Mercurial > sdl-ios-xcode
view src/video/uikit/SDL_uikitappdelegate.m @ 4850:14870d46ee2d
Mostly seem to have fixed SDL_CalculateShapeTree. Mostly. There still seem to be some rendering artifacts, stepping effects, and such on Windows -- which indicates subtle logic errors in SDL_CalculateShapeTree().
Oh well, back into the salt mine.
author | egottlieb |
---|---|
date | Sat, 14 Aug 2010 20:29:51 -0400 |
parents | 8b03a20b320f |
children | 2bb1bfeee9e2 |
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/* 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 slouken@libsdl.org */ #import "../SDL_sysvideo.h" #import "SDL_uikitappdelegate.h" #import "SDL_uikitopenglview.h" #import "SDL_events_c.h" #import "jumphack.h" #ifdef main #undef main #endif extern int SDL_main(int argc, char *argv[]); static int forward_argc; static char **forward_argv; int main(int argc, char **argv) { int i; NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; /* store arguments */ forward_argc = argc; forward_argv = (char **)malloc(argc * sizeof(char *)); for (i=0; i<argc; i++) { forward_argv[i] = malloc( (strlen(argv[i])+1) * sizeof(char)); strcpy(forward_argv[i], argv[i]); } /* Give over control to run loop, SDLUIKitDelegate will handle most things from here */ UIApplicationMain(argc, argv, NULL, @"SDLUIKitDelegate"); [pool release]; } @implementation SDLUIKitDelegate /* convenience method */ +(SDLUIKitDelegate *)sharedAppDelegate { /* the delegate is set in UIApplicationMain(), which is garaunteed to be called before this method */ return (SDLUIKitDelegate *)[[UIApplication sharedApplication] delegate]; } - (id)init { self = [super init]; return self; } - (void)postFinishLaunch { /* run the user's application, passing argc and argv */ int exit_status = SDL_main(forward_argc, forward_argv); /* free the memory we used to hold copies of argc and argv */ int i; for (i=0; i<forward_argc; i++) { free(forward_argv[i]); } free(forward_argv); /* exit, passing the return status from the user's application */ exit(exit_status); } - (void)applicationDidFinishLaunching:(UIApplication *)application { /* Set working directory to resource path */ [[NSFileManager defaultManager] changeCurrentDirectoryPath: [[NSBundle mainBundle] resourcePath]]; [self performSelector:@selector(postFinishLaunch) withObject:nil afterDelay:0.0]; } - (void)applicationWillTerminate:(UIApplication *)application { SDL_SendQuit(); /* hack to prevent automatic termination. See SDL_uikitevents.m for details */ longjmp(*(jump_env()), 1); } - (void) applicationWillResignActive:(UIApplication*)application { //NSLog(@"%@", NSStringFromSelector(_cmd)); // 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)); // 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