update project for ipad target
relocate objects (windbar, fps, timer) so that window size doesn't matter
move touch input in its custom controller rather than hack sdl one
/* 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 <pthread.h>#import "SDL_uikitappdelegate.h"#import "SDL_uikitopenglview.h"#import "SDL_events_c.h"#import "jumphack.h"#import "SDL_video.h"#import "GameSetup.h"#import "PascalImports.h"#import "MainMenuViewController.h"#import "overlayViewController.h"#ifdef main#undef main#endifint main (int argc, char *argv[]) { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; int retVal = UIApplicationMain(argc, argv, nil, @"SDLUIKitDelegate"); [pool release]; return retVal;}@implementation SDLUIKitDelegate@synthesize uiwindow, window, viewController, overlayController;// 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 { self = [super init]; self.uiwindow = nil; self.window = NULL; self.viewController = nil; return self;}-(void) dealloc { [viewController release]; [uiwindow release]; [super dealloc];}#pragma mark -#pragma mark Custom stuff-(void) showMenuAfterwards { // draws the controller overlay after the sdl window has taken control [uiwindow bringSubviewToFront:overlayController.view]; [UIView beginAnimations:@"showing overlay" context:NULL]; [UIView setAnimationDuration:1]; self. overlayController.view.alpha = 1; [UIView commitAnimations];}-(IBAction) startSDLgame { NSAutoreleasePool *internal_pool = [[NSAutoreleasePool alloc] init]; GameSetup *setup = [[GameSetup alloc] init]; [setup startThread:@"engineProtocol"]; // remove the current view to free resources [UIView beginAnimations:@"removing main controller" context:NULL]; [UIView setAnimationDuration:1]; self.viewController.mainView.alpha = 0; [UIView commitAnimations]; NSLog(@"...Game is launching..."); const char **gameArgs = [setup getSettings]; [setup release]; // overlay with controls overlayController = [[overlayViewController alloc] initWithNibName:@"overlayViewController-iPad" bundle:nil]; overlayController.view.alpha = 0; [uiwindow addSubview: overlayController.view]; [NSTimer scheduledTimerWithTimeInterval:2 target:self selector:@selector(showMenuAfterwards) userInfo:nil repeats:NO]; Game(gameArgs); // this is the pascal fuction that starts the game // let's clean memory free(gameArgs); [overlayController.view removeFromSuperview]; [overlayController release]; NSLog(@"...Game is exting..."); [uiwindow addSubview: viewController.view]; [uiwindow makeKeyAndVisible]; [UIView beginAnimations:@"inserting main controller" context:NULL]; [UIView setAnimationDuration:1]; self.viewController.mainView.alpha = 1; [UIView commitAnimations]; [internal_pool release];}-(NSString *)dataFilePath: (NSString *)fileName { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; return [documentsDirectory stringByAppendingPathComponent:fileName];}#pragma mark -#pragma mark SDLUIKitDelegate methods// override the direct execution of SDL_main to allow us to implement the frontend (even using a nib)-(void) applicationDidFinishLaunching:(UIApplication *)application { [application setStatusBarHidden:YES animated:NO]; [application setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO]; self.uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; self.uiwindow.backgroundColor = [UIColor blackColor]; self.viewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPad" bundle:nil]; // Set working directory to resource path [[NSFileManager defaultManager] changeCurrentDirectoryPath: [[NSBundle mainBundle] resourcePath]]; [uiwindow addSubview:viewController.view]; [uiwindow makeKeyAndVisible]; [uiwindow layoutSubviews];}-(void) applicationWillTerminate:(UIApplication *)application { SDL_SendQuit(); // hack to prevent automatic termination. See SDL_uikitevents.m for details // have to remove this otherwise game goes on when pushing the home button //longjmp(*(jump_env()), 1);}-(void) applicationWillResignActive:(UIApplication*)application { //NSLog(@"%@", NSStringFromSelector(_cmd)); SDL_SendWindowEvent(self.window, SDL_WINDOWEVENT_MINIMIZED, 0, 0);}-(void) applicationDidBecomeActive:(UIApplication*)application { //NSLog(@"%@", NSStringFromSelector(_cmd)); SDL_SendWindowEvent(self.window, SDL_WINDOWEVENT_RESTORED, 0, 0);}@end