wolf3d-ios/wolf3d/newCode/iphone/wolf3dAppDelegate.m

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/*
Copyright (C) 2009 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#import "wolf3dAppDelegate.h"
#import "EAGLView.h"
#import <AudioToolbox/AudioServices.h>
extern int iphoneStartup();
extern int iphoneShutdown();
char iphoneDocDirectory[1024];
char iphoneAppDirectory[1024];
void vibrateDevice() {
printf( "vibrate\n" );
AudioServicesPlaySystemSound( kSystemSoundID_Vibrate );
}
@implementation wolf3dAppDelegate
@synthesize window;
@synthesize glView;
- (void)applicationDidFinishLaunching:(UIApplication *)application {
application.statusBarHidden = YES;
application.statusBarOrientation = UIInterfaceOrientationLandscapeLeft;
// get the documents directory, where we will write configs and save games
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
[documentsDirectory getCString: iphoneDocDirectory
maxLength: sizeof( iphoneDocDirectory ) - 1
encoding: NSASCIIStringEncoding ];
// get the app directory, where our data files live
paths = NSSearchPathForDirectoriesInDomains(NSApplicationDirectory, NSUserDomainMask, YES);
NSString *appDirectory = documentsDirectory = [paths objectAtIndex:0];
[appDirectory getCString: iphoneAppDirectory
maxLength: sizeof( iphoneAppDirectory ) - 1
encoding: NSASCIIStringEncoding ];
// start the flow of accelerometer events
UIAccelerometer *accelerometer = [UIAccelerometer sharedAccelerometer];
accelerometer.delegate = self;
accelerometer.updateInterval = 0.01;
// do all the game startup work
iphoneStartup();
}
- (void)applicationWillResignActive:(UIApplication *)application {
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
}
- (void)applicationWillTerminate:(UIApplication *)application {
iphoneShutdown();
}
- (void)dealloc {
[window release];
[glView release];
[super dealloc];
}
- (void)restartAccelerometerIfNeeded {
int Sys_Milliseconds();
// I have no idea why this seems to happen sometimes...
if ( Sys_Milliseconds() - lastAccelUpdateMsec > 1000 ) {
static int count;
if ( ++count < 100 ) {
printf( "Restarting accelerometer updates.\n" );
}
UIAccelerometer *accelerometer = [UIAccelerometer sharedAccelerometer];
accelerometer.delegate = self;
accelerometer.updateInterval = 0.01;
}
}
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration
{
int Sys_Milliseconds();
void WolfensteinTilts( float *tilts );
float acc[4];
acc[0] = acceleration.x;
acc[1] = acceleration.y;
acc[2] = acceleration.z;
acc[3] = acceleration.timestamp;
WolfensteinTilts( acc );
lastAccelUpdateMsec = Sys_Milliseconds();
}
@end