame) {
- HW_pause();
-
- /*
- // Send every window on every screen a MINIMIZED event.
- SDL_VideoDevice *_this = SDL_GetVideoDevice();
- if (!_this)
- return;
-
- int i;
- for (i = 0; i < _this->num_displays; i++) {
- const SDL_VideoDisplay *display = &_this->displays[i];
- SDL_Window *window;
- for (window = display->windows; window != nil; window = window->next)
- SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
- }
- */
- }
-}
-
--(void) applicationDidBecomeActive:(UIApplication *)application {
- //NSLog(@"%@", NSStringFromSelector(_cmd));
- if (isInGame) {
- HW_pause();
-
- /*
- // Send every window on every screen a RESTORED event.
- SDL_VideoDevice *_this = SDL_GetVideoDevice();
- if (!_this)
- return;
-
- int i;
- for (i = 0; i < _this->num_displays; i++) {
- const SDL_VideoDisplay *display = &_this->displays[i];
- SDL_Window *window;
- for (window = display->windows; window != nil; window = window->next)
- SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESTORED, 0, 0);
- }
- */
- }
-}
-
-@end