project_files/HedgewarsMobile/Classes/ObjcExports.m
author koda
Sun, 13 Nov 2011 18:23:05 +0100 (2011-11-13)
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permissions -rw-r--r--
restore displaying statistics at the end of a game and restore warning lower views that they are going to appear
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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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//FIXME: add a proper #import when this is exposed in SDL
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extern UIView *SDL_getUikitView(void *);
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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) setGrenadeTime:(NSInteger) value {
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    grenadeTime = value;
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}
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+(NSInteger) grenadeTime {
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    return grenadeTime;
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}
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@end
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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 startLoadingIndicator() {
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    // this is the first ojbc function called by engine, so we have to initialize some variables here
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    overlay_instance = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil];
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    // in order to get rotation events we have to insert the view inside the first view of the second window
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    //TODO: when multihead make sure that overlay is displayed in the touch-enabled window
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    [SDL_getUikitView(HW_getSDLWindow()) addSubview:overlay_instance.view];
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    grenadeTime = 2;
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    if ([HWUtils gameType] == gtSave) {
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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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    }
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    CGPoint center = overlay_instance.view.center;
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    CGPoint loaderCenter = ((IS_DUALHEAD() || [HWUtils gameType] == gtSave) ? center : CGPointMake(center.x, center.y * 5/3));
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    overlay_instance.loadingIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
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    overlay_instance.loadingIndicator.hidesWhenStopped = YES;
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    overlay_instance.loadingIndicator.center = loaderCenter;
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    [overlay_instance.loadingIndicator startAnimating];
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    [overlay_instance.view addSubview:overlay_instance.loadingIndicator];
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    [overlay_instance.loadingIndicator release];
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}
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void stopLoadingIndicator() {
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    HW_zoomSet(1.7);
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    if ([HWUtils gameType] != gtSave) {
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        [overlay_instance.loadingIndicator stopAnimating];
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        [overlay_instance.loadingIndicator removeFromSuperview];
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        [HWUtils setGameStatus:gsInGame];
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    }
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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.loadingIndicator stopAnimating];
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    [overlay_instance.loadingIndicator performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1];
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    [[UIApplication sharedApplication] setIdleTimerDisabled:NO];
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    [HWUtils setGameStatus:gsInGame];
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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 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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}