button to open ammomenu
loading screen that fits launch orientation
further work on weapon selection
more savings for older idevices
/*
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
// 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;
}
return self;
}
-(void) dealloc {
[mainViewController release];
[super dealloc];
}
// main routine for calling the actual game engine
-(IBAction) startSDLgame: (NSDictionary *)gameDictionary {
[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] initWithDictionary:gameDictionary];
[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:0.3];
// this is the pascal fuction that starts the game (wrapped around isInGame)
isInGame = YES;
Game(gameArgs);
isInGame = NO;
free(gameArgs);
// bring the uiwindow below in front
UIWindow *aWin = [[[UIApplication sharedApplication] windows] objectAtIndex:0];
[aWin makeKeyAndVisible];
aWin = [[[UIApplication sharedApplication] windows] lastObject];
[aWin removeFromSuperview];
DLog(@"%@",[[UIApplication sharedApplication] windows]);
[UIView beginAnimations:@"inserting main controller" context:NULL];
[UIView setAnimationDuration:1];
mainViewController.view.alpha = 1;
[UIView commitAnimations];
}
-(void) displayOverlayLater {
// overlay with controls, become visible later, with a transparency effect
OverlayViewController *overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil];
// keyWindow is the frontmost window
[[[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 = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
uiwindow.backgroundColor = [UIColor blackColor];
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) applicationDidReceiveMemoryWarning:(UIApplication *)application {
if (mainViewController.view.superview == nil)
mainViewController = nil;
MSG_MEMCLEAN();
print_free_memory();
}
-(void) applicationWillResignActive:(UIApplication *)application {
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