1 /* |
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2 SDL - Simple DirectMedia Layer |
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3 Copyright (C) 1997-2011 Sam Lantinga |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga, mods for Hedgewars by Vittorio Giovara |
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20 slouken@libsdl.org, vittorio.giovara@gmail.com |
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21 */ |
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22 |
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23 #import "SDL_uikitappdelegate.h" |
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24 #import "SDL_uikitopenglview.h" |
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25 #import "SDL_uikitwindow.h" |
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26 #import "SDL_events_c.h" |
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27 #import "jumphack.h" |
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28 #import "SDL_video.h" |
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29 #import "SDL_mixer.h" |
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30 #import "PascalImports.h" |
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31 #import "ObjcExports.h" |
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32 #import "CommodityFunctions.h" |
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33 #import "GameSetup.h" |
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34 #import "MainMenuViewController.h" |
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35 #import "OverlayViewController.h" |
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36 #import "Appirater.h" |
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37 #include <unistd.h> |
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38 |
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39 #ifdef main |
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40 #undef main |
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41 #endif |
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42 |
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43 #define BLACKVIEW_TAG 17935 |
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44 #define SECONDBLACKVIEW_TAG 48620 |
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45 #define VALGRIND "/opt/fink/bin/valgrind" |
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46 |
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47 int main (int argc, char *argv[]) { |
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48 #ifdef VALGRIND_REXEC |
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49 // Using the valgrind build config, rexec ourself in valgrind |
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50 // from http://landonf.bikemonkey.org/code/iphone/iPhone_Simulator_Valgrind.20081224.html |
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51 if (argc < 2 || (argc >= 2 && strcmp(argv[1], "-valgrind") != 0)) |
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52 execl(VALGRIND, VALGRIND, "--leak-check=full", "--dsymutil=yes", argv[0], "-valgrind", NULL); |
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53 #endif |
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54 NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; |
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55 int retVal = UIApplicationMain(argc, argv, nil, @"SDLUIKitDelegate"); |
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56 [pool release]; |
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57 return retVal; |
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58 } |
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59 |
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60 @implementation SDLUIKitDelegate |
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61 @synthesize mainViewController, overlayController, uiwindow, secondWindow, isInGame; |
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62 |
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63 // convenience method |
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64 +(SDLUIKitDelegate *)sharedAppDelegate { |
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65 // the delegate is set in UIApplicationMain(), which is guaranteed to be called before this method |
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66 return (SDLUIKitDelegate *)[[UIApplication sharedApplication] delegate]; |
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67 } |
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68 |
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69 -(id) init { |
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70 if (self = [super init]){ |
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71 mainViewController = nil; |
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72 uiwindow = nil; |
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73 secondWindow = nil; |
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74 isInGame = NO; |
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75 } |
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76 return self; |
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77 } |
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78 |
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79 -(void) dealloc { |
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80 [mainViewController release]; |
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81 [overlayController release]; |
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82 [uiwindow release]; |
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83 [secondWindow release]; |
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84 [super dealloc]; |
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85 } |
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86 |
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87 // main routine for calling the actual game engine |
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88 -(NSArray *)startSDLgame:(NSDictionary *)gameDictionary { |
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89 UIWindow *gameWindow; |
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90 if (IS_DUALHEAD()) |
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91 gameWindow = self.secondWindow; |
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92 else |
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93 gameWindow = self.uiwindow; |
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94 |
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95 UIView *blackView = [[UIView alloc] initWithFrame:gameWindow.frame]; |
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96 blackView.backgroundColor = [UIColor blackColor]; |
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97 blackView.opaque = YES; |
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98 blackView.tag = BLACKVIEW_TAG; |
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99 [gameWindow addSubview:blackView]; |
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100 if (IS_DUALHEAD()) { |
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101 blackView.alpha = 0; |
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102 [UIView beginAnimations:@"fading to game first" context:NULL]; |
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103 [UIView setAnimationDuration:1]; |
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104 blackView.alpha = 1; |
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105 [UIView commitAnimations]; |
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106 |
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107 UIView *secondBlackView = [[UIView alloc] initWithFrame:self.uiwindow.frame]; |
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108 secondBlackView.backgroundColor = [UIColor blackColor]; |
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109 secondBlackView.opaque = YES; |
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110 secondBlackView.tag = SECONDBLACKVIEW_TAG; |
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111 secondBlackView.alpha = 0; |
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112 [self.uiwindow addSubview:secondBlackView]; |
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113 [UIView beginAnimations:@"fading to game second" context:NULL]; |
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114 [UIView setAnimationDuration:1]; |
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115 secondBlackView.alpha = 1; |
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116 [UIView commitAnimations]; |
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117 [secondBlackView release]; |
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118 } |
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119 [blackView release]; |
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120 |
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121 |
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122 // pull out useful configuration info from various files |
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123 GameSetup *setup = [[GameSetup alloc] initWithDictionary:gameDictionary]; |
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124 NSNumber *isNetGameNum = [gameDictionary objectForKey:@"netgame"]; |
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125 |
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126 [NSThread detachNewThreadSelector:@selector(engineProtocol) |
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127 toTarget:setup |
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128 withObject:nil]; |
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129 |
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130 NSNumber *menuStyle = [NSNumber numberWithBool:setup.menuStyle]; |
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131 NSNumber *orientation = [[gameDictionary objectForKey:@"game_dictionary"] objectForKey:@"orientation"]; |
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132 NSDictionary *dict = [NSDictionary dictionaryWithObjectsAndKeys: |
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133 isNetGameNum,@"net", |
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134 menuStyle,@"menu", |
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135 orientation,@"orientation", |
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136 nil]; |
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137 [self performSelector:@selector(displayOverlayLater:) withObject:dict afterDelay:1]; |
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138 |
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139 // need to set again [gameDictionary objectForKey:@"savefile"] because if it's empty it means it's a normal game |
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140 const char **gameArgs = [setup getGameSettings:[gameDictionary objectForKey:@"savefile"]]; |
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141 self.isInGame = YES; |
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142 // this is the pascal fuction that starts the game |
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143 Game(gameArgs); |
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144 self.isInGame = NO; |
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145 free(gameArgs); |
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146 |
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147 NSArray *stats = setup.statsArray; |
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148 [setup release]; |
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149 |
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150 |
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151 [self.uiwindow makeKeyAndVisible]; |
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152 [self.uiwindow bringSubviewToFront:self.mainViewController.view]; |
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153 |
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154 UIView *refBlackView = [gameWindow viewWithTag:BLACKVIEW_TAG]; |
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155 UIView *refSecondBlackView = [self.uiwindow viewWithTag:SECONDBLACKVIEW_TAG]; |
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156 [UIView beginAnimations:@"fading in from ingame" context:NULL]; |
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157 [UIView setAnimationDuration:1]; |
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158 refBlackView.alpha = 0; |
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159 refSecondBlackView.alpha = 0; |
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160 [UIView commitAnimations]; |
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161 [refBlackView performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1]; |
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162 [refSecondBlackView performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:2]; |
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163 |
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164 return stats; |
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165 } |
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166 |
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167 // overlay with controls, become visible later, with a transparency effect since the sdlwindow is not yet created |
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168 -(void) displayOverlayLater:(id) object { |
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169 NSDictionary *dict = (NSDictionary *)object; |
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170 self.overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil]; |
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171 self.overlayController.isNetGame = [[dict objectForKey:@"net"] boolValue]; |
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172 self.overlayController.useClassicMenu = [[dict objectForKey:@"menu"] boolValue]; |
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173 self.overlayController.initialOrientation = [[dict objectForKey:@"orientation"] intValue]; |
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174 |
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175 UIWindow *gameWindow; |
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176 if (IS_DUALHEAD()) |
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177 gameWindow = self.uiwindow; |
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178 else |
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179 gameWindow = [[UIApplication sharedApplication] keyWindow]; |
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180 [gameWindow addSubview:self.overlayController.view]; |
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181 } |
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182 |
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183 // override the direct execution of SDL_main to allow us to implement the frontend (or even using a nib) |
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184 -(BOOL) application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { |
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185 [application setStatusBarHidden:YES]; |
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186 |
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187 self.uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; |
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188 |
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189 if (IS_IPAD()) |
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190 self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPad" bundle:nil]; |
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191 else |
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192 self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPhone" bundle:nil]; |
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193 |
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194 [self.uiwindow addSubview:self.mainViewController.view]; |
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195 [self.mainViewController release]; |
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196 self.uiwindow.backgroundColor = [UIColor blackColor]; |
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197 [self.uiwindow makeKeyAndVisible]; |
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198 |
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199 // set working directory to resource path |
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200 [[NSFileManager defaultManager] changeCurrentDirectoryPath:[[NSBundle mainBundle] resourcePath]]; |
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201 |
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202 // check for dual monitor support |
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203 if (IS_DUALHEAD()) { |
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204 DLog(@"dual head mode ftw"); |
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205 self.secondWindow = [[UIWindow alloc] initWithFrame:[[[UIScreen screens] objectAtIndex:1] bounds]]; |
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206 self.secondWindow.backgroundColor = [UIColor blackColor]; |
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207 self.secondWindow.screen = [[UIScreen screens] objectAtIndex:1]; |
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208 UIImage *titleImage = [UIImage imageWithContentsOfFile:@"title.png"]; |
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209 UIImageView *titleView = [[UIImageView alloc] initWithImage:titleImage]; |
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210 titleView.center = self.secondWindow.center; |
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211 [self.secondWindow addSubview:titleView]; |
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212 [titleView release]; |
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213 [self.secondWindow makeKeyAndVisible]; |
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214 } |
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215 |
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216 [Appirater appLaunched]; |
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217 return YES; |
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218 } |
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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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222 |
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223 if (self.isInGame) { |
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224 HW_terminate(YES); |
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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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230 -(void) applicationDidReceiveMemoryWarning:(UIApplication *)application { |
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231 // don't clean mainMenuViewController here!!! |
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232 MSG_MEMCLEAN(); |
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233 print_free_memory(); |
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234 } |
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235 |
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236 -(void) applicationWillResignActive:(UIApplication *)application { |
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237 UIDevice* device = [UIDevice currentDevice]; |
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238 if ([device respondsToSelector:@selector(isMultitaskingSupported)] && |
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239 device.multitaskingSupported && |
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240 self.isInGame) { |
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241 // let's try to be permissive with multitasking here... |
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242 NSDictionary *settings = [[NSDictionary alloc] initWithContentsOfFile:SETTINGS_FILE()]; |
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243 if ([[settings objectForKey:@"multitasking"] boolValue]) |
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244 HW_suspend(); |
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245 else { |
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246 // so the game returns to the configuration view |
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247 if (isGameRunning()) |
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248 HW_terminate(NO); |
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249 else { |
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250 // while screen is loading you can't call HW_terminate() so we close the app |
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251 SDL_SendQuit(); |
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252 HW_terminate(YES); |
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253 longjmp(*(jump_env()), 1); |
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254 } |
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255 } |
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256 [settings release]; |
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257 } |
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258 } |
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259 |
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260 -(void) applicationDidBecomeActive:(UIApplication *)application { |
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261 UIDevice* device = [UIDevice currentDevice]; |
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262 if ([device respondsToSelector:@selector(isMultitaskingSupported)] && |
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263 device.multitaskingSupported && |
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264 self.isInGame) { |
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265 HW_resume(); |
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266 } |
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267 } |
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268 |
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269 @end |
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