121 lines
3.3 KiB
Objective-C
121 lines
3.3 KiB
Objective-C
/*
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Copyright (C) 2009 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#import "wolf3dAppDelegate.h"
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#import "EAGLView.h"
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#import <AudioToolbox/AudioServices.h>
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extern int iphoneStartup();
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extern int iphoneShutdown();
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char iphoneDocDirectory[1024];
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char iphoneAppDirectory[1024];
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void vibrateDevice() {
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printf( "vibrate\n" );
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AudioServicesPlaySystemSound( kSystemSoundID_Vibrate );
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}
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@implementation wolf3dAppDelegate
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@synthesize window;
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@synthesize glView;
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- (void)applicationDidFinishLaunching:(UIApplication *)application {
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application.statusBarHidden = YES;
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application.statusBarOrientation = UIInterfaceOrientationLandscapeLeft;
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// get the documents directory, where we will write configs and save games
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NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
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NSString *documentsDirectory = [paths objectAtIndex:0];
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[documentsDirectory getCString: iphoneDocDirectory
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maxLength: sizeof( iphoneDocDirectory ) - 1
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encoding: NSASCIIStringEncoding ];
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// get the app directory, where our data files live
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paths = NSSearchPathForDirectoriesInDomains(NSApplicationDirectory, NSUserDomainMask, YES);
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NSString *appDirectory = documentsDirectory = [paths objectAtIndex:0];
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[appDirectory getCString: iphoneAppDirectory
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maxLength: sizeof( iphoneAppDirectory ) - 1
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encoding: NSASCIIStringEncoding ];
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// start the flow of accelerometer events
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UIAccelerometer *accelerometer = [UIAccelerometer sharedAccelerometer];
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accelerometer.delegate = self;
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accelerometer.updateInterval = 0.01;
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// do all the game startup work
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iphoneStartup();
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}
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- (void)applicationWillResignActive:(UIApplication *)application {
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}
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- (void)applicationDidBecomeActive:(UIApplication *)application {
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}
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- (void)applicationWillTerminate:(UIApplication *)application {
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iphoneShutdown();
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}
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- (void)dealloc {
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[window release];
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[glView release];
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[super dealloc];
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}
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- (void)restartAccelerometerIfNeeded {
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int Sys_Milliseconds();
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// I have no idea why this seems to happen sometimes...
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if ( Sys_Milliseconds() - lastAccelUpdateMsec > 1000 ) {
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static int count;
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if ( ++count < 100 ) {
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printf( "Restarting accelerometer updates.\n" );
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}
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UIAccelerometer *accelerometer = [UIAccelerometer sharedAccelerometer];
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accelerometer.delegate = self;
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accelerometer.updateInterval = 0.01;
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}
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}
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- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration
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{
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int Sys_Milliseconds();
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void WolfensteinTilts( float *tilts );
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float acc[4];
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acc[0] = acceleration.x;
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acc[1] = acceleration.y;
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acc[2] = acceleration.z;
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acc[3] = acceleration.timestamp;
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WolfensteinTilts( acc );
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lastAccelUpdateMsec = Sys_Milliseconds();
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}
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@end
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