diff -r c11abf387a7d -r d5b30d6373fc project_files/HedgewarsMobile/Classes/SDL_uikitappdelegate.m --- a/project_files/HedgewarsMobile/Classes/SDL_uikitappdelegate.m Sat Jul 31 10:52:43 2010 +0200 +++ b/project_files/HedgewarsMobile/Classes/SDL_uikitappdelegate.m Sat Jul 31 11:24:53 2010 +0200 @@ -1,21 +1,21 @@ /* 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 */ @@ -81,24 +81,24 @@ -(IBAction) startSDLgame: (NSDictionary *)gameDictionary { // pull out useful configuration info from various files GameSetup *setup = [[GameSetup alloc] initWithDictionary:gameDictionary]; - + [setup startThread:@"engineProtocol"]; const char **gameArgs = [setup getSettings]; [setup release]; // since the sdlwindow is not yet created, we add the overlayController with a delay [self performSelector:@selector(displayOverlayLater) withObject:nil afterDelay:0.1]; - + // this is the pascal fuction that starts the game (wrapped around isInGame) isInGame = YES; Game(gameArgs); isInGame = NO; free(gameArgs); - + // bring the uiwindow below in front UIWindow *aWin = [[[UIApplication sharedApplication] windows] objectAtIndex:0]; [aWin makeKeyAndVisible]; - + // notice that in the simulator this reports 2 windows DLog(@"%@",[[UIApplication sharedApplication] windows]); } @@ -114,10 +114,10 @@ // override the direct execution of SDL_main to allow us to implement the frontend (or even using a nib) -(void) applicationDidFinishLaunching:(UIApplication *)application { - [application setStatusBarHidden:YES]; - + [application setStatusBarHidden:YES]; + UIWindow *uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; - + if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) self.mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPad" bundle:nil]; else @@ -135,7 +135,7 @@ -(void) applicationWillTerminate:(UIApplication *)application { Mix_CloseAudio(); SDL_SendQuit(); - + if (isInGame) { HW_terminate(YES); // hack to prevent automatic termination. See SDL_uikitevents.m for details @@ -152,7 +152,7 @@ -(void) applicationWillResignActive:(UIApplication *)application { if (isInGame) { HW_pause(); - + // Send every window on every screen a MINIMIZED event. SDL_VideoDevice *_this = SDL_GetVideoDevice(); if (!_this)