Files
Wolf3D-iOS/wolf3d/code/iphone/wolf3dAppDelegate.m

352 lines
10 KiB
Objective-C

/*
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>
#include "../wolfiphone.h"
#include <pthread.h>
//added for downloading SOD content from the internet... added by gsh
extern void Com_Printf(const char* fmt, ... );
//extern void AppendData(NSData* data);
extern void AppendDataToFile(NSData* data);
extern void AppendUserDataToFile(NSData* data);
//extern void SaveData();
//used for downloading custom made map
extern void FinalizeUserDownload();
#if SPEARSTOREKIT
//was used for storekit
extern void FinalizeDownload();
extern int IsSpearPurchased();
extern int IsSpearInstalled();
extern void BeginStoreKit();
extern void GetSpear();
#endif
extern void DownloadURLConnection(char *url);
extern int wasCalledFromDownloadInstructionsMenu;
extern void iphoneSet2D();
//extern bool isAlive;
@interface UIApplication (Private)
- (void)setSystemVolumeHUDEnabled:(BOOL)enabled forAudioCategory:(NSString *)category;
- (void)setSystemVolumeHUDEnabled:(BOOL)enabled;
@end
char iphoneDocDirectory[1024];
char iphoneAppDirectory[1024];
void SysIPhoneVibrate() {
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();
#if SPEARSTOREKIT
//check if user downloaded spear but didn't purchase
if (IsSpearInstalled() && !IsSpearPurchased())
{
alertPurchaseSpear = [[UIAlertView alloc] initWithTitle:@""//Title"
message:@"You have downloaded and installed Spear of Destiny. Would you like to unlock those levels by purchasing it for $1.99?"
delegate:self
cancelButtonTitle:@"No"
otherButtonTitles:@"Yes", nil];
[alertPurchaseSpear show];
}
#endif
}
//this is so that we can respond to alertView events (messageboxes)
//but this should only respond to the alertPurchaseSpear
- (void)alertView:(UIAlertView *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex
{
//this is if they clicked yes to going to the map instructions website
if (wasCalledFromDownloadInstructionsMenu && buttonIndex == 1) {
SysIPhoneOpenURL( "http://www.idsoftware.com/wolfenstein-3d-classic-platinum/mapinstructions/" );
return;
}
//if they clicked yes to going to the idsoftware website
if (buttonIndex == 1)
SysIPhoneOpenURL( "http://www.idsoftware.com/wolfenstein-3d-classic-platinum/" );
/*
if (alertPurchaseSpear && (alertPurchaseSpear == actionSheet))
{
if (buttonIndex != actionSheet.cancelButtonIndex)
BeginStoreKit();
}*/
}
- (void)applicationWillResignActive:(UIApplication *)application {
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
}
- (void)applicationWillTerminate:(UIApplication *)application {
iphoneShutdown();
}
#if 1
extern char urlbuffer[1024];
- (BOOL)application:(UIApplication *)application handleOpenURL:(NSURL *)url {
// wolf3d:foo should launch wolf3d now... next, add useful URL parameter encoding
#ifdef LITE
iphoneMessageBox("Lite version", "This is a Lite version. You must purchase Wolfenstein3D to get this feature.");
return NO;
#endif
if (!url)
return NO;
NSString *str = [url absoluteString]; //in the future we may wish to parse this string
//for commands that wolf3d might follow
//for now we'll just start the storekit
char buffer[1024];
if(![str getCString:buffer maxLength:1024 encoding:NSUTF8StringEncoding])
{
iphoneMessageBox("Not Valid", "There were encoding errors. Make sure the link is less than 1023 characters in length.");
return NO;
}
//iphoneMessageBox("URL", buffer);
/*
if (strcmp(buffer, "wolf3d:foo") == 0)
GetSpear();
*/
char *pstr = buffer;//&buffer[strlen(buffer) - 5];
pstr += strlen(buffer) - 4;
if (strcmp(pstr, ".map") != 0)
{
iphoneMessageBox("Not Valid", "URL is not a valid map. Maps must end in \".map\"");
return NO;
}
if (strncmp(buffer, "wolf3dp:", 8) == 0)
{
char cURL[1024];
char *http = "http:";
strcpy(cURL, http);
strcpy(cURL + 5, buffer + 8);
//strcpy(cURL, "http://gregory.hodges.googlepages.com/SODmm.tgz"); //TODO: delete me
Com_Printf("wolf3dp: installing map %s\n", cURL);
strcpy(urlbuffer, cURL);
//download and install this map
//iphoneMessageBox("wolf3d:", "it's a map TODO install");
//InstallUserMap();
DownloadURLConnection(cURL);
}
else
{
iphoneMessageBox("Not Valid", "URL is not a valid map. Identifier must start with \"wolf3dp:\"");
return NO;
}
return YES;
}
#endif
- (void)dealloc {
[window release];
[glView release];
[super dealloc];
}
- (void)restartAccelerometerIfNeeded {
// I have no idea why this seems to happen sometimes...
if ( Sys_Milliseconds() - lastAccelUpdateMsec > 1000 ) {
static int count;
if ( ++count < 5 ) {
printf( "Restarting accelerometer updates.\n" );
}
UIAccelerometer *accelerometer = [UIAccelerometer sharedAccelerometer];
accelerometer.delegate = self;
accelerometer.updateInterval = 0.01;
}
}
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration
{
float acc[4];
acc[0] = acceleration.x;
acc[1] = acceleration.y;
acc[2] = acceleration.z;
acc[3] = acceleration.timestamp;
iphoneTiltEvent( acc );
lastAccelUpdateMsec = Sys_Milliseconds();
}
//------------------------------------------------------------
// connection
// called by the app when data is received during download
// gsh
//-------------------------------------------------------------
- (void)connection:(NSURLConnection *)connection didReceiveData:(NSData *)data
{
// lock the game out temporarily
pthread_mutex_t eventMutex;
pthread_mutex_lock( &eventMutex );
/*
//display the network activity indicator
UIApplication* app = [UIApplication sharedApplication];
app.networkActivityIndicatorVisible = YES; // to stop it, set this to NO
app.statusBarHidden = NO;
*/
// append the new data to file
AppendUserDataToFile(data);
// the game is free to copy the appendedData size now
pthread_mutex_unlock( &eventMutex );
}
//------------------------------------------------------------------------
// connectionDidFinishLoading
// this is called when the app finishes downloading
// the new Spear of Destiny Levels
// gsh
//------------------------------------------------------------------------
- (void) connectionDidFinishLoading:(NSURLConnection *)connection
{
Com_Printf("connectionDidFinishLoading called\n");
/*
//no need to display network traffic anymore
UIApplication* app = [UIApplication sharedApplication];
app.networkActivityIndicatorVisible = NO; // to stop it, set this to NO
app.statusBarHidden = YES;
*/
//release the connection
[connection release];
//uncompress/move files/delete unwanted
FinalizeUserDownload();
}
//------------------------------------------------------------------------
// connection didFailWithError
// if the connection fails during the download then this is called
// gsh
//------------------------------------------------------------------------
- (void)connection:(NSURLConnection *)connection didFailWithError:(NSError *)error
{
//let user know that the connection failed
iphoneMessageBox("Connection Failed", "Please check your connection and try again later.");
//return the user to the main menu
menuState = IPM_MAIN;
/*
//no need to display network traffic anymore
UIApplication* app = [UIApplication sharedApplication];
app.networkActivityIndicatorVisible = NO; // to stop it, set this to NO
app.statusBarHidden = YES; */
}
/*
- (void)setDownloadResponse:(NSURLResponse *)aDownloadResponse
{
[aDownloadResponse retain];
[downloadResponse release];
downloadResponse = aDownloadResponse;
}
- (void)download:(NSURLDownload *)download didReceiveResponse:(NSURLResponse *)response
{
// reset the progress, this might be called multiple times
bytesReceived=0;
// retain the response to use later
[self setDownloadResponse:response];
}
- (void)download:(NSURLDownload *)download didReceiveDataOfLength:(unsigned)length
{
long long expectedLength=[[self downloadResponse] expectedContentLength];
bytesReceived=bytesReceived+length;
if (expectedLength != NSURLResponseUnknownLength) {
// if the expected content length is
// available, display percent complete
float percentComplete=(bytesReceived/(float)expectedLength)*100.0;
NSLog(@"Percent complete - %f",percentComplete);
} else {
// if the expected content length is
// unknown just log the progress
NSLog(@"Bytes received - %d",bytesReceived);
}
}
*/
@end