author | koda |
Sun, 18 Jul 2010 03:26:15 +0200 | |
changeset 3650 | ec90e573f47a |
parent 3649 | bc35f8fee587 |
child 3651 | 7058ca178f3b |
permissions | -rw-r--r-- |
3547 | 1 |
// |
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// overlayViewController.m |
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// HedgewarsMobile |
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// |
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// Created by Vittorio on 16/03/10. |
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// Copyright 2010 __MyCompanyName__. All rights reserved. |
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// |
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#import "OverlayViewController.h" |
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#import "SDL_uikitappdelegate.h" |
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#import "PascalImports.h" |
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#import "CGPointUtils.h" |
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#import "SDL_mouse.h" |
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#import "InGameMenuViewController.h" |
3547 | 15 |
#import "CommodityFunctions.h" |
3648 | 16 |
#import "SDL_config_iphoneos.h" |
3547 | 17 |
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#define HIDING_TIME_DEFAULT [NSDate dateWithTimeIntervalSinceNow:2.7] |
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#define HIDING_TIME_NEVER [NSDate dateWithTimeIntervalSinceNow:10000] |
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#define doDim() [dimTimer setFireDate:HIDING_TIME_DEFAULT] |
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#define doNotDim() [dimTimer setFireDate:HIDING_TIME_NEVER] |
3547 | 22 |
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#define CONFIRMATION_TAG 5959 |
3650 | 24 |
#define GRENADE_TAG 9595 |
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#define ANIMATION_DURATION 0.25 |
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#define removeConfirmationInput() [[self.view viewWithTag:CONFIRMATION_TAG] removeFromSuperview]; |
3547 | 27 |
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@implementation OverlayViewController |
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@synthesize popoverController, popupMenu; |
3547 | 30 |
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-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation { |
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return rotationManager(interfaceOrientation); |
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} |
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35 |
-(void) didRotate:(NSNotification *)notification { |
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UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation]; |
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CGRect rect = [[UIScreen mainScreen] bounds]; |
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CGRect usefulRect = CGRectMake(0, 0, rect.size.width, rect.size.height); |
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3648 | 39 |
UIView *sdlView = [[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG]; |
3547 | 40 |
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[UIView beginAnimations:@"rotation" context:NULL]; |
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[UIView setAnimationDuration:0.8f]; |
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[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; |
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switch (orientation) { |
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case UIDeviceOrientationLandscapeLeft: |
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sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(0)); |
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self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90)); |
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HW_setLandscape(YES); |
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break; |
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case UIDeviceOrientationLandscapeRight: |
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sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(180)); |
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self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(-90)); |
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HW_setLandscape(YES); |
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break; |
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3551 | 55 |
/* |
3547 | 56 |
case UIDeviceOrientationPortrait: |
57 |
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { |
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sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(270)); |
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self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(0)); |
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[self chatAppear]; |
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HW_setLandscape(NO); |
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62 |
} |
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break; |
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case UIDeviceOrientationPortraitUpsideDown: |
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if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { |
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sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(90)); |
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self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(180)); |
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[self chatAppear]; |
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HW_setLandscape(NO); |
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} |
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break; |
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3551 | 72 |
*/ |
3547 | 73 |
default: |
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break; |
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} |
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self.view.frame = usefulRect; |
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//sdlView.frame = usefulRect; |
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[UIView commitAnimations]; |
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} |
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#pragma mark - |
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#pragma mark View Management |
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-(void) viewDidLoad { |
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isPopoverVisible = NO; |
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self.view.alpha = 0; |
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self.view.center = CGPointMake(self.view.frame.size.height/2.0, self.view.frame.size.width/2.0); |
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// set initial orientation |
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UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation]; |
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UIView *sdlView = [[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG]; |
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switch (orientation) { |
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case UIDeviceOrientationLandscapeLeft: |
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sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(0)); |
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self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90)); |
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break; |
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case UIDeviceOrientationLandscapeRight: |
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sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(180)); |
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self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(-90)); |
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break; |
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} |
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CGRect rect = [[UIScreen mainScreen] bounds]; |
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self.view.frame = CGRectMake(0, 0, rect.size.width, rect.size.height); |
3547 | 103 |
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dimTimer = [[NSTimer alloc] initWithFireDate:[NSDate dateWithTimeIntervalSinceNow:6] |
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interval:1000 |
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target:self |
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selector:@selector(dimOverlay) |
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userInfo:nil |
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repeats:YES]; |
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// add timer too runloop, otherwise it doesn't work |
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[[NSRunLoop currentRunLoop] addTimer:dimTimer forMode:NSDefaultRunLoopMode]; |
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[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications]; |
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[[NSNotificationCenter defaultCenter] addObserver:self |
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selector:@selector(didRotate:) |
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3598 | 117 |
name:UIDeviceOrientationDidChangeNotification |
3547 | 118 |
object:nil]; |
119 |
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[UIView beginAnimations:@"showing overlay" context:NULL]; |
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[UIView setAnimationDuration:1]; |
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self.view.alpha = 1; |
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[UIView commitAnimations]; |
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// find the sdl window we're on |
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SDL_VideoDevice *_this = SDL_GetVideoDevice(); |
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SDL_VideoDisplay *display = &_this->displays[0]; |
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sdlwindow = display->windows; |
3547 | 129 |
} |
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3626 | 131 |
/* these are causing problems at reloading so let's remove 'em |
3547 | 132 |
-(void) viewDidUnload { |
3617 | 133 |
[dimTimer invalidate]; |
3547 | 134 |
self.popoverController = nil; |
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self.popupMenu = nil; |
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[super viewDidUnload]; |
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MSG_DIDUNLOAD(); |
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} |
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3626 | 140 |
-(void) didReceiveMemoryWarning { |
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// Releases the view if it doesn't have a superview. |
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[super didReceiveMemoryWarning]; |
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// Release any cached data, images, etc that aren't in use. |
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if (popupMenu.view.superview == nil) |
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popupMenu = nil; |
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MSG_MEMCLEAN(); |
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} |
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*/ |
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||
3547 | 150 |
-(void) dealloc { |
151 |
[popupMenu release]; |
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[popoverController release]; |
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// dimTimer is autoreleased |
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[super dealloc]; |
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} |
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#pragma mark - |
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#pragma mark Overlay actions and members |
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// nice transition for dimming, should be called only by the timer himself |
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-(void) dimOverlay { |
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if (isGameRunning) { |
3547 | 162 |
[UIView beginAnimations:@"overlay dim" context:NULL]; |
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[UIView setAnimationDuration:0.6]; |
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self.view.alpha = 0.2; |
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[UIView commitAnimations]; |
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} |
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} |
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168 |
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// set the overlay visible and put off the timer for enough time |
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-(void) activateOverlay { |
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self.view.alpha = 1; |
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doNotDim(); |
3547 | 173 |
} |
174 |
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3626 | 175 |
// dim the overlay when there's no more input for a certain amount of time |
176 |
-(IBAction) buttonReleased:(id) sender { |
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if (!isGameRunning) |
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return; |
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179 |
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3626 | 180 |
UIButton *theButton = (UIButton *)sender; |
181 |
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182 |
switch (theButton.tag) { |
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183 |
case 0: |
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184 |
case 1: |
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185 |
case 2: |
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186 |
case 3: |
|
3649 | 187 |
[NSObject cancelPreviousPerformRequestsWithTarget:self |
188 |
selector:@selector(unsetPreciseStatus) |
|
189 |
object:nil]; |
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3626 | 190 |
HW_walkingKeysUp(); |
191 |
break; |
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192 |
case 4: |
|
193 |
case 5: |
|
194 |
case 6: |
|
195 |
HW_otherKeysUp(); |
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196 |
break; |
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197 |
default: |
|
198 |
NSLog(@"Nope"); |
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199 |
break; |
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200 |
} |
|
201 |
||
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202 |
doDim(); |
3626 | 203 |
} |
204 |
||
3547 | 205 |
// issue certain action based on the tag of the button |
206 |
-(IBAction) buttonPressed:(id) sender { |
|
207 |
[self activateOverlay]; |
|
208 |
if (isPopoverVisible) { |
|
209 |
[self dismissPopover]; |
|
210 |
} |
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212 |
if (!isGameRunning) |
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return; |
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214 |
|
3547 | 215 |
UIButton *theButton = (UIButton *)sender; |
216 |
||
217 |
switch (theButton.tag) { |
|
218 |
case 0: |
|
219 |
HW_walkLeft(); |
|
220 |
break; |
|
221 |
case 1: |
|
222 |
HW_walkRight(); |
|
223 |
break; |
|
224 |
case 2: |
|
3649 | 225 |
[self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8]; |
226 |
HW_preciseSet(YES); |
|
3547 | 227 |
HW_aimUp(); |
228 |
break; |
|
229 |
case 3: |
|
3649 | 230 |
[self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8]; |
231 |
HW_preciseSet(YES); |
|
3547 | 232 |
HW_aimDown(); |
233 |
break; |
|
234 |
case 4: |
|
235 |
HW_shoot(); |
|
236 |
break; |
|
237 |
case 5: |
|
238 |
HW_jump(); |
|
239 |
break; |
|
240 |
case 6: |
|
241 |
HW_backjump(); |
|
242 |
break; |
|
243 |
case 7: |
|
244 |
HW_tab(); |
|
245 |
break; |
|
246 |
case 10: |
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247 |
removeConfirmationInput(); |
3547 | 248 |
[self showPopover]; |
249 |
break; |
|
3624 | 250 |
case 11: |
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251 |
removeConfirmationInput(); |
3624 | 252 |
HW_ammoMenu(); |
253 |
break; |
|
3547 | 254 |
default: |
3626 | 255 |
DLog(@"Nope"); |
3547 | 256 |
break; |
257 |
} |
|
258 |
} |
|
259 |
||
3649 | 260 |
-(void) unsetPreciseStatus { |
261 |
HW_preciseSet(NO); |
|
262 |
} |
|
263 |
||
3547 | 264 |
// present a further check before closing game |
265 |
-(void) actionSheet:(UIActionSheet *)actionSheet didDismissWithButtonIndex:(NSInteger) buttonIndex { |
|
266 |
if ([actionSheet cancelButtonIndex] != buttonIndex) |
|
267 |
HW_terminate(NO); |
|
268 |
else |
|
269 |
HW_pause(); |
|
270 |
} |
|
271 |
||
272 |
// show up a popover containing a popupMenuViewController; we hook it with setPopoverContentSize |
|
273 |
// on iphone instead just use the tableViewController directly (and implement manually all animations) |
|
274 |
-(IBAction) showPopover{ |
|
275 |
isPopoverVisible = YES; |
|
276 |
||
277 |
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { |
|
278 |
if (popupMenu == nil) |
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279 |
popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStylePlain]; |
3547 | 280 |
if (popoverController == nil) { |
281 |
popoverController = [[UIPopoverController alloc] initWithContentViewController:popupMenu]; |
|
282 |
[popoverController setPopoverContentSize:CGSizeMake(220, 170) animated:YES]; |
|
283 |
[popoverController setPassthroughViews:[NSArray arrayWithObject:self.view]]; |
|
284 |
} |
|
3551 | 285 |
|
286 |
[popoverController presentPopoverFromRect:CGRectMake(1000, 0, 220, 32) |
|
3547 | 287 |
inView:self.view |
288 |
permittedArrowDirections:UIPopoverArrowDirectionUp |
|
289 |
animated:YES]; |
|
290 |
} else { |
|
3648 | 291 |
if (popupMenu == nil) |
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292 |
popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStyleGrouped]; |
3648 | 293 |
|
3547 | 294 |
[self.view addSubview:popupMenu.view]; |
3648 | 295 |
[popupMenu present]; |
3547 | 296 |
} |
297 |
popupMenu.tableView.scrollEnabled = NO; |
|
298 |
} |
|
299 |
||
300 |
// on ipad just dismiss it, on iphone transtion to the right |
|
301 |
-(void) dismissPopover { |
|
302 |
if (YES == isPopoverVisible) { |
|
303 |
isPopoverVisible = NO; |
|
304 |
||
305 |
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { |
|
3648 | 306 |
[(InGameMenuViewController *)popoverController.contentViewController removeChat]; |
3547 | 307 |
[popoverController dismissPopoverAnimated:YES]; |
308 |
} else { |
|
3648 | 309 |
[popupMenu dismiss]; |
3547 | 310 |
} |
311 |
[self buttonReleased:nil]; |
|
312 |
} |
|
313 |
} |
|
314 |
||
315 |
#pragma mark - |
|
316 |
#pragma mark Custom touch event handling |
|
317 |
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { |
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318 |
NSSet *allTouches = [event allTouches]; |
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319 |
UITouch *first, *second; |
3547 | 320 |
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321 |
// hide in-game menu |
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322 |
if (isPopoverVisible) |
3547 | 323 |
[self dismissPopover]; |
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324 |
|
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325 |
// reset default dimming |
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changeset
|
326 |
doDim(); |
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327 |
|
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328 |
switch ([allTouches count]) { |
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|
329 |
case 1: |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
330 |
removeConfirmationInput(); |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
331 |
if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount]) |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
332 |
HW_zoomReset(); |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
333 |
break; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
334 |
case 2: |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
335 |
// pinching |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
336 |
first = [[allTouches allObjects] objectAtIndex:0]; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
337 |
second = [[allTouches allObjects] objectAtIndex:1]; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
338 |
initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]); |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
339 |
break; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
340 |
default: |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
341 |
break; |
3547 | 342 |
} |
343 |
} |
|
344 |
||
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
345 |
//if (currentPosition.y < screen.size.width - 130 || (currentPosition.x > 130 && currentPosition.x < screen.size.height - 130)) { |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
346 |
|
3547 | 347 |
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { |
3635
38d3e31556d3
improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
koda
parents:
3629
diff
changeset
|
348 |
CGRect screen = [[UIScreen mainScreen] bounds]; |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
349 |
NSSet *allTouches = [event allTouches]; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
350 |
CGPoint currentPosition = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view]; |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
351 |
|
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
352 |
switch ([allTouches count]) { |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
353 |
case 1: |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
354 |
// if we're in the menu we just click in the point |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
355 |
if (HW_isAmmoOpen()) { |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
356 |
HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y)); |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
357 |
// this click doesn't need any wrapping because the ammoMenu already limits the cursor |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
358 |
HW_click(); |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
359 |
} else |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
360 |
// if weapon requires a further click, ask for tapping again |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
361 |
if (HW_isWeaponRequiringClick()) { |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
362 |
// here don't have to wrap thanks to isCursorVisible magic |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
363 |
HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y)); |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
364 |
|
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
365 |
// draw the button at the last touched point (which is the current position) |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
366 |
UIButton *tapAgain = [UIButton buttonWithType:UIButtonTypeRoundedRect]; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
367 |
tapAgain.frame = CGRectMake(currentPosition.x - 90, currentPosition.y + 15, 180, 30); |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
368 |
tapAgain.tag = CONFIRMATION_TAG; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
369 |
tapAgain.alpha = 0; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
370 |
[tapAgain addTarget:self action:@selector(sendHWClick) forControlEvents:UIControlEventTouchUpInside]; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
371 |
[tapAgain setTitle:NSLocalizedString(@"Tap again to confirm",@"from the overlay") forState:UIControlStateNormal]; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
372 |
[self.view addSubview:tapAgain]; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
373 |
|
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
374 |
// animation ftw! |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
375 |
[UIView beginAnimations:@"inserting button" context:NULL]; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
376 |
[UIView setAnimationDuration:ANIMATION_DURATION]; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
377 |
[self.view viewWithTag:CONFIRMATION_TAG].alpha = 1; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
378 |
[UIView commitAnimations]; |
3646
a3271158d93b
don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents:
3639
diff
changeset
|
379 |
|
a3271158d93b
don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents:
3639
diff
changeset
|
380 |
// keep the overlay active, or the button will fade |
3650 | 381 |
[self activateOverlay]; |
3646
a3271158d93b
don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents:
3639
diff
changeset
|
382 |
doNotDim(); |
3650 | 383 |
} else |
384 |
if (HW_isWeaponTimerable()) { |
|
385 |
if (isSegmentVisible) { |
|
386 |
UISegmentedControl *grenadeTime = (UISegmentedControl *)[self.view viewWithTag:GRENADE_TAG]; |
|
387 |
||
388 |
[UIView beginAnimations:@"removing segmented control" context:NULL]; |
|
389 |
[UIView setAnimationDuration:ANIMATION_DURATION]; |
|
390 |
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; |
|
391 |
grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50); |
|
392 |
[UIView commitAnimations]; |
|
393 |
||
394 |
[grenadeTime performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION]; |
|
395 |
} else { |
|
396 |
NSArray *items = [[NSArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",nil]; |
|
397 |
UISegmentedControl *grenadeTime = [[UISegmentedControl alloc] initWithItems:items]; |
|
398 |
[items release]; |
|
399 |
||
400 |
[grenadeTime addTarget:self action:@selector(setGrenadeTime:) forControlEvents:UIControlEventValueChanged]; |
|
401 |
grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50); |
|
402 |
grenadeTime.selectedSegmentIndex = 2; |
|
403 |
grenadeTime.tag = GRENADE_TAG; |
|
404 |
[self.view addSubview:grenadeTime]; |
|
405 |
[grenadeTime release]; |
|
406 |
||
407 |
[UIView beginAnimations:@"inserting segmented control" context:NULL]; |
|
408 |
[UIView setAnimationDuration:ANIMATION_DURATION]; |
|
409 |
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; |
|
410 |
grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width - 100, 250, 50); |
|
411 |
[UIView commitAnimations]; |
|
412 |
||
413 |
[self activateOverlay]; |
|
414 |
doNotDim(); |
|
415 |
} |
|
416 |
isSegmentVisible = !isSegmentVisible; |
|
417 |
} |
|
418 |
||
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
419 |
break; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
420 |
case 2: |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
421 |
HW_allKeysUp(); |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
422 |
break; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
423 |
default: |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
424 |
DLog(@"too many touches"); |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
425 |
break; |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
426 |
} |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
427 |
|
3635
38d3e31556d3
improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
koda
parents:
3629
diff
changeset
|
428 |
initialDistanceForPinching = 0; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
429 |
} |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
430 |
|
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
431 |
-(void) sendHWClick { |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
432 |
HW_click(); |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
433 |
removeConfirmationInput(); |
3646
a3271158d93b
don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents:
3639
diff
changeset
|
434 |
doDim(); |
3547 | 435 |
} |
436 |
||
3650 | 437 |
-(void) setGrenadeTime:(id) sender { |
438 |
UISegmentedControl *theSegment = (UISegmentedControl *)sender; |
|
439 |
HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1); |
|
440 |
} |
|
441 |
||
3547 | 442 |
-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { |
443 |
[self touchesEnded:touches withEvent:event]; |
|
444 |
} |
|
445 |
||
446 |
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { |
|
3551 | 447 |
CGRect screen = [[UIScreen mainScreen] bounds]; |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
448 |
NSSet *allTouches = [event allTouches]; |
3547 | 449 |
|
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
450 |
UITouch *touch, *first, *second; |
3547 | 451 |
|
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
452 |
switch ([allTouches count]) { |
3551 | 453 |
case 1: |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
454 |
touch = [[allTouches allObjects] objectAtIndex:0]; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
455 |
CGPoint currentPosition = [touch locationInView:self.view]; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
456 |
|
3551 | 457 |
if (HW_isAmmoOpen()) { |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
458 |
// moves the cursor around |
3551 | 459 |
HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y)); |
3635
38d3e31556d3
improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
koda
parents:
3629
diff
changeset
|
460 |
} else { |
38d3e31556d3
improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
koda
parents:
3629
diff
changeset
|
461 |
DLog(@"x: %f y: %f -> X:%d Y:%d", currentPosition.x, currentPosition.y, HWX(currentPosition.x), HWY(currentPosition.y)); |
38d3e31556d3
improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
koda
parents:
3629
diff
changeset
|
462 |
HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y)); |
3547 | 463 |
} |
3551 | 464 |
break; |
3547 | 465 |
case 2: |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
466 |
first = [[allTouches allObjects] objectAtIndex:0]; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
467 |
second = [[allTouches allObjects] objectAtIndex:1]; |
3547 | 468 |
CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]); |
469 |
const int pinchDelta = 40; |
|
470 |
||
471 |
if (0 != initialDistanceForPinching) { |
|
472 |
if (currentDistanceOfPinching - initialDistanceForPinching > pinchDelta) { |
|
473 |
HW_zoomIn(); |
|
474 |
initialDistanceForPinching = currentDistanceOfPinching; |
|
475 |
} |
|
476 |
else if (initialDistanceForPinching - currentDistanceOfPinching > pinchDelta) { |
|
477 |
HW_zoomOut(); |
|
478 |
initialDistanceForPinching = currentDistanceOfPinching; |
|
479 |
} |
|
480 |
} else |
|
481 |
initialDistanceForPinching = currentDistanceOfPinching; |
|
482 |
||
483 |
break; |
|
484 |
default: |
|
485 |
break; |
|
486 |
} |
|
487 |
} |
|
488 |
||
3650 | 489 |
#pragma mark - |
490 |
#pragma mark Functions called by pascal |
|
3629
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
491 |
// called from AddProgress and FinishProgress (respectively) |
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
492 |
void startSpinning() { |
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
493 |
isGameRunning = NO; |
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
494 |
CGRect screen = [[UIScreen mainScreen] bounds]; |
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
495 |
UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge]; |
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
496 |
indicator.tag = 987654; |
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
497 |
indicator.center = CGPointMake(screen.size.width/2 - 118, screen.size.height/2); |
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
498 |
indicator.hidesWhenStopped = YES; |
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
499 |
[indicator startAnimating]; |
3650 | 500 |
[[[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG] addSubview:indicator]; |
3629
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
501 |
[indicator release]; |
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
502 |
} |
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
503 |
|
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
504 |
void stopSpinning() { |
3650 | 505 |
UIActivityIndicatorView *indicator = (UIActivityIndicatorView *)[[[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG] viewWithTag:987654]; |
3629
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
506 |
[indicator stopAnimating]; |
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
507 |
isGameRunning = YES; |
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
508 |
} |
3547 | 509 |
|
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
510 |
void clearView() { |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
511 |
UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow]; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
512 |
UIButton *theButton = (UIButton *)[theWindow viewWithTag:CONFIRMATION_TAG]; |
3650 | 513 |
UISegmentedControl *theSegment = (UISegmentedControl *)[theWindow viewWithTag:GRENADE_TAG]; |
514 |
||
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
515 |
[UIView beginAnimations:@"remove button" context:NULL]; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
516 |
[UIView setAnimationDuration:ANIMATION_DURATION]; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
517 |
theButton.alpha = 0; |
3650 | 518 |
theSegment.alpha = 0; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
519 |
[UIView commitAnimations]; |
3650 | 520 |
|
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
521 |
[theWindow performSelector:@selector(removeFromSuperview) withObject:theButton afterDelay:0.3]; |
3650 | 522 |
[theWindow performSelector:@selector(removeFromSuperview) withObject:theSegment afterDelay:0.3]; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
523 |
} |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
524 |
|
3547 | 525 |
@end |