/*
* 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 16/03/2010.
*/
#import "OverlayViewController.h"
#import "InGameMenuViewController.h"
#import "HelpPageViewController.h"
#import "CGPointUtils.h"
#import "ObjcExports.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]
static OverlayViewController *mainOverlay;
@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;
mainOverlay = self;
}
return self;
}
+(OverlayViewController *)mainOverlay {
return mainOverlay;
}
-(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;
mainOverlay = 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) removeOverlay {
[self.popupMenu performSelectorOnMainThread:@selector(dismiss) withObject:nil waitUntilDone:YES];
[self.popoverController performSelectorOnMainThread:@selector(dismissPopoverAnimated:) withObject:nil waitUntilDone:YES];
[self.view performSelectorOnMainThread:@selector(removeFromSuperview) withObject:nil waitUntilDone:YES];
[self performSelectorOnMainThread:@selector(release) withObject:nil waitUntilDone:YES];
mainOverlay = nil;
}
#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 playClickSound];
HW_pause();
clearView();
[self showPopover];
break;
case 11:
[AudioManagerController playClickSound];
clearView();
HW_ammoMenu();
break;
default:
DLog(@"Nope");
break;
}
}
-(void) unsetPreciseStatus {
HW_preciseSet(NO);
}
-(void) sendHWClick {
HW_click();
clearView();
doDim();
}
-(void) setGrenadeTime:(id) sender {
UISegmentedControl *theSegment = (UISegmentedControl *)sender;
if ([ObjcExports grenadeTime] != theSegment.selectedSegmentIndex) {
HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1);
[ObjcExports setGrenadeTime:theSegment.selectedSegmentIndex];
}
}
#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 = [[HelpPageViewController 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] bounds];
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.height / 2, screen.size.width / 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] bounds].size;
if ((touchPoint.x < 160 && touchPoint.y > screen.width - 155 ) ||
(touchPoint.x > screen.height - 135 && touchPoint.y > screen.width - 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] bounds];
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.tag != 0) {
[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];
self.grenadeTimeSegment.tag = 0;
} 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.height / 2 - 125, screen.size.width, 250, 50);
self.grenadeTimeSegment.selectedSegmentIndex = [ObjcExports grenadeTime];
self.grenadeTimeSegment.alpha = 1;
[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.height / 2 - 125, screen.size.width - 100, 250, 50);
[UIView commitAnimations];
self.grenadeTimeSegment.tag++;
[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] bounds];
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