project_files/HedgewarsMobile/Classes/ObjcExports.m
author koda
Tue, 23 Aug 2011 03:46:17 +0200
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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!
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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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#pragma mark -
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#pragma mark internal variables
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// actual game started (controls should be enabled)
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BOOL gameRunning;
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// black screen present
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BOOL savedGame;
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// cache the grenade time
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NSInteger grenadeTime;
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// the reference to the newMenu instance
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OverlayViewController *overlay_instance;
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#pragma mark -
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#pragma mark functions called like oop
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void objcExportsInit(OverlayViewController* instance) {
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    overlay_instance = instance;
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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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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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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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    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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    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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}