project_files/HedgewarsMobile/Classes/OverlayViewController.m
changeset 7110 c91d33837b0d
parent 7020 846cea23aea2
parent 7107 1982e702ed2f
child 7123 9fe1c4091dd1
--- a/project_files/HedgewarsMobile/Classes/OverlayViewController.m	Thu May 03 22:48:02 2012 +0200
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,527 +0,0 @@
-/*
- * Hedgewars-iOS, a Hedgewars port for iOS devices
- * Copyright (c) 2009-2012 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.
- */
-
-
-#import "OverlayViewController.h"
-#import "InGameMenuViewController.h"
-#import "HelpPageInGameViewController.h"
-#import "CGPointUtils.h"
-
-
-#define HIDING_TIME_DEFAULT [NSDate dateWithTimeIntervalSinceNow:2.7]
-#define HIDING_TIME_NEVER   [NSDate dateWithTimeIntervalSinceNow:10000]
-#define doDim()             [dimTimer setFireDate:HIDING_TIME_DEFAULT]
-#define doNotDim()          [dimTimer setFireDate:HIDING_TIME_NEVER]
-
-@implementation OverlayViewController
-@synthesize popoverController, popupMenu, helpPage, loadingIndicator, confirmButton, grenadeTimeSegment;
-
-#pragma mark -
-#pragma mark rotation
--(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
-    return rotationManager(interfaceOrientation);
-}
-
-#pragma mark -
-#pragma mark View Management
--(id) initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
-    if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
-        isAttacking = NO;
-        isPopoverVisible = NO;
-        loadingIndicator = nil;
-    }
-    return self;
-}
-
--(void) viewDidLoad {
-    // fill all the screen available as sdlview disables autoresizing
-    self.view.frame = [[UIScreen mainScreen] safeBounds];
-    // the timer used to dim the overlay
-    dimTimer = [[NSTimer alloc] initWithFireDate:[NSDate dateWithTimeIntervalSinceNow:6]
-                                        interval:1000
-                                          target:self
-                                        selector:@selector(dimOverlay)
-                                        userInfo:nil
-                                         repeats:YES];
-    // add timer to runloop, otherwise it doesn't work
-    [[NSRunLoop currentRunLoop] addTimer:dimTimer forMode:NSDefaultRunLoopMode];
-
-    // display the help page, required by the popover on ipad
-    [[NSNotificationCenter defaultCenter] addObserver:self
-                                             selector:@selector(showHelp:)
-                                                 name:@"show help ingame"
-                                               object:nil];
-    
-    // present the overlay
-    self.view.alpha = 0;
-    [UIView beginAnimations:@"showing overlay" context:NULL];
-    [UIView setAnimationDuration:2];
-    self.view.alpha = 1;
-    [UIView commitAnimations];
-}
-
--(void) viewDidUnload {
-    [[NSNotificationCenter defaultCenter] removeObserver:self];
-
-    [NSObject cancelPreviousPerformRequestsWithTarget:self
-                                             selector:@selector(unsetPreciseStatus)
-                                               object:nil];
-
-    // only objects initialized in viewDidLoad should be here
-    dimTimer = nil;
-    self.helpPage = nil;
-    [self dismissPopover];
-    self.popoverController = nil;
-    self.loadingIndicator = nil;
-    MSG_DIDUNLOAD();
-    [super viewDidUnload];
-}
-
--(void) didReceiveMemoryWarning {
-    if (self.popupMenu.view.superview == nil)
-        self.popupMenu = nil;
-    if (self.helpPage.view.superview == nil)
-        self.helpPage = nil;
-    if (self.loadingIndicator.superview == nil)
-        self.loadingIndicator = nil;
-    if (self.confirmButton.superview == nil)
-        self.confirmButton = nil;
-    if (self.grenadeTimeSegment.superview == nil)
-        self.grenadeTimeSegment = nil;
-    if (IS_IPAD())
-        if (((UIPopoverController *)self.popoverController).contentViewController.view.superview == nil)
-            self.popoverController = nil;
-
-    MSG_MEMCLEAN();
-    [super didReceiveMemoryWarning];
-}
-
--(void) dealloc {
-    releaseAndNil(popupMenu);
-    releaseAndNil(helpPage);
-    releaseAndNil(popoverController);
-    releaseAndNil(loadingIndicator);
-    releaseAndNil(confirmButton);
-    releaseAndNil(grenadeTimeSegment);
-    // dimTimer is autoreleased
-    [super dealloc];
-}
-
-#pragma mark -
-#pragma mark overlay appearance
-// nice transition for dimming, should be called only by the timer himself
--(void) dimOverlay {
-    if ([HWUtils isGameRunning]) {
-        [UIView beginAnimations:@"overlay dim" context:NULL];
-        [UIView setAnimationDuration:0.6];
-        self.view.alpha = 0.2;
-        [UIView commitAnimations];
-    }
-}
-
-// set the overlay visible and put off the timer for enough time
--(void) activateOverlay {
-    self.view.alpha = 1;
-    doNotDim();
-}
-
--(void) clearOverlay {
-    [UIView beginAnimations:@"remove button" context:NULL];
-    [UIView setAnimationDuration:ANIMATION_DURATION];
-    self.confirmButton.alpha = 0;
-    self.grenadeTimeSegment.alpha = 0;
-    [UIView commitAnimations];
-
-    if (self.confirmButton)
-        [self.confirmButton performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
-    if (self.grenadeTimeSegment)
-        [self.grenadeTimeSegment performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
-}
-
-#pragma mark -
-#pragma mark overlay user interaction
-// dim the overlay when there's no more input for a certain amount of time
--(IBAction) buttonReleased:(id) sender {
-    if ([HWUtils isGameRunning] == NO)
-        return;
-
-    UIButton *theButton = (UIButton *)sender;
-
-    switch (theButton.tag) {
-        case 0:
-        case 1:
-        case 2:
-        case 3:
-            [NSObject cancelPreviousPerformRequestsWithTarget:self
-                                                     selector:@selector(unsetPreciseStatus)
-                                                       object:nil];
-            HW_walkingKeysUp();
-            break;
-        case 4:
-        case 5:
-        case 6:
-            HW_otherKeysUp();
-            break;
-        default:
-            DLog(@"Nope");
-            break;
-    }
-
-    isAttacking = NO;
-    doDim();
-}
-
-// issue certain action based on the tag of the button
--(IBAction) buttonPressed:(id) sender {
-    [self activateOverlay];
-    
-    if ([HWUtils isGameRunning] == NO)
-        return;
-    
-    if (isPopoverVisible)
-        [self dismissPopover];
-    
-    UIButton *theButton = (UIButton *)sender;
-    switch (theButton.tag) {
-        case 0:
-            if (isAttacking == NO)
-                HW_walkLeft();
-            break;
-        case 1:
-            if (isAttacking == NO)
-                HW_walkRight();
-            break;
-        case 2:
-            [self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
-            HW_preciseSet(!HW_isWeaponRope());
-            HW_aimUp();
-            break;
-        case 3:
-            [self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
-            HW_preciseSet(!HW_isWeaponRope());
-            HW_aimDown();
-            break;
-        case 4:
-            HW_shoot();
-            isAttacking = YES;
-            break;
-        case 5:
-            HW_jump();
-            break;
-        case 6:
-            HW_backjump();
-            break;
-        case 10:
-            [[AudioManagerController mainManager] playClickSound];
-            HW_pause();
-            [self clearOverlay];
-            [self showPopover];
-            break;
-        case 11:
-            [[AudioManagerController mainManager] playClickSound];
-            [self clearOverlay];
-            HW_ammoMenu();
-            break;
-        default:
-            DLog(@"Nope");
-            break;
-    }
-}
-
--(void) unsetPreciseStatus {
-    HW_preciseSet(NO);
-}
-
--(void) sendHWClick {
-    [self clearOverlay];
-    HW_click();
-    doDim();
-}
-
--(void) setGrenadeTime:(id) sender {
-    UISegmentedControl *theSegment = (UISegmentedControl *)sender;
-    NSInteger timeIndex = theSegment.selectedSegmentIndex + 1;
-    if (HW_getGrenadeTime() != timeIndex)
-        HW_setGrenadeTime(timeIndex);
-}
-
-#pragma mark -
-#pragma mark in-game menu and help page
--(void) showHelp:(id) sender {
-    if (self.helpPage == nil) {
-        NSString *xibName = (IS_IPAD() ? @"HelpPageInGameViewController-iPad" : @"HelpPageInGameViewController-iPhone");
-        self.helpPage = [[HelpPageInGameViewController alloc] initWithNibName:xibName bundle:nil];
-    }
-    self.helpPage.view.alpha = 0;
-    [self.view addSubview:helpPage.view];
-    [UIView beginAnimations:@"helpingame" context:NULL];
-    self.helpPage.view.alpha = 1;
-    [UIView commitAnimations];
-    doNotDim();
-}
-
-// show up a popover containing a popupMenuViewController; we hook it with setPopoverContentSize
-// on iphone instead just use the tableViewController directly (and implement manually all animations)
--(IBAction) showPopover{
-    CGRect screen = [[UIScreen mainScreen] safeBounds];
-    isPopoverVisible = YES;
-
-    if (IS_IPAD()) {
-        if (self.popupMenu == nil)
-            self.popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStylePlain];
-        if (self.popoverController == nil) {
-            self.popoverController = [[UIPopoverController alloc] initWithContentViewController:self.popupMenu];
-            [self.popoverController setPopoverContentSize:CGSizeMake(220, 200) animated:YES];
-            [self.popoverController setPassthroughViews:[NSArray arrayWithObject:self.view]];
-        }
-
-        [self.popoverController presentPopoverFromRect:CGRectMake(screen.size.width / 2, screen.size.height / 2, 1, 1)
-                                           inView:self.view
-                         permittedArrowDirections:UIPopoverArrowDirectionAny
-                                         animated:YES];
-    } else {
-        if (self.popupMenu == nil)
-            self.popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStyleGrouped];
-
-        [self.view addSubview:popupMenu.view];
-        [self.popupMenu present];
-    }
-    self.popupMenu.tableView.scrollEnabled = NO;
-}
-
-// on ipad just dismiss it, on iphone transtion to the right
--(void) dismissPopover {
-    if (YES == isPopoverVisible) {
-        isPopoverVisible = NO;
-        if (HW_isPaused())
-            HW_pauseToggle();
-
-        [self.popupMenu dismiss];
-        if (IS_IPAD())
-            [self.popoverController dismissPopoverAnimated:YES];
-
-        [self buttonReleased:nil];
-    }
-}
-
-#pragma mark -
-#pragma mark Custom touch event handling
--(BOOL) shouldIgnoreTouch:(NSSet *)allTouches {
-    if ([HWUtils isGameRunning] == NO)
-        return YES;
-
-    // ignore activity near the dpad and buttons
-    CGPoint touchPoint = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
-    CGSize screen = [[UIScreen mainScreen] safeBounds].size;
-
-    if ((touchPoint.x < 160 && touchPoint.y > screen.height - 155 ) ||
-        (touchPoint.x > screen.width - 135 && touchPoint.y > screen.height - 140))
-        return YES;
-    return NO;
-}
-
--(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
-    NSSet *allTouches = [event allTouches];
-    UITouch *first, *second;
-
-    if ([self shouldIgnoreTouch:allTouches] == YES)
-        return;
-
-    // hide in-game menu
-    if (isPopoverVisible)
-        [self dismissPopover];
-
-    // reset default dimming
-    doDim();
-
-    HW_setPianoSound([allTouches count]);
-
-    switch ([allTouches count]) {
-        case 1:
-            startingPoint = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
-            if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount])
-                HW_zoomReset();
-            break;
-        case 2:
-            if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount])
-                HW_screenshot();
-            else {
-                // pinching
-                first = [[allTouches allObjects] objectAtIndex:0];
-                second = [[allTouches allObjects] objectAtIndex:1];
-                initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
-            }
-            break;
-        default:
-            break;
-    }
-}
-
--(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
-    NSSet *allTouches = [event allTouches];
-    if ([self shouldIgnoreTouch:allTouches] == YES)
-        return;
-
-    CGRect screen = [[UIScreen mainScreen] safeBounds];
-    CGPoint currentPosition = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
-
-    switch ([allTouches count]) {
-        case 1:
-            // if we're in the menu we just click in the point
-            if (HW_isAmmoMenuOpen()) {
-                HW_setCursor(HWXZ(currentPosition.x),HWYZ(currentPosition.y));
-                // this click doesn't need any wrapping because the ammoMenu already limits the cursor
-                HW_click();
-            } else
-                // if weapon requires a further click, ask for tapping again
-                if (HW_isWeaponRequiringClick()) {
-                    // here don't have to wrap thanks to isCursorVisible magic
-                    HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
-
-                    // draw the button at the last touched point (which is the current position)
-                    if (self.confirmButton == nil) {
-                        UIButton *tapAgain = [UIButton buttonWithType:UIButtonTypeRoundedRect];
-                        [tapAgain addTarget:self action:@selector(sendHWClick) forControlEvents:UIControlEventTouchUpInside];
-                        [tapAgain setTitle:NSLocalizedString(@"Set!",@"on the overlay") forState:UIControlStateNormal];
-                        self.confirmButton = tapAgain;
-                    }
-                    self.confirmButton.alpha = 0;
-                    self.confirmButton.frame = CGRectMake(currentPosition.x - 75, currentPosition.y + 25, 150, 40);
-                    [self.view addSubview:self.confirmButton];
-
-                    // animation ftw!
-                    [UIView beginAnimations:@"inserting button" context:NULL];
-                    [UIView setAnimationDuration:ANIMATION_DURATION];
-                    self.confirmButton.alpha = 1;
-                    [UIView commitAnimations];
-
-                    // keep the overlay active, or the button will fade
-                    [self activateOverlay];
-                    doNotDim();
-                } else
-                    if (HW_isWeaponTimerable()) {
-                        if (self.grenadeTimeSegment.superview != nil) {
-                            [UIView beginAnimations:@"removing segmented control" context:NULL];
-                            [UIView setAnimationDuration:ANIMATION_DURATION];
-                            self.grenadeTimeSegment.alpha = 0;
-                            [UIView commitAnimations];
-
-                            [self.grenadeTimeSegment performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
-                        } else {
-                            if (self.grenadeTimeSegment == nil) {
-                                NSArray *items = [[NSArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",nil];
-                                UISegmentedControl *grenadeSegment = [[UISegmentedControl alloc] initWithItems:items];
-                                [items release];
-                                [grenadeSegment addTarget:self action:@selector(setGrenadeTime:) forControlEvents:UIControlEventValueChanged];
-                                self.grenadeTimeSegment = grenadeSegment;
-                                [grenadeSegment release];
-                            }
-                            self.grenadeTimeSegment.frame = CGRectMake(screen.size.width / 2 - 125, screen.size.height, 250, 50);
-                            self.grenadeTimeSegment.selectedSegmentIndex = HW_getGrenadeTime() - 1;
-                            self.grenadeTimeSegment.alpha = 1;
-                            self.grenadeTimeSegment.autoresizingMask = UIViewAutoresizingFlexibleLeftMargin |
-                                                                       UIViewAutoresizingFlexibleRightMargin |
-                                                                       UIViewAutoresizingFlexibleTopMargin;
-                            [self.view addSubview:self.grenadeTimeSegment];
-
-                            [UIView beginAnimations:@"inserting segmented control" context:NULL];
-                            [UIView setAnimationDuration:ANIMATION_DURATION];
-                            [UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
-                            self.grenadeTimeSegment.frame = CGRectMake(screen.size.width / 2 - 125, screen.size.height - 100, 250, 50);
-                            [UIView commitAnimations];
-
-                            [self activateOverlay];
-                            doNotDim();
-                        }
-                    } else
-                        if (HW_isWeaponSwitch())
-                            HW_tab();
-            break;
-        case 2:
-            HW_allKeysUp();
-            break;
-        default:
-            break;
-    }
-
-    initialDistanceForPinching = 0;
-}
-
--(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
-    [self touchesEnded:touches withEvent:event];
-}
-
--(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
-    NSSet *allTouches = [event allTouches];
-    if ([self shouldIgnoreTouch:allTouches] == YES)
-        return;
-
-    CGRect screen = [[UIScreen mainScreen] safeBounds];
-    int x, y, dx, dy;
-    UITouch *touch, *first, *second;
-
-    switch ([allTouches count]) {
-        case 1:
-            touch = [[allTouches allObjects] objectAtIndex:0];
-            CGPoint currentPosition = [touch locationInView:self.view];
-
-            if (HW_isAmmoMenuOpen()) {
-                // no zoom consideration for this
-                HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y));
-            } else
-                if (HW_isWeaponRequiringClick()) {
-                    // moves the cursor around wrt zoom
-                    HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
-                } else {
-                    // panning \o/
-                    dx = startingPoint.x - currentPosition.x;
-                    dy = currentPosition.y - startingPoint.y;
-                    HW_getCursor(&x, &y);
-                    // momentum (or something like that)
-                    /*if (abs(dx) > 40)
-                        dx *= log(abs(dx)/4);
-                    if (abs(dy) > 40)
-                        dy *= log(abs(dy)/4);*/
-                    HW_setCursor(x + dx/HW_zoomFactor(), y + dy/HW_zoomFactor());
-                    startingPoint = currentPosition;
-                }
-            break;
-        case 2:
-            first = [[allTouches allObjects] objectAtIndex:0];
-            second = [[allTouches allObjects] objectAtIndex:1];
-            CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
-            const int pinchDelta = 40;
-
-            if (0 != initialDistanceForPinching) {
-                if (currentDistanceOfPinching - initialDistanceForPinching > pinchDelta) {
-                    HW_zoomIn();
-                    initialDistanceForPinching = currentDistanceOfPinching;
-                }
-                else if (initialDistanceForPinching - currentDistanceOfPinching > pinchDelta) {
-                    HW_zoomOut();
-                    initialDistanceForPinching = currentDistanceOfPinching;
-                }
-            } else
-                initialDistanceForPinching = currentDistanceOfPinching;
-            break;
-        default:
-            break;
-    }
-}
-
-@end