rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2009 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga, mods for Hedgewars by Vittorio Giovara
slouken@libsdl.org, vittorio.giovara@gmail.com
*/
#include "PascalImports.h"
#import "SDL_uikitview.h"
#import "SDL_uikitappdelegate.h"
#if SDL_IPHONE_KEYBOARD
#import "SDL_keyboard_c.h"
#import "keyinfotable.h"
#import "SDL_uikitwindow.h"
#endif
@implementation SDL_uikitview
@synthesize initialDistance, gestureStartPoint;
// they have to be global variables to allow showControls() to use them
UIButton *attackButton, *menuButton;
- (void)dealloc {
#if SDL_IPHONE_KEYBOARD
SDL_DelKeyboard(0);
[textField release];
#endif
[menuButton release];
[attackButton release];
[super dealloc];
}
- (id)initWithFrame:(CGRect)frame {
// the addTarget parameter for the buttons below is set like that because
// this object is inherited by SDL_openglesview.m which is the one allocated by SDL.
// We select this class with [self superclass] and call the selectors with "+" because
// they are superclass methods
self = [super initWithFrame: frame];
#if SDL_IPHONE_KEYBOARD
[self initializeKeyboard];
#endif
int i;
for (i=0; i<MAX_SIMULTANEOUS_TOUCHES; i++) {
mice[i].id = i;
mice[i].driverdata = NULL;
SDL_AddMouse(&mice[i], "Mouse", 0, 0, 1);
}
attackButton = [[UIButton alloc] initWithFrame:CGRectMake(30, 480, 260,50)];
[attackButton setBackgroundImage:[UIImage imageNamed:@"Default.png"] forState:UIControlStateNormal];
[attackButton addTarget:[self superclass] action:@selector(attackButtonPressed) forControlEvents:UIControlEventTouchDown];
[attackButton addTarget:[self superclass] action:@selector(attackButtonReleased) forControlEvents:UIControlEventTouchUpInside|UIControlEventTouchUpOutside];
[self addSubview:attackButton];
menuButton = [[UIButton alloc] initWithFrame:CGRectMake(0, 480, 30,50)];
[menuButton setBackgroundImage:[UIImage imageNamed:@"Default.png"] forState:UIControlStateNormal];
[menuButton addTarget:[self superclass] action:@selector(attackButtonPressed) forControlEvents:UIControlEventTouchUpInside];
[self addSubview:menuButton];
[[SDLUIKitDelegate sharedAppDelegate].window makeKeyAndVisible];
self.multipleTouchEnabled = YES;
return self;
}
#pragma mark -
#pragma mark Exported functions for FreePascal
const char* IPH_getDocumentsPath() {
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex: 0];
return [documentsDirectory UTF8String];
}
void IPH_showControls (void) {
NSLog(@"Showing controls");
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
attackButton.frame = CGRectMake(30, 430, 260, 50);
menuButton.frame = CGRectMake(0, 430, 30, 50);
[UIView commitAnimations];
}
#pragma mark -
#pragma mark Superclass methods
+(void) attackButtonPressed {
HW_shoot();
}
+(void) attackButtonReleased {
HW_allKeysUp();
}
#pragma mark -
#pragma mark Custom SDL_UIView input handling
// we override default touch input to implement our own gestures
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/*NSEnumerator *enumerator = [touches objectEnumerator];
UITouch *touch =(UITouch*)[enumerator nextObject];
/* associate touches with mice, so long as we have slots
int i;
int found = 0;
for(i=0; touch && i < MAX_SIMULTANEOUS_TOUCHES; i++) {
/* check if this mouse is already tracking a touch
if (mice[i].driverdata != NULL) {
continue;
}
/*
mouse not associated with anything right now,
associate the touch with this mouse
found = 1;
/* save old mouse so we can switch back
int oldMouse = SDL_SelectMouse(-1);
/* select this slot's mouse
SDL_SelectMouse(i);
CGPoint locationInView = [touch locationInView: self];
/* set driver data to touch object, we'll use touch object later
mice[i].driverdata = [touch retain];
/* send moved event
SDL_SendMouseMotion(i, 0, locationInView.x, locationInView.y, 0);
/* send mouse down event
SDL_SendMouseButton(i, SDL_PRESSED, SDL_BUTTON_LEFT);
/* re-calibrate relative mouse motion
SDL_GetRelativeMouseState(i, NULL, NULL);
/* grab next touch
touch = (UITouch*)[enumerator nextObject];
/* switch back to our old mouse
SDL_SelectMouse(oldMouse);
} */
UITouch *touch = [touches anyObject];
gestureStartPoint = [touch locationInView:self];
// one tap - single click
if (1 == [touch tapCount] ) {
//SDL_WarpMouseInWindow([SDLUIKitDelegate sharedAppDelegate].windowID, gestureStartPoint.x, gestureStartPoint.y);
HW_click();
}
// two taps - right click
if (2 == [touch tapCount] ) {
HW_ammoMenu();
}
// two taps with two fingers - middle click
if (2 == [touch tapCount] && 2 == [touches count]) {
HW_zoomReset();
}
// two fingers - begin pinching
if (2 == [touches count]) {
NSArray *twoTouches = [touches allObjects];
UITouch *first = [twoTouches objectAtIndex:0];
UITouch *second = [twoTouches objectAtIndex:1];
initialDistance = distanceBetweenPoints([first locationInView:self], [second locationInView:self]);
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
initialDistance = 0;
// NSLog(@"touches ended, sigh");
HW_allKeysUp();
/*NSEnumerator *enumerator = [touches objectEnumerator];
UITouch *touch=nil;
while(touch = (UITouch *)[enumerator nextObject]) {
/* search for the mouse slot associated with this touch
int i, found = NO;
for (i=0; i<MAX_SIMULTANEOUS_TOUCHES && !found; i++) {
if (mice[i].driverdata == touch) {
/* found the mouse associate with the touch
[(UITouch*)(mice[i].driverdata) release];
mice[i].driverdata = NULL;
/* send mouse up
SDL_SendMouseButton(i, SDL_RELEASED, SDL_BUTTON_LEFT);
/* discontinue search for this touch
found = YES;
}
}
}*/
}
- (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. Usually (it seems)
all active touches are canceled.
*/
[self touchesEnded: touches withEvent: event];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint currentPosition = [touch locationInView:self];
CGFloat Xdiff = gestureStartPoint.x - currentPosition.x;
CGFloat Ydiff = gestureStartPoint.y - currentPosition.y;
CGFloat deltaX = fabsf(Xdiff);
CGFloat deltaY = fabsf(Ydiff);
if (deltaX >= kMinimumGestureLength && deltaY <= kMaximumVariance) {
NSLog(@"Horizontal swipe detected, begX:%f curX:%f", gestureStartPoint.x, currentPosition.x);
if (Xdiff > 0) HW_walkLeft();
else HW_walkRight();
}
else if (deltaY >= kMinimumGestureLength && deltaX <= kMaximumVariance){
NSLog(@"Vertical swipe detected, begY:%f curY:%f", gestureStartPoint.y, currentPosition.y);
if (Ydiff > 0) HW_aimUp();
else HW_aimDown();
}
// end pinch detection
if (2 == [touches count]) {
NSArray *twoTouches = [touches allObjects];
UITouch *first = [twoTouches objectAtIndex:0];
UITouch *second = [twoTouches objectAtIndex:1];
CGFloat currentDistance = distanceBetweenPoints([first locationInView:self], [second locationInView:self]);
if (0 == initialDistance)
initialDistance = currentDistance;
else if (currentDistance - initialDistance > kMinimumPinchDelta) {
NSLog(@"Outward pinch detected");
HW_zoomOut();
}
else if (initialDistance - currentDistance > kMinimumPinchDelta) {
NSLog(@"Inward pinch detected");
HW_zoomIn();
}
}
/*NSEnumerator *enumerator = [touches objectEnumerator];
UITouch *touch=nil;while(touch = (UITouch *)[enumerator nextObject]) {
// try to find the mouse associated with this touch
int i, found = NO;
for (i=0; i<MAX_SIMULTANEOUS_TOUCHES && !found; i++) {
if (mice[i].driverdata == touch) {
// found proper mouse
CGPoint locationInView = [touch locationInView: self];
// send moved event
SDL_SendMouseMotion(i, 0, locationInView.x, locationInView.y, 0);
// discontinue search
found = YES;
}
}
}*/
}
#pragma mark -
#pragma mark default routines
/*
---- Keyboard related functionality below this line ----
*/
#if SDL_IPHONE_KEYBOARD
/* Is the iPhone virtual keyboard visible onscreen? */
- (BOOL)keyboardVisible {
return keyboardVisible;
}
/* Set ourselves up as a UITextFieldDelegate */
- (void)initializeKeyboard {
textField = [[[UITextField alloc] initWithFrame: CGRectZero] autorelease];
textField.delegate = self;
/* placeholder so there is something to delete! */
textField.text = @" ";
/* set UITextInputTrait properties, mostly to defaults */
textField.autocapitalizationType = UITextAutocapitalizationTypeNone;
textField.autocorrectionType = UITextAutocorrectionTypeNo;
textField.enablesReturnKeyAutomatically = NO;
textField.keyboardAppearance = UIKeyboardAppearanceDefault;
textField.keyboardType = UIKeyboardTypeDefault;
textField.returnKeyType = UIReturnKeyDefault;
textField.secureTextEntry = NO;
textField.hidden = YES;
keyboardVisible = NO;
/* add the UITextField (hidden) to our view */
[self addSubview: textField];
/* create our SDL_Keyboard */
SDL_Keyboard keyboard;
SDL_zero(keyboard);
SDL_AddKeyboard(&keyboard, 0);
SDLKey keymap[SDL_NUM_SCANCODES];
SDL_GetDefaultKeymap(keymap);
SDL_SetKeymap(0, 0, keymap, SDL_NUM_SCANCODES);
}
/* reveal onscreen virtual keyboard */
- (void)showKeyboard {
keyboardVisible = YES;
[textField becomeFirstResponder];
}
/* hide onscreen virtual keyboard */
- (void)hideKeyboard {
keyboardVisible = NO;
[textField resignFirstResponder];
}
/* UITextFieldDelegate method. Invoked when user types something. */
- (BOOL)textField:(UITextField *)_textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string {
if ([string length] == 0) {
/* it wants to replace text with nothing, ie a delete */
SDL_SendKeyboardKey( 0, SDL_PRESSED, SDL_SCANCODE_DELETE);
SDL_SendKeyboardKey( 0, SDL_RELEASED, SDL_SCANCODE_DELETE);
}
else {
/* go through all the characters in the string we've been sent
and convert them to key presses */
int i;
for (i=0; i<[string length]; i++) {
unichar c = [string characterAtIndex: i];
Uint16 mod = 0;
SDL_scancode code;
if (c < 127) {
/* figure out the SDL_scancode and SDL_keymod for this unichar */
code = unicharToUIKeyInfoTable[c].code;
mod = unicharToUIKeyInfoTable[c].mod;
}
else {
/* we only deal with ASCII right now */
code = SDL_SCANCODE_UNKNOWN;
mod = 0;
}
if (mod & KMOD_SHIFT) {
/* If character uses shift, press shift down */
SDL_SendKeyboardKey( 0, SDL_PRESSED, SDL_SCANCODE_LSHIFT);
}
/* send a keydown and keyup even for the character */
SDL_SendKeyboardKey( 0, SDL_PRESSED, code);
SDL_SendKeyboardKey( 0, SDL_RELEASED, code);
if (mod & KMOD_SHIFT) {
/* If character uses shift, press shift back up */
SDL_SendKeyboardKey( 0, SDL_RELEASED, SDL_SCANCODE_LSHIFT);
}
}
}
return NO; /* don't allow the edit! (keep placeholder text there) */
}
/* Terminates the editing session */
- (BOOL)textFieldShouldReturn:(UITextField*)_textField {
[self hideKeyboard];
return YES;
}
#endif
@end
/* iPhone keyboard addition functions */
#if SDL_IPHONE_KEYBOARD
int SDL_iPhoneKeyboardShow(SDL_WindowID windowID) {
SDL_Window *window = SDL_GetWindowFromID(windowID);
SDL_WindowData *data;
SDL_uikitview *view;
if (NULL == window) {
SDL_SetError("Window does not exist");
return -1;
}
data = (SDL_WindowData *)window->driverdata;
view = data->view;
if (nil == view) {
SDL_SetError("Window has no view");
return -1;
}
else {
[view showKeyboard];
return 0;
}
}
int SDL_iPhoneKeyboardHide(SDL_WindowID windowID) {
SDL_Window *window = SDL_GetWindowFromID(windowID);
SDL_WindowData *data;
SDL_uikitview *view;
if (NULL == window) {
SDL_SetError("Window does not exist");
return -1;
}
data = (SDL_WindowData *)window->driverdata;
view = data->view;
if (NULL == view) {
SDL_SetError("Window has no view");
return -1;
}
else {
[view hideKeyboard];
return 0;
}
}
SDL_bool SDL_iPhoneKeyboardIsShown(SDL_WindowID windowID) {
SDL_Window *window = SDL_GetWindowFromID(windowID);
SDL_WindowData *data;
SDL_uikitview *view;
if (NULL == window) {
SDL_SetError("Window does not exist");
return -1;
}
data = (SDL_WindowData *)window->driverdata;
view = data->view;
if (NULL == view) {
SDL_SetError("Window has no view");
return 0;
}
else {
return view.keyboardVisible;
}
}
int SDL_iPhoneKeyboardToggle(SDL_WindowID windowID) {
SDL_Window *window = SDL_GetWindowFromID(windowID);
SDL_WindowData *data;
SDL_uikitview *view;
if (NULL == window) {
SDL_SetError("Window does not exist");
return -1;
}
data = (SDL_WindowData *)window->driverdata;
view = data->view;
if (NULL == view) {
SDL_SetError("Window has no view");
return -1;
}
else {
if (SDL_iPhoneKeyboardIsShown(windowID)) {
SDL_iPhoneKeyboardHide(windowID);
}
else {
SDL_iPhoneKeyboardShow(windowID);
}
return 0;
}
}
#else
/* stubs, used if compiled without keyboard support */
int SDL_iPhoneKeyboardShow(SDL_WindowID windowID) {
SDL_SetError("Not compiled with keyboard support");
return -1;
}
int SDL_iPhoneKeyboardHide(SDL_WindowID windowID) {
SDL_SetError("Not compiled with keyboard support");
return -1;
}
SDL_bool SDL_iPhoneKeyboardIsShown(SDL_WindowID windowID) {
return 0;
}
int SDL_iPhoneKeyboardToggle(SDL_WindowID windowID) {
SDL_SetError("Not compiled with keyboard support");
return -1;
}
#endif /* SDL_IPHONE_KEYBOARD */