author | koda |
Fri, 31 Dec 2010 00:10:38 +0100 | |
changeset 4760 | 224c31b3ce7d |
parent 4757 | 7ca9ebb6895d |
child 4976 | 088d40d8aba2 |
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 "SDL_uikitappdelegate.h" |
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#import "SDL_uikitopenglview.h" |
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#import "SDL_uikitwindow.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 "SDL_mixer.h" |
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#import "PascalImports.h" |
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#import "ObjcExports.h" |
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#import "CommodityFunctions.h" |
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#import "GameSetup.h" |
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#import "MainMenuViewController.h" |
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#import "OverlayViewController.h" |
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#import "Appirater.h" |
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#include <unistd.h> |
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#ifdef main |
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#undef main |
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#endif |
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#define BLACKVIEW_TAG 17935 |
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#define SECONDBLACKVIEW_TAG 48620 |
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#define VALGRIND "/opt/fink/bin/valgrind" |
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int main (int argc, char *argv[]) { |
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#ifdef VALGRIND_REXEC |
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// Using the valgrind build config, rexec ourself in valgrind |
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// from http://landonf.bikemonkey.org/code/iphone/iPhone_Simulator_Valgrind.20081224.html |
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if (argc < 2 || (argc >= 2 && strcmp(argv[1], "-valgrind") != 0)) |
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execl(VALGRIND, VALGRIND, "--leak-check=full", "--dsymutil=yes", argv[0], "-valgrind", NULL); |
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#endif |
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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 mainViewController, overlayController, uiwindow, secondWindow, isInGame; |
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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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if (self = [super init]){ |
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mainViewController = nil; |
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uiwindow = nil; |
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secondWindow = nil; |
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isInGame = NO; |
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} |
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return self; |
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} |
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-(void) dealloc { |
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[mainViewController release]; |
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[overlayController release]; |
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[uiwindow release]; |
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[secondWindow release]; |
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[super dealloc]; |
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} |
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// main routine for calling the actual game engine |
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-(NSArray *)startSDLgame:(NSDictionary *)gameDictionary { |
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UIWindow *gameWindow; |
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if (IS_DUALHEAD()) |
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gameWindow = self.secondWindow; |
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else |
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gameWindow = self.uiwindow; |
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UIView *blackView = [[UIView alloc] initWithFrame:gameWindow.frame]; |
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blackView.backgroundColor = [UIColor blackColor]; |
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blackView.opaque = YES; |
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blackView.tag = BLACKVIEW_TAG; |
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[gameWindow addSubview:blackView]; |
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if (IS_DUALHEAD()) { |
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blackView.alpha = 0; |
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[UIView beginAnimations:@"fading to game first" context:NULL]; |
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[UIView setAnimationDuration:1]; |
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blackView.alpha = 1; |
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[UIView commitAnimations]; |
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UIView *secondBlackView = [[UIView alloc] initWithFrame:self.uiwindow.frame]; |
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secondBlackView.backgroundColor = [UIColor blackColor]; |
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secondBlackView.opaque = YES; |
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secondBlackView.tag = SECONDBLACKVIEW_TAG; |
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secondBlackView.alpha = 0; |
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[self.uiwindow addSubview:secondBlackView]; |
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[UIView beginAnimations:@"fading to game second" context:NULL]; |
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[UIView setAnimationDuration:1]; |
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secondBlackView.alpha = 1; |
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[UIView commitAnimations]; |
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[secondBlackView release]; |
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} |
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[blackView release]; |
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// pull out useful configuration info from various files |
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GameSetup *setup = [[GameSetup alloc] initWithDictionary:gameDictionary]; |
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NSNumber *isNetGameNum = [gameDictionary objectForKey:@"netgame"]; |
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[NSThread detachNewThreadSelector:@selector(engineProtocol) |
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toTarget:setup |
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withObject:nil]; |
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NSNumber *menuStyle = [NSNumber numberWithBool:setup.menuStyle]; |
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NSNumber *orientation = [[gameDictionary objectForKey:@"game_dictionary"] objectForKey:@"orientation"]; |
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NSDictionary *dict = [NSDictionary dictionaryWithObjectsAndKeys: |
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isNetGameNum,@"net", |
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menuStyle,@"menu", |
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orientation,@"orientation", |
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nil]; |
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[self performSelector:@selector(displayOverlayLater:) withObject:dict afterDelay:1]; |
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// need to set again [gameDictionary objectForKey:@"savefile"] because if it's empty it means it's a normal game |
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const char **gameArgs = [setup getGameSettings:[gameDictionary objectForKey:@"savefile"]]; |
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self.isInGame = YES; |
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// this is the pascal fuction that starts the game |
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Game(gameArgs); |
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self.isInGame = NO; |
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free(gameArgs); |
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NSArray *stats = setup.statsArray; |
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[setup release]; |
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[self.uiwindow makeKeyAndVisible]; |
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[self.uiwindow bringSubviewToFront:self.mainViewController.view]; |
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UIView *refBlackView = [gameWindow viewWithTag:BLACKVIEW_TAG]; |
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UIView *refSecondBlackView = [self.uiwindow viewWithTag:SECONDBLACKVIEW_TAG]; |
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[UIView beginAnimations:@"fading in from ingame" context:NULL]; |
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[UIView setAnimationDuration:1]; |
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refBlackView.alpha = 0; |
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refSecondBlackView.alpha = 0; |
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[UIView commitAnimations]; |
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[refBlackView performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1]; |
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[refSecondBlackView performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:2]; |
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return stats; |
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} |
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// overlay with controls, become visible later, with a transparency effect since the sdlwindow is not yet created |
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-(void) displayOverlayLater:(id) object { |
169 |
NSDictionary *dict = (NSDictionary *)object; |
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self.overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil]; |
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self.overlayController.isNetGame = [[dict objectForKey:@"net"] boolValue]; |
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self.overlayController.useClassicMenu = [[dict objectForKey:@"menu"] boolValue]; |
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self.overlayController.initialOrientation = [[dict objectForKey:@"orientation"] intValue]; |
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UIWindow *gameWindow; |
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if (IS_DUALHEAD()) |
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gameWindow = self.uiwindow; |
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else |
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gameWindow = [[UIApplication sharedApplication] keyWindow]; |
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[gameWindow addSubview:self.overlayController.view]; |
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} |
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// override the direct execution of SDL_main to allow us to implement the frontend (or even using a nib) |
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-(BOOL) application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { |
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[application setStatusBarHidden:YES]; |
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self.uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; |
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if (IS_IPAD()) |
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self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPad" bundle:nil]; |
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else |
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self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPhone" bundle:nil]; |
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[self.uiwindow addSubview:self.mainViewController.view]; |
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[self.mainViewController release]; |
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self.uiwindow.backgroundColor = [UIColor blackColor]; |
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[self.uiwindow makeKeyAndVisible]; |
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// set working directory to resource path |
200 |
[[NSFileManager defaultManager] changeCurrentDirectoryPath:[[NSBundle mainBundle] resourcePath]]; |
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201 |
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// check for dual monitor support |
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if (IS_DUALHEAD()) { |
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DLog(@"dual head mode ftw"); |
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self.secondWindow = [[UIWindow alloc] initWithFrame:[[[UIScreen screens] objectAtIndex:1] bounds]]; |
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self.secondWindow.backgroundColor = [UIColor blackColor]; |
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self.secondWindow.screen = [[UIScreen screens] objectAtIndex:1]; |
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UIImage *titleImage = [UIImage imageWithContentsOfFile:@"title.png"]; |
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UIImageView *titleView = [[UIImageView alloc] initWithImage:titleImage]; |
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titleView.center = self.secondWindow.center; |
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[self.secondWindow addSubview:titleView]; |
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[titleView release]; |
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[self.secondWindow makeKeyAndVisible]; |
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} |
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[Appirater appLaunched]; |
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return YES; |
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} |
219 |
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220 |
-(void) applicationWillTerminate:(UIApplication *)application { |
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221 |
SDL_SendQuit(); |
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if (self.isInGame) { |
3547 | 224 |
HW_terminate(YES); |
225 |
// hack to prevent automatic termination. See SDL_uikitevents.m for details |
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226 |
longjmp(*(jump_env()), 1); |
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227 |
} |
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228 |
} |
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229 |
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-(void) applicationDidReceiveMemoryWarning:(UIApplication *)application { |
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// don't clean mainMenuViewController here!!! |
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MSG_MEMCLEAN(); |
3661 | 233 |
print_free_memory(); |
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} |
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-(void) applicationWillResignActive:(UIApplication *)application { |
4454 | 237 |
UIDevice* device = [UIDevice currentDevice]; |
238 |
if ([device respondsToSelector:@selector(isMultitaskingSupported)] && |
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239 |
device.multitaskingSupported && |
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240 |
self.isInGame) { |
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// let's try to be permissive with multitasking here... |
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NSDictionary *settings = [[NSDictionary alloc] initWithContentsOfFile:SETTINGS_FILE()]; |
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changeset
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if ([[settings objectForKey:@"multitasking"] boolValue]) |
4454 | 244 |
HW_suspend(); |
245 |
else { |
|
4504
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// so the game returns to the configuration view |
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if (isGameRunning()) |
248 |
HW_terminate(NO); |
|
249 |
else { |
|
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changeset
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250 |
// while screen is loading you can't call HW_terminate() so we close the app |
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SDL_SendQuit(); |
252 |
HW_terminate(YES); |
|
253 |
longjmp(*(jump_env()), 1); |
|
254 |
} |
|
3547 | 255 |
} |
4540
9b614e420de5
add two preferences for enabling/disabling blurry land and multitasking
koda
parents:
4510
diff
changeset
|
256 |
[settings release]; |
3547 | 257 |
} |
258 |
} |
|
259 |
||
260 |
-(void) applicationDidBecomeActive:(UIApplication *)application { |
|
4454 | 261 |
UIDevice* device = [UIDevice currentDevice]; |
262 |
if ([device respondsToSelector:@selector(isMultitaskingSupported)] && |
|
263 |
device.multitaskingSupported && |
|
264 |
self.isInGame) { |
|
265 |
HW_resume(); |
|
3547 | 266 |
} |
267 |
} |
|
268 |
||
269 |
@end |