project_files/HedgewarsMobile/Classes/SDL_uikitappdelegate.m
changeset 3547 02875b1145b7
parent 3546 ccf4854df294
child 3548 4d220ee7c75f
--- 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