author | koda |
Wed, 03 Feb 2010 03:01:44 +0000 | |
changeset 2740 | 03df0573a9fd |
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child 2743 | 39d097ac2276 |
permissions | -rw-r--r-- |
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/* |
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SDL - Simple DirectMedia Layer |
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Copyright (C) 1997-2009 Sam Lantinga |
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This library is free software; you can redistribute it and/or |
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modify it under the terms of the GNU Lesser General Public |
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License as published by the Free Software Foundation; either |
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version 2.1 of the License, or (at your option) any later version. |
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This library 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 GNU |
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Lesser General Public License for more details. |
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You should have received a copy of the GNU Lesser General Public |
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License along with this library; if not, write to the Free Software |
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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Sam Lantinga, mods for Hedgewars by Vittorio Giovara |
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slouken@libsdl.org, vittorio.giovara@gmail.com |
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*/ |
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#import <pthread.h> |
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#import "SDL_uikitappdelegate.h" |
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#import "SDL_uikitopenglview.h" |
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#import "SDL_events_c.h" |
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#import "jumphack.h" |
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#import "SDL_video.h" |
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#import "GameSetup.h" |
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#import "PascalImports.h" |
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//#import "SoundEffect.h" |
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// SoundEffect *erasingSound = [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:@"Erase" ofType:@"caf"]]; |
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// SoundEffect *selectSound = [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:@"Select" ofType:@"caf"]]; |
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#ifdef main |
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#undef main |
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#endif |
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int main (int argc, char *argv[]) { |
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NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; |
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int retVal = UIApplicationMain(argc, argv, nil, @"SDLUIKitDelegate"); |
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[pool release]; |
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return retVal; |
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} |
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@implementation SDLUIKitDelegate |
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@synthesize uiwindow, window, viewController; |
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/* convenience method */ |
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+(SDLUIKitDelegate *)sharedAppDelegate { |
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/* the delegate is set in UIApplicationMain(), which is guaranteed to be called before this method */ |
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return (SDLUIKitDelegate *)[[UIApplication sharedApplication] delegate]; |
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} |
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-(id) init { |
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self = [super init]; |
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self.uiwindow = nil; |
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self.window = NULL; |
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self.viewController = nil; |
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return self; |
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} |
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-(void) dealloc { |
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[viewController release]; |
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[uiwindow release]; |
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[super dealloc]; |
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} |
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#pragma mark - |
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#pragma mark Custom stuff |
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-(IBAction) startSDLgame { |
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NSAutoreleasePool *internal_pool = [[NSAutoreleasePool alloc] init]; |
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GameSetup *setup = [[GameSetup alloc] init]; |
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[setup startThread:@"engineProtocol"]; |
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// remove the current view to free resources |
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[UIView beginAnimations:@"removing main controller" context:NULL]; |
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[UIView setAnimationDuration:1]; |
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self.viewController.view.alpha = 0; |
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[UIView commitAnimations]; |
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NSLog(@"Game is launching..."); |
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const char **gameArgs = [setup getSettings]; |
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// direct execution or thread? check the one that gives most fps |
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// library or call SDL_main? pascal quits at the end of the main |
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Game(gameArgs); |
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free(gameArgs); |
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NSLog(@"Game is exting..."); |
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[setup release]; |
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[uiwindow addSubview: viewController.view]; |
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[uiwindow makeKeyAndVisible]; |
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[UIView beginAnimations:@"inserting main controller" context:NULL]; |
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[UIView setAnimationDuration:1]; |
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self.viewController.view.alpha = 1; |
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[UIView commitAnimations]; |
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[internal_pool release]; |
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} |
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-(BOOL) checkFirstRun { |
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BOOL isFirstRun = NO; |
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//use a nssthread a ask the user to wait |
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NSString *filePath = [self dataFilePath:@"settings.plist"]; |
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if (!([[NSFileManager defaultManager] fileExistsAtPath:filePath])) { |
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isFirstRun = YES; |
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// file not present, let's create it |
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NSMutableDictionary *saveDict = [[NSMutableDictionary alloc] init]; |
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[saveDict setObject:@"" forKey:@"username"]; |
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[saveDict setObject:@"" forKey:@"password"]; |
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[saveDict setObject:@"1" forKey:@"music"]; |
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[saveDict setObject:@"1" forKey:@"sounds"]; |
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[saveDict setObject:@"0" forKey:@"alternate"]; |
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[saveDict setObject:@"100" forKey:@"volume"]; |
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[saveDict writeToFile:filePath atomically:YES]; |
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[saveDict release]; |
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} |
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return isFirstRun; |
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} |
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-(NSString *)dataFilePath: (NSString *)fileName { |
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NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); |
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NSString *documentsDirectory = [paths objectAtIndex:0]; |
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return [documentsDirectory stringByAppendingPathComponent:fileName]; |
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} |
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-(void) applicationDidReceiveMemoryWarning:(UIApplication *)application { |
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/* we get too many ones on ipod touch |
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UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Running low on memory" |
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message:@"I will try to free some memory but game might slow down a little" |
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delegate:nil |
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cancelButtonTitle:@"Ok" |
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otherButtonTitles:nil ]; |
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[alert show]; |
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[alert release]; |
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*/ |
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} |
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#pragma mark - |
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#pragma mark SDLUIKitDelegate methods |
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// override the direct execution of SDL_main to allow us to implement the frontend (even using a nib) |
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-(void) applicationDidFinishLaunching:(UIApplication *)application { |
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[application setStatusBarHidden:YES animated:NO]; |
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[application setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO]; |
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self.uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; |
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self.uiwindow.backgroundColor = [UIColor blackColor]; |
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self.viewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController" bundle:nil]; |
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/* Set working directory to resource path */ |
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[[NSFileManager defaultManager] changeCurrentDirectoryPath: [[NSBundle mainBundle] resourcePath]]; |
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[uiwindow addSubview:viewController.view]; |
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[uiwindow makeKeyAndVisible]; |
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[uiwindow layoutSubviews]; |
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[self checkFirstRun]; |
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} |
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172 |
-(void) applicationWillTerminate:(UIApplication *)application { |
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SDL_SendQuit(); |
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/* hack to prevent automatic termination. See SDL_uikitevents.m for details */ |
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// have to remove this otherwise game goes on when pushing the home button |
176 |
//longjmp(*(jump_env()), 1); |
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177 |
} |
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-(void) applicationWillResignActive:(UIApplication*)application { |
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// NSLog(@"%@", NSStringFromSelector(_cmd)); |
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SDL_SendWindowEvent(self.window, SDL_WINDOWEVENT_MINIMIZED, 0, 0); |
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} |
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-(void) applicationDidBecomeActive:(UIApplication*)application { |
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// NSLog(@"%@", NSStringFromSelector(_cmd)); |
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SDL_SendWindowEvent(self.window, SDL_WINDOWEVENT_RESTORED, 0, 0); |
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} |
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@end |