diff -r ccf4854df294 -r 02875b1145b7 project_files/HedgewarsMobile/Classes/SDL_uikitappdelegate.m --- 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