FREE AT LAST!!! SDL came around a (mostly) sane way for implementing rotation events, so we can scrap all the workaround code that has been added to workaround it!! Also this allows us to use proper (internal) multitasking handling and can simplify optional settings and other yet unexplored features. Yay!
/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2011 Vittorio Giovara <vittorio.giovara@gmail.com>
*
* 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; version 2 of the License
*
* 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.
*
* File created on 19/04/2010.
*/
#import "WeaponSettingsViewController.h"
#import "CreationChamber.h"
#import "SingleWeaponViewController.h"
@implementation WeaponSettingsViewController
@synthesize listOfWeapons;
-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return rotationManager(interfaceOrientation);
}
#pragma mark -
#pragma mark View lifecycle
-(void) viewDidLoad {
[super viewDidLoad];
UIBarButtonItem *editButton = [[UIBarButtonItem alloc] initWithTitle:NSLocalizedString(@"Edit",@"")
style:UIBarButtonItemStyleBordered
target:self
action:@selector(toggleEdit:)];
self.navigationItem.rightBarButtonItem = editButton;
[editButton release];
}
-(void) viewWillAppear:(BOOL) animated {
[super viewWillAppear:animated];
NSArray *contentsOfDir = [[NSFileManager defaultManager] contentsOfDirectoryAtPath:WEAPONS_DIRECTORY() error:NULL];
NSMutableArray *array = [[NSMutableArray alloc] initWithArray:contentsOfDir copyItems:YES];
self.listOfWeapons = array;
[array release];
[self.tableView reloadData];
}
// modifies the navigation bar to add the "Add" and "Done" buttons
-(void) toggleEdit:(id) sender {
BOOL isEditing = self.tableView.editing;
[self.tableView setEditing:!isEditing animated:YES];
if (isEditing) {
[self.navigationItem.rightBarButtonItem setTitle:NSLocalizedString(@"Edit",@"from the scheme panel")];
[self.navigationItem.rightBarButtonItem setStyle: UIBarButtonItemStyleBordered];
self.navigationItem.leftBarButtonItem = self.navigationItem.backBarButtonItem;
} else {
[self.navigationItem.rightBarButtonItem setTitle:NSLocalizedString(@"Done",@"from the scheme panel")];
[self.navigationItem.rightBarButtonItem setStyle:UIBarButtonItemStyleDone];
UIBarButtonItem *addButton = [[UIBarButtonItem alloc] initWithTitle:NSLocalizedString(@"Add",@"from the scheme panel")
style:UIBarButtonItemStyleBordered
target:self
action:@selector(addWeapon:)];
self.navigationItem.leftBarButtonItem = addButton;
[addButton release];
}
}
-(void) addWeapon:(id) sender {
NSString *fileName = [[NSString alloc] initWithFormat:@"Weapon %u.plist", [self.listOfWeapons count]];
createWeaponNamed([fileName stringByDeletingPathExtension], 0);
[self.listOfWeapons addObject:fileName];
// order the array alphabetically, so schemes will keep their position
[self.listOfWeapons sortUsingSelector:@selector(compare:)];
[self.tableView reloadData];
NSInteger index = [self.listOfWeapons indexOfObject:fileName];
[self.tableView scrollToRowAtIndexPath:[NSIndexPath indexPathForRow:index inSection:0] atScrollPosition:UITableViewScrollPositionMiddle animated:YES];
[fileName release];
}
#pragma mark -
#pragma mark Table view data source
-(NSInteger)numberOfSectionsInTableView:(UITableView *)tableView {
return 1;
}
-(NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
return [self.listOfWeapons count];
}
-(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *CellIdentifier = @"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease];
}
NSUInteger row = [indexPath row];
NSString *rowString = [[self.listOfWeapons objectAtIndex:row] stringByDeletingPathExtension];
cell.textLabel.text = rowString;
cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator;
return cell;
}
// delete the row and the file
-(void) tableView:(UITableView *)tableView commitEditingStyle:(UITableViewCellEditingStyle)editingStyle forRowAtIndexPath:(NSIndexPath *)indexPath {
NSUInteger row = [indexPath row];
NSString *schemeFile = [[NSString alloc] initWithFormat:@"%@/%@",WEAPONS_DIRECTORY(),[self.listOfWeapons objectAtIndex:row]];
[[NSFileManager defaultManager] removeItemAtPath:schemeFile error:NULL];
[schemeFile release];
[self.listOfWeapons removeObjectAtIndex:row];
[self.tableView deleteRowsAtIndexPaths:[NSArray arrayWithObject:indexPath] withRowAnimation:UITableViewRowAnimationFade];
}
#pragma mark -
#pragma mark Table view delegate
-(void) tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
if (childController == nil) {
childController = [[SingleWeaponViewController alloc] initWithStyle:UITableViewStyleGrouped];
}
NSInteger row = [indexPath row];
NSString *selectedWeaponFile = [self.listOfWeapons objectAtIndex:row];
// this must be set so childController can load the correct plist
childController.weaponName = [selectedWeaponFile stringByDeletingPathExtension];
[childController.tableView setContentOffset:CGPointMake(0,0) animated:NO];
[self.navigationController pushViewController:childController animated:YES];
}
#pragma mark -
#pragma mark Memory management
-(void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
if (childController.view.superview == nil )
childController = nil;
}
-(void) viewDidUnload {
self.listOfWeapons = nil;
childController = nil;
MSG_DIDUNLOAD();
[super viewDidUnload];
}
-(void) dealloc {
releaseAndNil(listOfWeapons);
releaseAndNil(childController);
[super dealloc];
}
@end