Engine:
* Avoid playing the same sound looped multiple times as its impossible to stop older copies then (at least for now)
/*
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 uiwindow, window, viewController;
/* 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 {
self = [super init];
self.uiwindow = nil;
self.window = NULL;
self.viewController = nil;
return self;
}
-(void) dealloc {
[viewController release];
[uiwindow release];
[super dealloc];
}
#pragma mark -
#pragma mark Custom stuff
-(IBAction) startSDLgame {
NSAutoreleasePool *internal_pool = [[NSAutoreleasePool alloc] init];
GameSetup *setup = [[GameSetup alloc] init];
[setup startThread:@"engineProtocol"];
// remove the current view to free resources
[UIView beginAnimations:@"removing main controller" context:NULL];
[UIView setAnimationDuration:1];
self.viewController.mainView.alpha = 0;
[UIView commitAnimations];
NSLog(@"Game is launching...");
const char **gameArgs = [setup getSettings];
// 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(gameArgs);
free(gameArgs);
NSLog(@"Game is exting...");
[setup release];
[uiwindow addSubview: viewController.view];
[uiwindow makeKeyAndVisible];
[UIView beginAnimations:@"inserting main controller" context:NULL];
[UIView setAnimationDuration:1];
self.viewController.mainView.alpha = 1;
[UIView commitAnimations];
[internal_pool release];
}
-(BOOL) checkFirstRun {
BOOL isFirstRun = NO;
//use a nssthread a ask the user to wait
NSString *filePath = [self dataFilePath:@"settings.plist"];
if (!([[NSFileManager defaultManager] fileExistsAtPath:filePath])) {
isFirstRun = YES;
// file not present, let's create it
NSMutableDictionary *saveDict = [[NSMutableDictionary alloc] init];
[saveDict setObject:@"" forKey:@"username"];
[saveDict setObject:@"" forKey:@"password"];
[saveDict setObject:@"1" forKey:@"music"];
[saveDict setObject:@"1" forKey:@"sounds"];
[saveDict setObject:@"0" forKey:@"alternate"];
[saveDict writeToFile:filePath atomically:YES];
[saveDict release];
}
return isFirstRun;
}
-(NSString *)dataFilePath: (NSString *)fileName {
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
return [documentsDirectory stringByAppendingPathComponent:fileName];
}
-(void) applicationDidReceiveMemoryWarning:(UIApplication *)application {
/* we get too many ones on ipod touch
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Running low on memory"
message:@"I will try to free some memory but game might slow down a little"
delegate:nil
cancelButtonTitle:@"Ok"
otherButtonTitles:nil ];
[alert show];
[alert release];
*/
}
#pragma mark -
#pragma mark SDLUIKitDelegate methods
// 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];
[application setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
self.uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.uiwindow.backgroundColor = [UIColor blackColor];
self.viewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController" bundle:nil];
/* Set working directory to resource path */
[[NSFileManager defaultManager] changeCurrentDirectoryPath: [[NSBundle mainBundle] resourcePath]];
[uiwindow addSubview:viewController.view];
[uiwindow makeKeyAndVisible];
[uiwindow layoutSubviews];
[self checkFirstRun];
}
-(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.window, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
}
-(void) applicationDidBecomeActive:(UIApplication*)application {
// NSLog(@"%@", NSStringFromSelector(_cmd));
SDL_SendWindowEvent(self.window, SDL_WINDOWEVENT_RESTORED, 0, 0);
}
@end