now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
add rotation for iphone build too
make the ifrontend work again with 3.0 sdk
reworked openalbridge following most of an old implementation by Smaxx and making it more modular -- now sources are limited but the memory extension and cleanup is todo
nil'd many variables in engine that were causing intialization problems
/*
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 "SDL_uikitappdelegate.h"
#import "SDL_uikitopenglview.h"
#import "SDL_uikitwindow.h"
#import "SDL_events_c.h"
#import "../SDL_sysvideo.h"
#import "jumphack.h"
#import "SDL_video.h"
#import "GameSetup.h"
#import "PascalImports.h"
#import "MainMenuViewController.h"
#import "OverlayViewController.h"
#import "CommodityFunctions.h"
#ifdef main
#undef main
#endif
#define VALGRIND "/opt/valgrind/bin/valgrind"
int main (int argc, char *argv[]) {
#ifdef VALGRIND_REXEC
// Using the valgrind build config, rexec ourself in valgrind
// from http://landonf.bikemonkey.org/code/iphone/iPhone_Simulator_Valgrind.20081224.html
if (argc < 2 || (argc >= 2 && strcmp(argv[1], "-valgrind") != 0))
execl(VALGRIND, VALGRIND, "--leak-check=full", argv[0], "-valgrind", NULL);
#endif
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
int retVal = UIApplicationMain(argc, argv, nil, @"SDLUIKitDelegate");
[pool release];
return retVal;
}
@implementation SDLUIKitDelegate
@synthesize uiwindow, window;
// 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 {
if (self = [super init]){
mainViewController = nil;
isInGame = NO;
self.uiwindow = nil;
self.window = NULL;
}
return self;
}
-(void) dealloc {
SDL_DestroyWindow(self.window);
[uiwindow release];
[mainViewController release];
[super dealloc];
}
// main routine for calling the actual game engine
-(IBAction) startSDLgame {
[UIView beginAnimations:@"removing main controller" context:NULL];
[UIView setAnimationDuration:1];
mainViewController.view.alpha = 0;
[UIView commitAnimations];
// pull out useful configuration info from various files
GameSetup *setup = [[GameSetup alloc] init];
[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:1];
// this is the pascal fuction that starts the game (wrapped around isInGame)
isInGame = YES;
Game(gameArgs);
isInGame = NO;
free(gameArgs);
[UIView beginAnimations:@"inserting main controller" context:NULL];
[UIView setAnimationDuration:1];
mainViewController.view.alpha = 1;
[UIView commitAnimations];
}
-(void) displayOverlayLater {
// overlay with controls, become visible after 4 seconds, with a transparency effect
OverlayViewController *overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil];
[[[UIApplication sharedApplication] keyWindow] addSubview:overlayController.view];
[overlayController release];
}
// 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 setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
uiwindow.backgroundColor = [UIColor blackColor];
// needed to keep the app running after a game (gets released in sdl_uikitwindow)
[uiwindow retain];
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPad" bundle:nil];
else
mainViewController = [[MainMenuViewController alloc] initWithNibName:@"MainMenuViewController-iPhone" bundle:nil];
[uiwindow addSubview:mainViewController.view];
[uiwindow makeKeyAndVisible];
// Set working directory to resource path
[[NSFileManager defaultManager] changeCurrentDirectoryPath:[[NSBundle mainBundle] resourcePath]];
}
-(void) applicationWillTerminate:(UIApplication *)application {
SDL_SendQuit();
if (isInGame) {
HW_terminate(YES);
// hack to prevent automatic termination. See SDL_uikitevents.m for details
longjmp(*(jump_env()), 1);
}
}
-(void) applicationWillResignActive:(UIApplication *)application {
//NSLog(@"%@", NSStringFromSelector(_cmd));
if (isInGame) {
HW_pause();
/*
// Send every window on every screen a MINIMIZED event.
SDL_VideoDevice *_this = SDL_GetVideoDevice();
if (!_this)
return;
int i;
for (i = 0; i < _this->num_displays; i++) {
const SDL_VideoDisplay *display = &_this->displays[i];
SDL_Window *window;
for (window = display->windows; window != nil; window = window->next)
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
}
*/
}
}
-(void) applicationDidBecomeActive:(UIApplication *)application {
//NSLog(@"%@", NSStringFromSelector(_cmd));
if (isInGame) {
HW_pause();
/*
// Send every window on every screen a RESTORED event.
SDL_VideoDevice *_this = SDL_GetVideoDevice();
if (!_this)
return;
int i;
for (i = 0; i < _this->num_displays; i++) {
const SDL_VideoDisplay *display = &_this->displays[i];
SDL_Window *window;
for (window = display->windows; window != nil; window = window->next)
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESTORED, 0, 0);
}
*/
}
}
@end