cocoaTouch/SDLOverrides/SDL_uikitappdelegate.m
author sheepluva
Thu, 17 Jun 2010 13:56:30 +0200
changeset 3511 76e2d79b91b1
parent 3490 016b3172b645
permissions -rw-r--r--
some pt_BR translation changes by arrom

/*
 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