initial refactoring for interfacing the game engine from the ios frontend (game doesn't run yet)
/*
* 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 26/09/2010.
*/
#import "MapPreviewButtonView.h"
#import "MapConfigViewController.h"
#import "UIImageExtra.h"
#import <pthread.h>
#define INDICATOR_TAG 7654
@implementation MapPreviewButtonView
@synthesize delegate;
-(id) initWithFrame:(CGRect)frame {
if ((self = [super initWithFrame:frame])) {
delegate = nil;
[self setBackgroundImageRounded:[UIImage whiteImage:frame.size] forState:UIControlStateNormal];
}
return self;
}
-(id) initWithCoder:(NSCoder *)aDecoder {
if ((self = [super initWithCoder:aDecoder])) {
delegate = nil;
[self setBackgroundImageRounded:[UIImage whiteImage:self.frame.size] forState:UIControlStateNormal];
}
return self;
}
-(void) dealloc {
self.delegate = nil;
[super dealloc];
}
#pragma mark -
#pragma mark image wrappers
-(void) setBackgroundImageRounded:(UIImage *)image forState:(UIControlState)state {
// TODO:http://stackoverflow.com/questions/4272476/setbackgroundimage-behaviour-changed-on-ipad-4-2
[self setBackgroundImage:[image makeRoundCornersOfSize:CGSizeMake(12, 12)] forState:state];
}
-(void) setImageRounded:(UIImage *)image forState:(UIControlState)state {
[self setImage:[image makeRoundCornersOfSize:CGSizeMake(12, 12)] forState:state];
}
-(void) setImageRoundedForNormalState:(UIImage *)image {
[self setImageRounded:image forState:UIControlStateNormal];
}
#pragma mark -
#pragma mark preview
-(int) sendToEngine:(NSString *)string {
unsigned char length = [string length];
SDLNet_TCP_Send(csd, &length, 1);
return SDLNet_TCP_Send(csd, [string UTF8String], length);
}
-(const uint8_t *)engineProtocol {
IPaddress ip;
BOOL serverQuit = NO;
static uint8_t map[128*32];
int port = randomPort();
if (SDLNet_Init() < 0) {
DLog(@"SDLNet_Init: %s", SDLNet_GetError());
serverQuit = YES;
}
// Resolving the host using NULL make network interface to listen
if (SDLNet_ResolveHost(&ip, NULL, port) < 0) {
DLog(@"SDLNet_ResolveHost: %s\n", SDLNet_GetError());
serverQuit = YES;
}
// Open a connection with the IP provided (listen on the host's port)
if (!(sd = SDLNet_TCP_Open(&ip))) {
DLog(@"SDLNet_TCP_Open: %s %\n", SDLNet_GetError(), port);
serverQuit = YES;
}
// launch the preview here so that we're sure the tcp channel is open
pthread_t thread_id;
pthread_create(&thread_id, NULL, (void *)GenLandPreview, (void *)port);
pthread_detach(thread_id);
DLog(@"Waiting for a client on port %d", port);
while (!serverQuit) {
/* This check the sd if there is a pending connection.
* If there is one, accept that, and open a new socket for communicating */
csd = SDLNet_TCP_Accept(sd);
if (NULL != csd) {
DLog(@"Client found");
NSDictionary *dictForEngine = [self getDataForEngine];
[self sendToEngine:[dictForEngine objectForKey:@"seedCommand"]];
[self sendToEngine:[dictForEngine objectForKey:@"templateFilterCommand"]];
[self sendToEngine:[dictForEngine objectForKey:@"mapGenCommand"]];
[self sendToEngine:[dictForEngine objectForKey:@"mazeSizeCommand"]];
[self sendToEngine:@"!"];
memset(map, 0, 128*32);
SDLNet_TCP_Recv(csd, map, 128*32);
SDLNet_TCP_Recv(csd, &maxHogs, sizeof(uint8_t));
SDLNet_TCP_Close(csd);
serverQuit = YES;
}
}
SDLNet_TCP_Close(sd);
SDLNet_Quit();
return map;
}
-(void) drawingThread {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
const uint8_t *map = [self engineProtocol];
uint8_t mapExp[128*32*8];
// draw the buffer (1 pixel per component, 0= transparent 1= color)
int k = 0;
for (int i = 0; i < 32*128; i++) {
unsigned char byte = map[i];
for (int j = 0; j < 8; j++) {
// select the color based on the leftmost bit
if ((byte & 0x80) != 0)
mapExp[k] = 100;
else
mapExp[k] = 255;
// shift to next bit
byte <<= 1;
k++;
}
}
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceGray();
CGContextRef bitmapImage = CGBitmapContextCreate(mapExp, 256, 128, 8, 256, colorspace, kCGImageAlphaNone);
CGColorSpaceRelease(colorspace);
CGImageRef previewCGImage = CGBitmapContextCreateImage(bitmapImage);
CGContextRelease(bitmapImage);
UIImage *previewImage = [[UIImage alloc] initWithCGImage:previewCGImage];
CGImageRelease(previewCGImage);
previewCGImage = nil;
// all these are performed on the main thread to prevent a leak
[self performSelectorOnMainThread:@selector(setImageRoundedForNormalState:)
withObject:previewImage
waitUntilDone:NO];
[previewImage release];
[self performSelectorOnMainThread:@selector(setLabelText:)
withObject:[NSString stringWithFormat:@"%d", maxHogs]
waitUntilDone:NO];
[self performSelectorOnMainThread:@selector(turnOnWidgets)
withObject:nil
waitUntilDone:NO];
[self performSelectorOnMainThread:@selector(removeIndicator)
withObject:nil
waitUntilDone:NO];
[pool release];
/*
// http://developer.apple.com/mac/library/qa/qa2001/qa1037.html
UIGraphicsBeginImageContext(CGSizeMake(256,128));
CGContextRef context = UIGraphicsGetCurrentContext();
UIGraphicsPushContext(context);
CGContextSetRGBFillColor(context, 0.5, 0.5, 0.7, 1.0);
CGContextFillRect(context,CGRectMake(xc,yc,1,1));
UIGraphicsPopContext();
UIImage *previewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
*/
}
-(void) updatePreviewWithSeed:(NSString *)seed {
// remove the current preview and title
[self setImage:nil forState:UIControlStateNormal];
[self setTitle:nil forState:UIControlStateNormal];
// don't display preview on slower device, too slow and memory hog
if (IS_NOT_POWERFUL()) {
[self setTitle:NSLocalizedString(@"Preview not available",@"") forState:UIControlStateNormal];
[self turnOnWidgets];
} else {
// add a very nice spinning wheel
UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc]
initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
indicator.center = CGPointMake(self.bounds.size.width / 2, self.bounds.size.height / 2);
indicator.tag = INDICATOR_TAG;
[indicator startAnimating];
[self addSubview:indicator];
[indicator release];
// let's draw in a separate thread so the gui can work; at the end it restore other widgets
[NSThread detachNewThreadSelector:@selector(drawingThread) toTarget:self withObject:nil];
}
}
-(void) updatePreviewWithFile:(NSString *)filePath {
UIImage *image = [[UIImage alloc] initWithContentsOfFile:filePath];
[self setImageRounded:image forState:UIControlStateNormal];
[image release];
}
-(void) removeIndicator {
UIActivityIndicatorView *indicator = (UIActivityIndicatorView *)[self viewWithTag:INDICATOR_TAG];
if (indicator) {
[indicator stopAnimating];
[indicator removeFromSuperview];
}
}
#pragma mark -
#pragma mark delegate
-(void) turnOnWidgets {
[self.delegate turnOnWidgets];
}
-(void) setLabelText:(NSString *)string {
[self.delegate setLabelText:string];
}
-(NSDictionary *)getDataForEngine {
return [self.delegate getDataForEngine];
}
@end