Override both hog placements, this makes divide teams pretty much useless with hog placement mode. Restricting hog placement to one side might be a nice addition.
/*
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
*/
#include "SDL_config.h"
#include "SDL_video.h"
#include "SDL_mouse.h"
#include "../SDL_sysvideo.h"
#include "../SDL_pixels_c.h"
#include "../../events/SDL_events_c.h"
#include "SDL_uikitvideo.h"
#include "SDL_uikitevents.h"
#include "SDL_uikitwindow.h"
#import "SDL_uikitappdelegate.h"
#import "SDL_uikitopenglview.h"
#import "SDL_renderer_sw.h"
#include <UIKit/UIKit.h>
#include <Foundation/Foundation.h>
static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created) {
SDL_WindowData *data;
/* Allocate the window data */
data = (SDL_WindowData *)SDL_malloc(sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
}
data->window = window;
data->uiwindow = uiwindow;
data->view = nil;
/* Fill in the SDL window with the window data */
{
window->x = 0;
window->y = 0;
window->w = (int)uiwindow.frame.size.width;
window->h = (int)uiwindow.frame.size.height;
}
window->driverdata = data;
window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizeable */
window->flags |= SDL_WINDOW_OPENGL; /* window is always OpenGL */
window->flags |= SDL_WINDOW_FULLSCREEN; /* window is always fullscreen */
window->flags |= SDL_WINDOW_SHOWN; /* only one window on iPod touch, always shown */
window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */
/* SDL_WINDOW_BORDERLESS controls whether status bar is hidden */
if (window->flags & SDL_WINDOW_BORDERLESS) {
[UIApplication sharedApplication].statusBarHidden = YES;
}
else {
[UIApplication sharedApplication].statusBarHidden = NO;
}
return 0;
}
int UIKit_CreateWindow(_THIS, SDL_Window *window) {
/* We currently only handle single window applications on iPhone
if (nil != [SDLUIKitDelegate sharedAppDelegate].window) {
SDL_SetError("Window already exists, no multi-window support.");
return -1;
}
// ignore the size user requested, and make a fullscreen window
UIWindow *uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];*/
// since we handle the window with a NIB, we don't need the initialization above
if (SetupWindowData(_this, window, [SDLUIKitDelegate sharedAppDelegate].uiwindow, SDL_TRUE) < 0) {
SDL_SetError("SetupWindowData() failed");
//[uiwindow release];
return -1;
}
// This saves the main window in the app delegate so event callbacks can do stuff on the window.
// This assumes a single window application design and needs to be fixed for multiple windows.
[SDLUIKitDelegate sharedAppDelegate].window = window;
//[SDLUIKitDelegate sharedAppDelegate].uiwindow = uiwindow;
//[uiwindow release]; /* release the window (the app delegate has retained it) */
return 1;
}
void UIKit_DestroyWindow(_THIS, SDL_Window * window) {
/* don't worry, the delegate will automatically release the window */
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
if (data) {
SDL_free( window->driverdata );
}
/* this will also destroy the window */
[SDLUIKitDelegate sharedAppDelegate].window = NULL;
//[SDLUIKitDelegate sharedAppDelegate].uiwindow = nil;
}
/* vi: set ts=4 sw=4 expandtab: */