--- a/project_files/HedgewarsMobile/Classes/SDL_uikitappdelegate.m Sat Jul 31 10:52:43 2010 +0200
+++ b/project_files/HedgewarsMobile/Classes/SDL_uikitappdelegate.m Sat Jul 31 11:24:53 2010 +0200
@@ -1,21 +1,21 @@
/*
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
*/
@@ -81,24 +81,24 @@
-(IBAction) startSDLgame: (NSDictionary *)gameDictionary {
// pull out useful configuration info from various files
GameSetup *setup = [[GameSetup alloc] initWithDictionary:gameDictionary];
-
+
[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:0.1];
-
+
// this is the pascal fuction that starts the game (wrapped around isInGame)
isInGame = YES;
Game(gameArgs);
isInGame = NO;
free(gameArgs);
-
+
// bring the uiwindow below in front
UIWindow *aWin = [[[UIApplication sharedApplication] windows] objectAtIndex:0];
[aWin makeKeyAndVisible];
-
+
// notice that in the simulator this reports 2 windows
DLog(@"%@",[[UIApplication sharedApplication] windows]);
}
@@ -114,10 +114,10 @@
// 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 setStatusBarHidden:YES];
+
UIWindow *uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
-
+
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPad" bundle:nil];
else
@@ -135,7 +135,7 @@
-(void) applicationWillTerminate:(UIApplication *)application {
Mix_CloseAudio();
SDL_SendQuit();
-
+
if (isInGame) {
HW_terminate(YES);
// hack to prevent automatic termination. See SDL_uikitevents.m for details
@@ -152,7 +152,7 @@
-(void) applicationWillResignActive:(UIApplication *)application {
if (isInGame) {
HW_pause();
-
+
// Send every window on every screen a MINIMIZED event.
SDL_VideoDevice *_this = SDL_GetVideoDevice();
if (!_this)