lazy loading for all the tables with images (might affect performance but ui feels much more responsive)
code rearranged a little
game configuration for ipad
//
// overlayViewController.m
// HedgewarsMobile
//
// Created by Vittorio on 16/03/10.
// Copyright 2010 __MyCompanyName__. All rights reserved.
//
#import "OverlayViewController.h"
#import "SDL_uikitappdelegate.h"
#import "PascalImports.h"
#import "CGPointUtils.h"
#import "SDL_mouse.h"
#import "PopoverMenuViewController.h"
#import "CommodityFunctions.h"
@implementation OverlayViewController
@synthesize popoverController, popupMenu;
-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
return rotationManager(interfaceOrientation);
}
-(void) didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
/*
- (void)didRotate:(NSNotification *)notification {
if (orientation == UIDeviceOrientationLandscapeLeft) {
}
if (orientation == UIDeviceOrientationLandscapeRight) {
}
if (orientation == UIDeviceOrientationPortrait) {
}
if (orientation == UIDeviceOrientationPortrait) {
}
}
*/
-(void) viewDidLoad {
/*
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(didRotate:)
name:UIDeviceOrientationDidChangeNotification
object:nil];
*/
isPopoverVisible = NO;
self.view.alpha = 0;
// needed for rotation to work on os < 3.2
self.view.center = CGPointMake(self.view.frame.size.height/2.0, self.view.frame.size.width/2.0);
self.view.transform = CGAffineTransformRotate(self.view.transform, (M_PI/2.0));
self.view.frame = [[UIScreen mainScreen] applicationFrame];
dimTimer = [[NSTimer alloc] initWithFireDate:[NSDate dateWithTimeIntervalSinceNow:6]
interval:1000
target:self
selector:@selector(dimOverlay)
userInfo:nil
repeats:YES];
// add timer too runloop, otherwise it doesn't work
[[NSRunLoop currentRunLoop] addTimer:dimTimer forMode:NSDefaultRunLoopMode];
// listen for dismissal of the popover (see below)
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(dismissPopover)
name:@"dismissPopover"
object:nil];
// present the overlay after 2 seconds
[NSTimer scheduledTimerWithTimeInterval:2
target:self
selector:@selector(showMenuAfterwards)
userInfo:nil
repeats:NO];
}
-(void) viewDidUnload {
self.popoverController = nil;
self.popupMenu = nil;
[super viewDidUnload];
}
-(void) dealloc {
[dimTimer invalidate];
[popupMenu release];
[popoverController release];
// dimTimer is autoreleased
[super dealloc];
}
// draws the controller overlay after the sdl window has taken control
-(void) showMenuAfterwards {
[[SDLUIKitDelegate sharedAppDelegate].uiwindow bringSubviewToFront:self.view];
[UIView beginAnimations:@"showing overlay" context:NULL];
[UIView setAnimationDuration:1];
self.view.alpha = 1;
[UIView commitAnimations];
}
// dim the overlay when there's no more input for a certain amount of time
-(IBAction) buttonReleased:(id) sender {
HW_allKeysUp();
[dimTimer setFireDate:[NSDate dateWithTimeIntervalSinceNow:2.7]];
}
// nice transition for dimming
-(void) dimOverlay {
[UIView beginAnimations:@"overlay dim" context:NULL];
[UIView setAnimationDuration:0.6];
self.view.alpha = 0.2;
[UIView commitAnimations];
}
// set the overlay visible and put off the timer for enough time
-(void) activateOverlay {
self.view.alpha = 1;
[dimTimer setFireDate:[NSDate dateWithTimeIntervalSinceNow:1000]];
}
// issue certain action based on the tag of the button
-(IBAction) buttonPressed:(id) sender {
[self activateOverlay];
if (isPopoverVisible) {
[self dismissPopover];
}
UIButton *theButton = (UIButton *)sender;
switch (theButton.tag) {
case 0:
HW_walkLeft();
break;
case 1:
HW_walkRight();
break;
case 2:
HW_aimUp();
break;
case 3:
HW_aimDown();
break;
case 4:
HW_shoot();
break;
case 5:
HW_jump();
break;
case 6:
HW_backjump();
break;
case 7:
HW_tab();
break;
case 10:
[self showPopover];
break;
default:
NSLog(@"Nope");
break;
}
}
// present a further check before closing game
-(void) actionSheet:(UIActionSheet *)actionSheet didDismissWithButtonIndex:(NSInteger) buttonIndex {
if ([actionSheet cancelButtonIndex] != buttonIndex)
HW_terminate(NO);
else
HW_pause();
}
// show up a popover containing a popupMenuViewController; we hook it with setPopoverContentSize
// on iphone instead just use the tableViewController directly (and implement manually all animations)
-(IBAction) showPopover{
isPopoverVisible = YES;
Class popoverControllerClass = NSClassFromString(@"UIPopoverController");
if (popoverControllerClass) {
#ifdef __IPHONE_3_2
popupMenu = [[PopoverMenuViewController alloc] initWithStyle:UITableViewStylePlain];
popoverController = [[popoverControllerClass alloc] initWithContentViewController:popupMenu];
[popoverController setPopoverContentSize:CGSizeMake(220, 170) animated:YES];
[popoverController setPassthroughViews:[NSArray arrayWithObject:self.view]];
[popoverController presentPopoverFromRect:CGRectMake(960, 0, 220, 32)
inView:self.view
permittedArrowDirections:UIPopoverArrowDirectionUp
animated:YES];
#endif
} else {
popupMenu = [[PopoverMenuViewController alloc] initWithStyle:UITableViewStyleGrouped];
popupMenu.view.backgroundColor = [UIColor clearColor];
popupMenu.view.frame = CGRectMake(480, 0, 200, 170);
[self.view addSubview:popupMenu.view];
[UIView beginAnimations:@"showing popover" context:NULL];
[UIView setAnimationDuration:0.35];
popupMenu.view.frame = CGRectMake(280, 0, 200, 170);
[UIView commitAnimations];
}
popupMenu.tableView.scrollEnabled = NO;
}
// on ipad just dismiss it, on iphone transtion on the right
-(void) dismissPopover {
if (YES == isPopoverVisible) {
isPopoverVisible = NO;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
#ifdef __IPHONE_3_2
[popoverController dismissPopoverAnimated:YES];
#endif
} else {
[UIView beginAnimations:@"hiding popover" context:NULL];
[UIView setAnimationDuration:0.35];
popupMenu.view.frame = CGRectMake(480, 0, 200, 170);
[UIView commitAnimations];
[popupMenu.view performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:0.35];
[popupMenu performSelector:@selector(release) withObject:nil afterDelay:0.35];
//[dimTimer setFireDate:[NSDate dateWithTimeIntervalSinceNow:2.7]];
}
[self buttonReleased:nil];
}
}
#pragma mark -
#pragma mark Custom touch event handling
#define kMinimumPinchDelta 50
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *twoTouches;
UITouch *touch = [touches anyObject];
if (isPopoverVisible) {
[self dismissPopover];
}
gestureStartPoint = [touch locationInView:self.view];
switch ([touches count]) {
case 1:
initialDistanceForPinching = 0;
switch ([touch tapCount]) {
case 1:
NSLog(@"X:%d Y:%d", (int)gestureStartPoint.x, (int)gestureStartPoint.y );
//SDL_WarpMouseInWindow([SDLUIKitDelegate sharedAppDelegate].window,
// (int)gestureStartPoint.y, width - (int)gestureStartPoint.x);
//HW_click();
break;
case 2:
HW_ammoMenu();
break;
default:
break;
}
break;
case 2:
if (2 == [touch tapCount]) {
HW_zoomReset();
}
// pinching
gestureStartPoint.x = 0;
gestureStartPoint.y = 0;
twoTouches = [touches allObjects];
UITouch *first = [twoTouches objectAtIndex:0];
UITouch *second = [twoTouches objectAtIndex:1];
initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
break;
default:
break;
}
}
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
initialDistanceForPinching = 0;
HW_allKeysUp();
}
-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
// this can happen if the user puts more than 5 touches on the screen at once, or perhaps in other circumstances
[self touchesEnded:touches withEvent:event];
}
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
CGFloat minimumGestureLength;
int logCoeff;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
minimumGestureLength = 5.0f;
logCoeff = 19;
} else {
minimumGestureLength = 3.0f;
logCoeff = 3;
}
NSArray *twoTouches;
CGPoint currentPosition;
UITouch *touch = [touches anyObject];
switch ([touches count]) {
case 1:
currentPosition = [touch locationInView:self.view];
// panning
CGFloat deltaX = fabsf(gestureStartPoint.x - currentPosition.x);
CGFloat deltaY = fabsf(gestureStartPoint.y - currentPosition.y);
if (deltaX >= minimumGestureLength) {
NSLog(@"Horizontal swipe detected, deltaX: %f deltaY: %f",deltaX, deltaY);
if (currentPosition.x > gestureStartPoint.x) {
HW_cursorLeft(logCoeff*log(deltaX));
} else {
HW_cursorRight(logCoeff*log(deltaX));
}
}
if (deltaY >= minimumGestureLength) {
NSLog(@"Horizontal swipe detected, deltaX: %f deltaY: %f",deltaX, deltaY);
if (currentPosition.y < gestureStartPoint.y) {
HW_cursorDown(logCoeff*log(deltaY));
} else {
HW_cursorUp(logCoeff*log(deltaY));
}
}
break;
case 2:
twoTouches = [touches allObjects];
UITouch *first = [twoTouches objectAtIndex:0];
UITouch *second = [twoTouches objectAtIndex:1];
CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
if (0 == initialDistanceForPinching)
initialDistanceForPinching = currentDistanceOfPinching;
if (currentDistanceOfPinching < initialDistanceForPinching + kMinimumPinchDelta)
HW_zoomOut();
else if (currentDistanceOfPinching > initialDistanceForPinching + kMinimumPinchDelta)
HW_zoomIn();
currentDistanceOfPinching = initialDistanceForPinching;
break;
default:
break;
}
}
@end