view src/video/uikit/SDL_uikitappdelegate.m @ 4733:983eb9d5ed31

Change SDL to not use DefWindowProc as the window class' window procedure. For some reason, having lpfnWndProc=DefWindowProc during window class registration causes IME input to not work in windows. With this small change, IME input should now work in SDL windows but not in fullscreen mode.
author dewyatt
date Tue, 08 Jun 2010 05:22:49 -0400
parents 8b03a20b320f
children 2bb1bfeee9e2
line wrap: on
line source

/*
 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