Engine:
* Added texture priorities to try to keep often used sprite textures as well as huge textures in video memory - this should improve performance on systems with low video memory
* Fixed portal gun's weapon offset
//
// GravesViewController.m
// HedgewarsMobile
//
// Created by Vittorio on 02/04/10.
// Copyright 2010 __MyCompanyName__. All rights reserved.
//
#import "GravesViewController.h"
#import "CommodityFunctions.h"
#import "UIImageExtra.h"
@implementation GravesViewController
@synthesize teamDictionary, graveArray, lastIndexPath;
-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
return rotationManager(interfaceOrientation);
}
#pragma mark -
#pragma mark View lifecycle
-(void) viewDidLoad {
[super viewDidLoad];
// load all the grave names and store them into graveArray
self.graveArray = [[NSFileManager defaultManager] contentsOfDirectoryAtPath:GRAVES_DIRECTORY() error:NULL];
}
-(void) viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
[self.tableView reloadData];
// this moves the tableview to the top
[self.tableView setContentOffset:CGPointMake(0,0) animated:NO];
}
#pragma mark -
#pragma mark Table view data source
-(NSInteger) numberOfSectionsInTableView:(UITableView *)tableView {
return 1;
}
-(NSInteger) tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
return [self.graveArray count];
}
// Customize the appearance of table view cells.
-(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *CellIdentifier = @"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil)
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease];
NSString *grave = [graveArray objectAtIndex:[indexPath row]];
cell.textLabel.text = [grave stringByDeletingPathExtension];
if ([grave isEqualToString:[teamDictionary objectForKey:@"grave"]]) {
cell.accessoryType = UITableViewCellAccessoryCheckmark;
self.lastIndexPath = indexPath;
} else {
cell.accessoryType = UITableViewCellAccessoryNone;
}
NSString *graveFilePath = [[NSString alloc] initWithFormat:@"%@/%@",GRAVES_DIRECTORY(),grave];
// because we also have multi frame graves, let's take the first one only
UIImage *graveSprite = [[UIImage alloc] initWithContentsOfFile:graveFilePath andCutAt:CGRectMake(0, 0, 32, 32)];
[graveFilePath release];
cell.imageView.image = graveSprite;
[graveSprite release];
return cell;
}
#pragma mark -
#pragma mark Table view delegate
-(void) tableView:(UITableView *)aTableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
int newRow = [indexPath row];
int oldRow = (lastIndexPath != nil) ? [lastIndexPath row] : -1;
if (newRow != oldRow) {
[teamDictionary setObject:[[graveArray objectAtIndex:newRow] stringByDeletingPathExtension] forKey:@"grave"];
// tell our boss to write this new stuff on disk
[[NSNotificationCenter defaultCenter] postNotificationName:@"setWriteNeedTeams" object:nil];
UITableViewCell *newCell = [aTableView cellForRowAtIndexPath:indexPath];
newCell.accessoryType = UITableViewCellAccessoryCheckmark;
UITableViewCell *oldCell = [aTableView cellForRowAtIndexPath:lastIndexPath];
oldCell.accessoryType = UITableViewCellAccessoryNone;
self.lastIndexPath = indexPath;
[aTableView selectRowAtIndexPath:indexPath animated:YES scrollPosition:UITableViewScrollPositionNone];
}
[aTableView deselectRowAtIndexPath:indexPath animated:YES];
[self.navigationController popViewControllerAnimated:YES];
}
#pragma mark -
#pragma mark Memory management
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Relinquish ownership any cached data, images, etc that aren't in use.
}
- (void)viewDidUnload {
self.lastIndexPath = nil;
self.teamDictionary = nil;
self.graveArray = nil;
[super viewDidUnload];
MSG_DIDUNLOAD();
}
- (void)dealloc {
[graveArray release];
[teamDictionary release];
[lastIndexPath release];
[super dealloc];
}
@end