Remove some unused variables and options.inc which uFloat doesn't use, probably should never use, and was getting in the way of my testcase - but most importantly, remove the inline on hwSqrt which was causing very bad math on my compiler/machine. We may have to remove more inlining. A pity.
/*
* 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 30/10/2010.
*/
#import "ObjcExports.h"
#import "OverlayViewController.h"
#import "AmmoMenuViewController.h"
#pragma mark -
#pragma mark internal variables
// actual game started (controls should be enabled)
BOOL gameRunning;
// black screen present
BOOL savedGame;
// cache the grenade time
NSInteger grenadeTime;
// the reference to the newMenu instance
OverlayViewController *overlay_instance;
#pragma mark -
#pragma mark functions called like oop
void objcExportsInit(OverlayViewController* instance) {
overlay_instance = instance;
gameRunning = NO;
savedGame = NO;
grenadeTime = 2;
}
BOOL inline isGameRunning() {
return gameRunning;
}
void inline setGameRunning(BOOL value) {
gameRunning = value;
}
NSInteger cachedGrenadeTime() {
return grenadeTime;
}
void inline setGrenadeTime(NSInteger value) {
grenadeTime = value;
}
#pragma mark -
#pragma mark functions called by pascal code
void startSpinningProgress() {
gameRunning = NO;
overlay_instance.lowerIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
CGPoint center = overlay_instance.view.center;
overlay_instance.lowerIndicator.center = (IS_DUALHEAD() ? center : CGPointMake(center.x, center.y * 5/3));
[overlay_instance.lowerIndicator startAnimating];
[overlay_instance.view addSubview:overlay_instance.lowerIndicator];
[overlay_instance.lowerIndicator release];
}
void stopSpinningProgress() {
[overlay_instance.lowerIndicator stopAnimating];
[overlay_instance.lowerIndicator removeFromSuperview];
HW_zoomSet(1.7);
if (savedGame == NO)
gameRunning = YES;
}
void clearView() {
// don't use any engine calls here as this function is called every time the ammomenu is opened
[UIView beginAnimations:@"remove button" context:NULL];
[UIView setAnimationDuration:ANIMATION_DURATION];
overlay_instance.confirmButton.alpha = 0;
overlay_instance.grenadeTimeSegment.alpha = 0;
[UIView commitAnimations];
if (overlay_instance.confirmButton)
[overlay_instance.confirmButton performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
if (overlay_instance.grenadeTimeSegment) {
[overlay_instance.grenadeTimeSegment performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
overlay_instance.grenadeTimeSegment.tag = 0;
}
grenadeTime = 2;
}
void saveBeganSynching() {
savedGame = YES;
stopSpinningProgress();
overlay_instance.view.backgroundColor = [UIColor blackColor];
overlay_instance.view.alpha = 0.75;
overlay_instance.view.userInteractionEnabled = NO;
overlay_instance.savesIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
overlay_instance.savesIndicator.center = overlay_instance.view.center;
overlay_instance.savesIndicator.hidesWhenStopped = YES;
[overlay_instance.savesIndicator startAnimating];
[overlay_instance.view addSubview:overlay_instance.savesIndicator];
[overlay_instance.savesIndicator release];
}
void saveFinishedSynching() {
[UIView beginAnimations:@"fading from save synch" context:NULL];
[UIView setAnimationDuration:1];
overlay_instance.view.backgroundColor = [UIColor clearColor];
overlay_instance.view.alpha = 1;
overlay_instance.view.userInteractionEnabled = YES;
[UIView commitAnimations];
[overlay_instance.savesIndicator stopAnimating];
[overlay_instance.savesIndicator performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1];
gameRunning = YES;
}
void updateVisualsNewTurn(void) {
[overlay_instance.amvc updateAmmoVisuals];
}
// dummy function to prevent linkage fail
int SDL_main(int argc, char **argv) {
return 0;
}