project_files/HedgewarsMobile/Classes/SDL_uikitappdelegate.m
author koda
Mon, 30 Aug 2010 05:42:03 +0200
changeset 3791 98072b3871c1
parent 3737 2ba6ac8a114b
child 3893 568bfd083465
permissions -rw-r--r--
help page for ingame, some other fixes here and there
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/*
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 SDL - Simple DirectMedia Layer
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 Copyright (C) 1997-2009 Sam Lantinga
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 This library is free software; you can redistribute it and/or
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 modify it under the terms of the GNU Lesser General Public
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 License as published by the Free Software Foundation; either
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 version 2.1 of the License, or (at your option) any later version.
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 This library is distributed in the hope that it will be useful,
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 but WITHOUT ANY WARRANTY; without even the implied warranty of
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 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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 Lesser General Public License for more details.
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 You should have received a copy of the GNU Lesser General Public
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 License along with this library; if not, write to the Free Software
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 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 Sam Lantinga, mods for Hedgewars by Vittorio Giovara
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 slouken@libsdl.org, vittorio.giovara@gmail.com
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*/
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#import "SDL_uikitappdelegate.h"
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#import "SDL_uikitopenglview.h"
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#import "SDL_uikitwindow.h"
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#import "SDL_events_c.h"
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#import "../SDL_sysvideo.h"
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#import "jumphack.h"
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#import "SDL_video.h"
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#import "SDL_mixer.h"
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#import "PascalImports.h"
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#import "CommodityFunctions.h"
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#import "GameSetup.h"
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#import "MainMenuViewController.h"
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#import "OverlayViewController.h"
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#ifdef main
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#undef main
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#endif
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#define VALGRIND "/opt/valgrind/bin/valgrind"
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int main (int argc, char *argv[]) {
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#ifdef VALGRIND_REXEC
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    // Using the valgrind build config, rexec ourself in valgrind
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    // from http://landonf.bikemonkey.org/code/iphone/iPhone_Simulator_Valgrind.20081224.html
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    if (argc < 2 || (argc >= 2 && strcmp(argv[1], "-valgrind") != 0))
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        execl(VALGRIND, VALGRIND, "--leak-check=full", argv[0], "-valgrind", NULL);
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#endif
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    NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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    int retVal = UIApplicationMain(argc, argv, nil, @"SDLUIKitDelegate");
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    [pool release];
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    return retVal;
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}
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@implementation SDLUIKitDelegate
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@synthesize mainViewController;
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// convenience method
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+(SDLUIKitDelegate *)sharedAppDelegate {
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    // the delegate is set in UIApplicationMain(), which is guaranteed to be called before this method
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    return (SDLUIKitDelegate *)[[UIApplication sharedApplication] delegate];
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}
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-(id) init {
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    if (self = [super init]){
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        mainViewController = nil;
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        isInGame = NO;
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    }
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    return self;
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}
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-(void) dealloc {
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    [mainViewController release];
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    [super dealloc];
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}
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// main routine for calling the actual game engine
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-(IBAction) startSDLgame: (NSDictionary *)gameDictionary {
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    // pull out useful configuration info from various files
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    GameSetup *setup = [[GameSetup alloc] initWithDictionary:gameDictionary];
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    [setup startThread:@"engineProtocol"];
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    const char **gameArgs = [setup getSettings];
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    [setup release];
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    // since the sdlwindow is not yet created, we add the overlayController with a delay
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    [self performSelector:@selector(displayOverlayLater) withObject:nil afterDelay:0.1];
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    // this is the pascal fuction that starts the game (wrapped around isInGame)
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    isInGame = YES;
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    Game(gameArgs);
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    isInGame = NO;
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    free(gameArgs);
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    // bring the uiwindow below in front
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    UIWindow *aWin = [[[UIApplication sharedApplication] windows] objectAtIndex:0];
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    [aWin makeKeyAndVisible];
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    // notice that in the simulator this reports 2 windows
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    DLog(@"%@",[[UIApplication sharedApplication] windows]);
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}
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-(void) displayOverlayLater {
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    // overlay with controls, become visible later, with a transparency effect
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    OverlayViewController *overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil];
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    // keyWindow is the frontmost window
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    [[[UIApplication sharedApplication] keyWindow] addSubview:overlayController.view];
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    [overlayController release];
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}
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// override the direct execution of SDL_main to allow us to implement the frontend (or even using a nib)
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-(void) applicationDidFinishLaunching:(UIApplication *)application {
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    [application setStatusBarHidden:YES];
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    UIWindow *uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
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    if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
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        self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPad" bundle:nil];
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    else
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        self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPhone" bundle:nil];
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    [uiwindow addSubview:self.mainViewController.view];
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    [self.mainViewController release];
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    uiwindow.backgroundColor = [UIColor blackColor];
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    [uiwindow makeKeyAndVisible];
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    // set working directory to resource path
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    [[NSFileManager defaultManager] changeCurrentDirectoryPath:[[NSBundle mainBundle] resourcePath]];
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}
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-(void) applicationWillTerminate:(UIApplication *)application {
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    SDL_SendQuit();
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    if (isInGame) {
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        HW_terminate(YES);
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        // hack to prevent automatic termination. See SDL_uikitevents.m for details
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        longjmp(*(jump_env()), 1);
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    }
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}
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-(void) applicationDidReceiveMemoryWarning:(UIApplication *)application {
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    // don't clean mainMenuViewController here!!!
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    MSG_MEMCLEAN();
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    print_free_memory();
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}
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-(void) applicationWillResignActive:(UIApplication *)application {
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    if (isInGame) {
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        HW_pause();
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        // Send every window on every screen a MINIMIZED event.
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        SDL_VideoDevice *_this = SDL_GetVideoDevice();
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        if (!_this)
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            return;
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        int i;
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        for (i = 0; i < _this->num_displays; i++) {
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            const SDL_VideoDisplay *display = &_this->displays[i];
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            SDL_Window *window;
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            for (window = display->windows; window != nil; window = window->next)
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                SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
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        }
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    }
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}
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-(void) applicationDidBecomeActive:(UIApplication *)application {
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    if (isInGame) {
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        HW_pause();
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        // Send every window on every screen a RESTORED event.
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        SDL_VideoDevice *_this = SDL_GetVideoDevice();
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        if (!_this)
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            return;
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        int i;
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        for (i = 0; i < _this->num_displays; i++) {
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            const SDL_VideoDisplay *display = &_this->displays[i];
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            SDL_Window *window;
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            for (window = display->windows; window != nil; window = window->next)
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                SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESTORED, 0, 0);
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        }
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    }
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}
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@end