/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2011 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.
*
* File created on 18/04/2011.
*/
#import "GameInterfaceBridge.h"
#import "ServerSetup.h"
#import "EngineProtocolNetwork.h"
#import "OverlayViewController.h"
#import "StatsPageViewController.h"
#import "AudioManagerController.h"
#import "ObjcExports.h"
@implementation GameInterfaceBridge
@synthesize parentController, savePath, overlayController, engineProtocol, ipcPort, gameType;
-(id) initWithController:(id) viewController {
if (self = [super init]) {
self.ipcPort = [ServerSetup randomPort];
self.gameType = gtNone;
self.savePath = nil;
self.parentController = (UIViewController *)viewController;
self.engineProtocol = [[EngineProtocolNetwork alloc] initOnPort:self.ipcPort];
self.engineProtocol.delegate = self;
self.overlayController = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil];
}
return self;
}
-(void) dealloc {
releaseAndNil(engineProtocol);
releaseAndNil(savePath);
releaseAndNil(overlayController);
[super dealloc];
}
#pragma mark -
// overlay with controls, become visible later, with a transparency effect since the sdlwindow is not yet created
-(void) displayOverlayLater:(id) object {
// in order to get rotation events we have to insert the view inside the first view of the second window
// when multihead we have to make sure that overlay is displayed in the touch-enabled window
UIView *injected = (IS_DUALHEAD() ? self.parentController.view : UIVIEW_HW_SDLVIEW);
[injected addSubview:self.overlayController.view];
}
// main routine for calling the actual game engine
-(void) engineLaunch {
const char *gameArgs[11];
NSInteger width, height;
NSString *ipcString = [[NSString alloc] initWithFormat:@"%d", self.ipcPort];
NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt", [[NSLocale currentLocale] objectForKey:NSLocaleLanguageCode]];
NSUserDefaults *settings = [NSUserDefaults standardUserDefaults];
if (IS_DUALHEAD()) {
CGRect screenBounds = [[[UIScreen screens] objectAtIndex:1] bounds];
width = (int) screenBounds.size.width;
height = (int) screenBounds.size.height;
} else {
CGRect screenBounds = [[UIScreen mainScreen] bounds];
width = (int) screenBounds.size.height;
height = (int) screenBounds.size.width;
}
NSString *horizontalSize = [[NSString alloc] initWithFormat:@"%d", width * (int)[[UIScreen mainScreen] scale]];
NSString *verticalSize = [[NSString alloc] initWithFormat:@"%d", height * (int)[[UIScreen mainScreen] scale]];
NSString *rotation = [[NSString alloc] initWithString:@"0"];
NSString *modelId = [HWUtils modelType];
NSInteger tmpQuality;
if ([modelId hasPrefix:@"iPhone1"] || [modelId hasPrefix:@"iPod1,1"] || [modelId hasPrefix:@"iPod2,1"]) // = iPhone and iPhone 3G or iPod Touch or iPod Touch 2G
tmpQuality = 0x00000001 | 0x00000002 | 0x00000008 | 0x00000040; // rqLowRes | rqBlurryLand | rqSimpleRope | rqKillFlakes
else if ([modelId hasPrefix:@"iPhone2"] || [modelId hasPrefix:@"iPod3"]) // = iPhone 3GS or iPod Touch 3G
tmpQuality = 0x00000002 | 0x00000040; // rqBlurryLand | rqKillFlakes
else if ([modelId hasPrefix:@"iPad1"] || [modelId hasPrefix:@"iPod4"]) // = iPad 1G or iPod Touch 4G
tmpQuality = 0x00000002; // rqBlurryLand
else // = everything else
tmpQuality = 0; // full quality
// disable tooltips on iPhone
if (IS_IPAD() == NO)
tmpQuality = tmpQuality | 0x00000400;
// prevents using an empty nickname
NSString *username = [settings objectForKey:@"username"];
if ([username length] == 0)
username = [NSString stringWithFormat:@"MobileUser-%@",ipcString];
gameArgs[ 0] = [ipcString UTF8String]; //ipcPort
gameArgs[ 1] = [horizontalSize UTF8String]; //cScreenWidth
gameArgs[ 2] = [verticalSize UTF8String]; //cScreenHeight
gameArgs[ 3] = [[NSString stringWithFormat:@"%d",tmpQuality] UTF8String]; //quality
gameArgs[ 4] = "en.txt";//[localeString UTF8String]; //cLocaleFName
gameArgs[ 5] = [username UTF8String]; //UserNick
gameArgs[ 6] = [[[settings objectForKey:@"sound"] stringValue] UTF8String]; //isSoundEnabled
gameArgs[ 7] = [[[settings objectForKey:@"music"] stringValue] UTF8String]; //isMusicEnabled
gameArgs[ 8] = [[[settings objectForKey:@"alternate"] stringValue] UTF8String]; //cAltDamage
gameArgs[ 9] = [rotation UTF8String]; //rotateQt
gameArgs[10] = (self.gameType == gtSave) ? [self.savePath UTF8String] : NULL; //recordFileName
[verticalSize release];
[horizontalSize release];
[rotation release];
[localeString release];
[ipcString release];
[ObjcExports initialize];
// this is the pascal fuction that starts the game, wrapped around isInGame
[HedgewarsAppDelegate sharedAppDelegate].isInGame = YES;
Game(gameArgs);
[HedgewarsAppDelegate sharedAppDelegate].isInGame = NO;
}
// prepares the controllers for hosting a game
-(void) prepareEngineLaunch {
// we add a black view hiding the background
CGRect theFrame = CGRectMake(0, 0, self.parentController.view.frame.size.height, self.parentController.view.frame.size.width);
UIView *blackView = [[UIView alloc] initWithFrame:theFrame];
[self.parentController.view addSubview:blackView];
blackView.opaque = YES;
blackView.backgroundColor = [UIColor blackColor];
blackView.alpha = 0;
// when dual screen we apply a little transition
if (IS_DUALHEAD()) {
[UIView beginAnimations:@"fade out" context:NULL];
[UIView setAnimationDuration:1];
blackView.alpha = 1;
[UIView commitAnimations];
} else
blackView.alpha = 1;
// prepare options for overlay and add it to the future sdl uiwindow
[self performSelector:@selector(displayOverlayLater:) withObject:nil afterDelay:3];
// keep track of uncompleted games
NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
[userDefaults setObject:self.savePath forKey:@"savedGamePath"];
[userDefaults synchronize];
[AudioManagerController pauseBackgroundMusic];
// SYSTEMS ARE GO!!
[self engineLaunch];
// remove completed games notification
[userDefaults setObject:@"" forKey:@"savedGamePath"];
[userDefaults synchronize];
// now we can remove the cover with a transition
blackView.frame = theFrame;
blackView.alpha = 1;
[UIView beginAnimations:@"fade in" context:NULL];
[UIView setAnimationDuration:1];
blackView.alpha = 0;
[UIView commitAnimations];
[blackView performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1];
[blackView release];
// the overlay is not needed any more and can be removed
[self.overlayController removeOverlay];
// warn our host that it's going to be visible again
[self.parentController viewWillAppear:YES];
[AudioManagerController playBackgroundMusic];
}
// set up variables for a local game
-(void) startLocalGame:(NSDictionary *)withOptions {
self.gameType = gtLocal;
NSDateFormatter *outputFormatter = [[NSDateFormatter alloc] init];
[outputFormatter setDateFormat:@"yyyy-MM-dd '@' HH.mm"];
NSString *path = [[NSString alloc] initWithFormat:@"%@%@.hws",SAVES_DIRECTORY(),[outputFormatter stringFromDate:[NSDate date]]];
[outputFormatter release];
self.savePath = path;
[path release];
// in the rare case in which a savefile with the same name exists the older one must be removed (or it gets corrupted)
if ([[NSFileManager defaultManager] fileExistsAtPath:self.savePath])
[[NSFileManager defaultManager] removeItemAtPath:self.savePath error:nil];
[self.engineProtocol spawnThread:self.savePath withOptions:withOptions];
[self prepareEngineLaunch];
}
// set up variables for a save game
-(void) startSaveGame:(NSString *)atPath {
self.gameType = gtSave;
self.savePath = atPath;
[self.engineProtocol spawnThread:self.savePath];
[self prepareEngineLaunch];
}
-(void) startMissionGame:(NSString *)withScript {
self.gameType = gtMission;
self.savePath = nil;
NSString *missionPath = [[NSString alloc] initWithFormat:@"escript Missions/Training/%@.lua",withScript];
NSDictionary *config = [NSDictionary dictionaryWithObject:missionPath forKey:@"mission_command"];
[missionPath release];
[self.engineProtocol spawnThread:nil withOptions:config];
[self prepareEngineLaunch];
}
-(void) gameHasEndedWithStats:(NSArray *)stats {
// wrap this around a retain/realse to prevent being deallocated too soon
[self retain];
// display stats page if there is something to display
if (stats != nil) {
StatsPageViewController *statsPage = [[StatsPageViewController alloc] initWithStyle:UITableViewStyleGrouped];
statsPage.statsArray = stats;
statsPage.modalTransitionStyle = UIModalTransitionStyleCoverVertical;
if ([statsPage respondsToSelector:@selector(setModalPresentationStyle:)])
statsPage.modalPresentationStyle = UIModalPresentationPageSheet;
[self.parentController presentModalViewController:statsPage animated:YES];
[statsPage release];
}
// can remove the savefile if the replay has ended
if (self.gameType == gtSave)
[[NSFileManager defaultManager] removeItemAtPath:self.savePath error:nil];
[self release];
}
@end