--- a/project_files/HedgewarsMobile/Classes/SDL_uikitappdelegate.m Wed Jun 23 21:49:19 2010 +0200
+++ b/project_files/HedgewarsMobile/Classes/SDL_uikitappdelegate.m Wed Jun 23 22:03:56 2010 +0200
@@ -0,0 +1,194 @@
+/*
+ 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:0.5];
+
+ // 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