/*
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 "SoundEffect.h"
// SoundEffect *erasingSound = [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:@"Erase" ofType:@"caf"]];
// SoundEffect *selectSound = [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:@"Select" ofType:@"caf"]];
#ifdef main
#undef main
#endif
int main(int argc, char *argv[]) {
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
int retVal = UIApplicationMain(argc, argv, nil, @"SDLUIKitDelegate");
[pool release];
return retVal;
}
@implementation SDLUIKitDelegate
@synthesize window, windowID, controller, setup;
/* convenience method */
+(SDLUIKitDelegate *)sharedAppDelegate {
/* the delegate is set in UIApplicationMain(), which is garaunteed to be called before this method */
return (SDLUIKitDelegate *)[[UIApplication sharedApplication] delegate];
}
-(void) dealloc {
[setup release];
[controller release];
[window release];
[super dealloc];
}
-(IBAction) startSDLgame {
[setup startThread:@"engineProtocol"];
[setup loadSettingsFromFile:@"settings.plist" forKey:@"systemSettings"];
// remove the current view to free resources
[UIView beginAnimations:@"removing main controller" context:NULL];
[UIView setAnimationDuration:1];
controller.view.alpha = 0;
[UIView commitAnimations];
[controller.view performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1];
NSLog(@"Game is launching...");
// direct execution or thread? check the one that gives most fps
// library or call SDL_main? pascal quits at the end of the main
Game();
NSLog(@"Game is exting...");
[[window viewWithTag:54867] removeFromSuperview];
[setup unloadSettings];
[window addSubview:controller.view];
[window makeKeyAndVisible];
[UIView beginAnimations:@"inserting main controller" context:NULL];
[UIView setAnimationDuration:1];
controller.view.alpha = 1;
[UIView commitAnimations];
}
// 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];
setup = [[GameSetup alloc] init];
/* Set working directory to resource path */
[[NSFileManager defaultManager] changeCurrentDirectoryPath: [[NSBundle mainBundle] resourcePath]];
[window addSubview:controller.view];
[window makeKeyAndVisible];
}
-(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.windowID, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
}
-(void) applicationDidBecomeActive:(UIApplication*)application {
// NSLog(@"%@", NSStringFromSelector(_cmd));
SDL_SendWindowEvent(self.windowID, SDL_WINDOWEVENT_RESTORED, 0, 0);
}
/*
-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
NSLog(@"Rotating...");
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
}
*/
-(NSString *)dataFilePath: (NSString *)fileName {
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
return [documentsDirectory stringByAppendingPathComponent:fileName];
}
@end