1 /* |
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2 SDL - Simple DirectMedia Layer |
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3 Copyright (C) 1997-2009 Sam Lantinga |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga, mods for Hedgewars by Vittorio Giovara |
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20 slouken@libsdl.org, vittorio.giovara@gmail.com |
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21 */ |
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22 |
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23 #import "SDL_uikitappdelegate.h" |
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24 #import "SDL_uikitopenglview.h" |
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25 #import "SDL_uikitwindow.h" |
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26 #import "SDL_events_c.h" |
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27 #import "../SDL_sysvideo.h" |
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28 #import "jumphack.h" |
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29 #import "SDL_video.h" |
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30 #import "GameSetup.h" |
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31 #import "PascalImports.h" |
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32 #import "MainMenuViewController.h" |
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33 #import "OverlayViewController.h" |
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34 #import "CommodityFunctions.h" |
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35 |
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36 #ifdef main |
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37 #undef main |
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38 #endif |
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39 |
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40 #define VALGRIND "/opt/valgrind/bin/valgrind" |
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41 |
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42 int main (int argc, char *argv[]) { |
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43 #ifdef VALGRIND_REXEC |
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44 // Using the valgrind build config, rexec ourself in valgrind |
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45 // from http://landonf.bikemonkey.org/code/iphone/iPhone_Simulator_Valgrind.20081224.html |
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46 if (argc < 2 || (argc >= 2 && strcmp(argv[1], "-valgrind") != 0)) |
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47 execl(VALGRIND, VALGRIND, "--leak-check=full", argv[0], "-valgrind", NULL); |
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48 #endif |
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49 |
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50 NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; |
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51 int retVal = UIApplicationMain(argc, argv, nil, @"SDLUIKitDelegate"); |
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52 [pool release]; |
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53 return retVal; |
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54 } |
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55 |
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56 @implementation SDLUIKitDelegate |
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57 @synthesize uiwindow, window; |
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58 |
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59 // convenience method |
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60 +(SDLUIKitDelegate *)sharedAppDelegate { |
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61 // the delegate is set in UIApplicationMain(), which is guaranteed to be called before this method |
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62 return (SDLUIKitDelegate *)[[UIApplication sharedApplication] delegate]; |
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63 } |
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64 |
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65 -(id) init { |
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66 if (self = [super init]){ |
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67 mainViewController = nil; |
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68 isInGame = NO; |
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69 self.uiwindow = nil; |
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70 self.window = NULL; |
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71 } |
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72 return self; |
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73 } |
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74 |
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75 -(void) dealloc { |
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76 SDL_DestroyWindow(self.window); |
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77 [uiwindow release]; |
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78 [mainViewController release]; |
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79 [super dealloc]; |
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80 } |
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81 |
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82 // main routine for calling the actual game engine |
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83 -(IBAction) startSDLgame { |
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84 [UIView beginAnimations:@"removing main controller" context:NULL]; |
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85 [UIView setAnimationDuration:1]; |
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86 mainViewController.view.alpha = 0; |
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87 [UIView commitAnimations]; |
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88 |
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89 // pull out useful configuration info from various files |
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90 GameSetup *setup = [[GameSetup alloc] init]; |
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91 [setup startThread:@"engineProtocol"]; |
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92 const char **gameArgs = [setup getSettings]; |
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93 [setup release]; |
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94 |
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95 // since the sdlwindow is not yet created, we add the overlayController with a delay |
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96 [self performSelector:@selector(displayOverlayLater) withObject:nil afterDelay:1]; |
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97 |
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98 // this is the pascal fuction that starts the game (wrapped around isInGame) |
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99 isInGame = YES; |
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100 Game(gameArgs); |
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101 isInGame = NO; |
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102 |
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103 free(gameArgs); |
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104 |
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105 [UIView beginAnimations:@"inserting main controller" context:NULL]; |
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106 [UIView setAnimationDuration:1]; |
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107 mainViewController.view.alpha = 1; |
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108 [UIView commitAnimations]; |
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109 } |
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110 |
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111 -(void) displayOverlayLater { |
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112 // overlay with controls, become visible after 4 seconds, with a transparency effect |
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113 OverlayViewController *overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil]; |
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114 |
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115 [[[UIApplication sharedApplication] keyWindow] addSubview:overlayController.view]; |
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116 [overlayController release]; |
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117 } |
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118 |
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119 // override the direct execution of SDL_main to allow us to implement the frontend (or even using a nib) |
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120 -(void) applicationDidFinishLaunching:(UIApplication *)application { |
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121 [application setStatusBarHidden:YES]; |
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122 [application setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO]; |
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123 |
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124 uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; |
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125 uiwindow.backgroundColor = [UIColor blackColor]; |
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126 // needed to keep the app running after a game (gets released in sdl_uikitwindow) |
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127 [uiwindow retain]; |
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128 |
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129 if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) |
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130 mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPad" bundle:nil]; |
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131 else |
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132 mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPhone" bundle:nil]; |
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133 |
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134 [uiwindow addSubview:mainViewController.view]; |
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135 [uiwindow makeKeyAndVisible]; |
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136 |
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137 // Set working directory to resource path |
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138 [[NSFileManager defaultManager] changeCurrentDirectoryPath:[[NSBundle mainBundle] resourcePath]]; |
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139 } |
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140 |
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141 -(void) applicationWillTerminate:(UIApplication *)application { |
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142 SDL_SendQuit(); |
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143 if (isInGame) { |
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144 HW_terminate(YES); |
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145 // hack to prevent automatic termination. See SDL_uikitevents.m for details |
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146 longjmp(*(jump_env()), 1); |
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147 } |
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148 } |
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149 |
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150 -(void) applicationWillResignActive:(UIApplication *)application { |
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151 //NSLog(@"%@", NSStringFromSelector(_cmd)); |
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152 if (isInGame) { |
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153 HW_pause(); |
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154 |
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155 /* |
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156 // Send every window on every screen a MINIMIZED event. |
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157 SDL_VideoDevice *_this = SDL_GetVideoDevice(); |
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158 if (!_this) |
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159 return; |
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160 |
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161 int i; |
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162 for (i = 0; i < _this->num_displays; i++) { |
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163 const SDL_VideoDisplay *display = &_this->displays[i]; |
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164 SDL_Window *window; |
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165 for (window = display->windows; window != nil; window = window->next) |
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166 SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MINIMIZED, 0, 0); |
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167 } |
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168 */ |
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169 } |
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170 } |
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171 |
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172 -(void) applicationDidBecomeActive:(UIApplication *)application { |
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173 //NSLog(@"%@", NSStringFromSelector(_cmd)); |
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174 if (isInGame) { |
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175 HW_pause(); |
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176 |
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177 /* |
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178 // Send every window on every screen a RESTORED event. |
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179 SDL_VideoDevice *_this = SDL_GetVideoDevice(); |
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180 if (!_this) |
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181 return; |
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182 |
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183 int i; |
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184 for (i = 0; i < _this->num_displays; i++) { |
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185 const SDL_VideoDisplay *display = &_this->displays[i]; |
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186 SDL_Window *window; |
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187 for (window = display->windows; window != nil; window = window->next) |
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188 SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESTORED, 0, 0); |
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189 } |
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190 */ |
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191 } |
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192 } |
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193 |
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194 @end |
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