we get our own AppDelegate, subclassing SDL_UikitAppDelegate so that we don't have to mess with sdl build system
/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2011 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 "HedgewarsAppDelegate.h"
#import "PascalImports.h"
#import "ObjcExports.h"
#import "CommodityFunctions.h"
#import "GameSetup.h"
#import "MainMenuViewController.h"
#import "OverlayViewController.h"
#import "Appirater.h"
#include <unistd.h>
#ifdef main
#undef main
#endif
#define BLACKVIEW_TAG 17935
#define SECONDBLACKVIEW_TAG 48620
#define VALGRIND "/opt/fink/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", "--dsymutil=yes", argv[0], "-valgrind", NULL);
#endif
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
int retVal = UIApplicationMain(argc, argv, nil, @"HedgewarsAppDelegate");
[pool release];
return retVal;
}
int SDL_main(int argc, char **argv) {
// dummy function to prevent linkage fail
return 0;
}
@implementation HedgewarsAppDelegate
@synthesize mainViewController, overlayController, uiwindow, secondWindow, isInGame;
// convenience method
+(HedgewarsAppDelegate *)sharedAppDelegate {
return (HedgewarsAppDelegate *)[[UIApplication sharedApplication] delegate];
}
-(id) init {
if (self = [super init]){
mainViewController = nil;
uiwindow = nil;
secondWindow = nil;
isInGame = NO;
}
return self;
}
-(void) dealloc {
[mainViewController release];
[overlayController release];
[uiwindow release];
[secondWindow release];
[super dealloc];
}
// main routine for calling the actual game engine
-(NSArray *)startSDLgame:(NSDictionary *)gameDictionary {
UIWindow *gameWindow;
if (IS_DUALHEAD())
gameWindow = self.secondWindow;
else
gameWindow = self.uiwindow;
UIView *blackView = [[UIView alloc] initWithFrame:gameWindow.frame];
blackView.backgroundColor = [UIColor blackColor];
blackView.opaque = YES;
blackView.tag = BLACKVIEW_TAG;
[gameWindow addSubview:blackView];
if (IS_DUALHEAD()) {
blackView.alpha = 0;
[UIView beginAnimations:@"fading to game first" context:NULL];
[UIView setAnimationDuration:1];
blackView.alpha = 1;
[UIView commitAnimations];
UIView *secondBlackView = [[UIView alloc] initWithFrame:self.uiwindow.frame];
secondBlackView.backgroundColor = [UIColor blackColor];
secondBlackView.opaque = YES;
secondBlackView.tag = SECONDBLACKVIEW_TAG;
secondBlackView.alpha = 0;
[self.uiwindow addSubview:secondBlackView];
[UIView beginAnimations:@"fading to game second" context:NULL];
[UIView setAnimationDuration:1];
secondBlackView.alpha = 1;
[UIView commitAnimations];
[secondBlackView release];
}
[blackView release];
// pull out useful configuration info from various files
GameSetup *setup = [[GameSetup alloc] initWithDictionary:gameDictionary];
NSNumber *isNetGameNum = [gameDictionary objectForKey:@"netgame"];
[NSThread detachNewThreadSelector:@selector(engineProtocol)
toTarget:setup
withObject:nil];
NSNumber *menuStyle = [NSNumber numberWithBool:setup.menuStyle];
NSNumber *orientation = [[gameDictionary objectForKey:@"game_dictionary"] objectForKey:@"orientation"];
NSDictionary *dict = [NSDictionary dictionaryWithObjectsAndKeys:
isNetGameNum,@"net",
menuStyle,@"menu",
orientation,@"orientation",
nil];
[self performSelector:@selector(displayOverlayLater:) withObject:dict afterDelay:1];
// need to set again [gameDictionary objectForKey:@"savefile"] because if it's empty it means it's a normal game
const char **gameArgs = [setup getGameSettings:[gameDictionary objectForKey:@"savefile"]];
self.isInGame = YES;
// this is the pascal fuction that starts the game
Game(gameArgs);
self.isInGame = NO;
free(gameArgs);
NSArray *stats = setup.statsArray;
[setup release];
[self.uiwindow makeKeyAndVisible];
[self.uiwindow bringSubviewToFront:self.mainViewController.view];
UIView *refBlackView = [gameWindow viewWithTag:BLACKVIEW_TAG];
UIView *refSecondBlackView = [self.uiwindow viewWithTag:SECONDBLACKVIEW_TAG];
[UIView beginAnimations:@"fading in from ingame" context:NULL];
[UIView setAnimationDuration:1];
refBlackView.alpha = 0;
refSecondBlackView.alpha = 0;
[UIView commitAnimations];
[refBlackView performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1];
[refSecondBlackView performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:2];
return stats;
}
// overlay with controls, become visible later, with a transparency effect since the sdlwindow is not yet created
-(void) displayOverlayLater:(id) object {
NSDictionary *dict = (NSDictionary *)object;
self.overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil];
self.overlayController.isNetGame = [[dict objectForKey:@"net"] boolValue];
self.overlayController.useClassicMenu = [[dict objectForKey:@"menu"] boolValue];
self.overlayController.initialOrientation = [[dict objectForKey:@"orientation"] intValue];
UIWindow *gameWindow;
if (IS_DUALHEAD())
gameWindow = self.uiwindow;
else
gameWindow = [[UIApplication sharedApplication] keyWindow];
[gameWindow addSubview:self.overlayController.view];
}
// override the direct execution of SDL_main to allow us to implement our own frontend
-(void) postFinishLaunch {
[[UIApplication sharedApplication] setStatusBarHidden:YES];
[Appirater appLaunched];
self.uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
if (IS_IPAD())
self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPad" bundle:nil];
else
self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPhone" bundle:nil];
[self.uiwindow addSubview:self.mainViewController.view];
[self.mainViewController release];
self.uiwindow.backgroundColor = [UIColor blackColor];
[self.uiwindow makeKeyAndVisible];
// check for dual monitor support
if (IS_DUALHEAD()) {
DLog(@"dual head mode ftw");
self.secondWindow = [[UIWindow alloc] initWithFrame:[[[UIScreen screens] objectAtIndex:1] bounds]];
self.secondWindow.backgroundColor = [UIColor blackColor];
self.secondWindow.screen = [[UIScreen screens] objectAtIndex:1];
UIImage *titleImage = [UIImage imageWithContentsOfFile:@"title.png"];
UIImageView *titleView = [[UIImageView alloc] initWithImage:titleImage];
titleView.center = self.secondWindow.center;
[self.secondWindow addSubview:titleView];
[titleView release];
[self.secondWindow makeKeyAndVisible];
}
}
-(void) applicationWillTerminate:(UIApplication *)application {
if (self.isInGame)
HW_terminate(YES);
[super applicationWillTerminate:application];
}
-(void) applicationDidReceiveMemoryWarning:(UIApplication *)application {
// don't clean mainMenuViewController here!!!
MSG_MEMCLEAN();
print_free_memory();
}
-(void) applicationWillResignActive:(UIApplication *)application {
[super applicationWillResignActive: application];
UIDevice* device = [UIDevice currentDevice];
if ([device respondsToSelector:@selector(isMultitaskingSupported)] &&
device.multitaskingSupported &&
self.isInGame) {
// let's try to be permissive with multitasking here...
NSDictionary *settings = [[NSDictionary alloc] initWithContentsOfFile:SETTINGS_FILE()];
if ([[settings objectForKey:@"multitasking"] boolValue])
HW_suspend();
else {
// so the game returns to the configuration view
if (isGameRunning())
HW_terminate(NO);
else {
// while screen is loading you can't call HW_terminate() so we close the app
[self applicationWillTerminate:application];
}
}
[settings release];
}
}
-(void) applicationDidBecomeActive:(UIApplication *)application {
[super applicationDidBecomeActive:application];
UIDevice* device = [UIDevice currentDevice];
if ([device respondsToSelector:@selector(isMultitaskingSupported)] &&
device.multitaskingSupported &&
self.isInGame) {
HW_resume();
}
}
@end