project_files/HedgewarsMobile/Classes/ObjcExports.m
author nemo
Fri, 07 Oct 2011 17:29:00 -0400
changeset 6091 77b826a8f996
parent 6078 8c0cc07731e5
child 6247 6dfad55fd71c
permissions -rw-r--r--
Move the crystals to sprays to reduce the regularity of the land texture
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/*
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 * Hedgewars-iOS, a Hedgewars port for iOS devices
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 * Copyright (c) 2009-2011 Vittorio Giovara <vittorio.giovara@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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 *
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 * File created on 30/10/2010.
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 */
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#import "ObjcExports.h"
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#import "OverlayViewController.h"
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#import "AmmoMenuViewController.h"
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// actual game started (controls should be enabled)
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static BOOL gameRunning;
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// black screen present
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static BOOL savedGame;
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// cache the grenade time
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static NSInteger grenadeTime;
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// the reference to the newMenu instance
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static OverlayViewController *overlay_instance;
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@implementation ObjcExports
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+(void) initialize {
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    overlay_instance = [OverlayViewController mainOverlay];
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    gameRunning = NO;
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    savedGame = NO;
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    grenadeTime = 2;
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}
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@end
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#pragma mark -
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#pragma mark functions called by objc code
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BOOL inline isGameRunning() {
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    return gameRunning;
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}
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void inline setGameRunning(BOOL value) {
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    gameRunning = value;
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}
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NSInteger cachedGrenadeTime() {
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    return grenadeTime;
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}
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void inline setGrenadeTime(NSInteger value) {
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    grenadeTime = value;
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}
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#pragma mark -
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#pragma mark functions called by pascal code
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BOOL inline isApplePhone() {
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    return (IS_IPAD() == NO);
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}
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void startSpinningProgress() {
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    gameRunning = NO;
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    overlay_instance.lowerIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
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    CGPoint center = overlay_instance.view.center;
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    overlay_instance.lowerIndicator.center = (IS_DUALHEAD() ? center : CGPointMake(center.x, center.y * 5/3));
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    [overlay_instance.lowerIndicator startAnimating];
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    [overlay_instance.view addSubview:overlay_instance.lowerIndicator];
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    [overlay_instance.lowerIndicator release];
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}
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void stopSpinningProgress() {
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    [overlay_instance.lowerIndicator stopAnimating];
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    [overlay_instance.lowerIndicator removeFromSuperview];
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    HW_zoomSet(1.7);
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    if (savedGame == NO)
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        gameRunning = YES;
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}
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void clearView() {
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    // don't use any engine calls here as this function is called every time the ammomenu is opened
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    [UIView beginAnimations:@"remove button" context:NULL];
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    [UIView setAnimationDuration:ANIMATION_DURATION];
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    overlay_instance.confirmButton.alpha = 0;
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    overlay_instance.grenadeTimeSegment.alpha = 0;
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    [UIView commitAnimations];
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    if (overlay_instance.confirmButton)
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        [overlay_instance.confirmButton performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
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    if (overlay_instance.grenadeTimeSegment) {
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        [overlay_instance.grenadeTimeSegment performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
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        overlay_instance.grenadeTimeSegment.tag = 0;
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    }
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    grenadeTime = 2;
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}
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void saveBeganSynching() {
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    savedGame = YES;
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    stopSpinningProgress();
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    [[UIApplication sharedApplication] setIdleTimerDisabled:YES];
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    overlay_instance.view.backgroundColor = [UIColor blackColor];
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    overlay_instance.view.alpha = 0.75;
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    overlay_instance.view.userInteractionEnabled = NO;
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    overlay_instance.savesIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
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    overlay_instance.savesIndicator.center = overlay_instance.view.center;
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    overlay_instance.savesIndicator.hidesWhenStopped = YES;
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    [overlay_instance.savesIndicator startAnimating];
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    [overlay_instance.view addSubview:overlay_instance.savesIndicator];
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    [overlay_instance.savesIndicator release];
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}
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void saveFinishedSynching() {
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    [UIView beginAnimations:@"fading from save synch" context:NULL];
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    [UIView setAnimationDuration:1];
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    overlay_instance.view.backgroundColor = [UIColor clearColor];
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    overlay_instance.view.alpha = 1;
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    overlay_instance.view.userInteractionEnabled = YES;
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    [UIView commitAnimations];
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    [overlay_instance.savesIndicator stopAnimating];
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    [overlay_instance.savesIndicator performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1];
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    [[UIApplication sharedApplication] setIdleTimerDisabled:NO];
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    gameRunning = YES;
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}
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void updateVisualsNewTurn(void) {
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    [overlay_instance.amvc updateAmmoVisuals];
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}
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// dummy function to prevent linkage fail
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int SDL_main(int argc, char **argv) {
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    return 0;
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}