restore displaying statistics at the end of a game and restore warning lower views that they are going to appear
/*
* 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 30/10/2010.
*/
#import "ObjcExports.h"
#import "OverlayViewController.h"
#import "AmmoMenuViewController.h"
//FIXME: add a proper #import when this is exposed in SDL
extern UIView *SDL_getUikitView(void *);
// cache the grenade time
static NSInteger grenadeTime;
// the reference to the newMenu instance
static OverlayViewController *overlay_instance;
@implementation ObjcExports
+(void) setGrenadeTime:(NSInteger) value {
grenadeTime = value;
}
+(NSInteger) grenadeTime {
return grenadeTime;
}
@end
#pragma mark -
#pragma mark functions called by pascal code
BOOL inline isApplePhone() {
return (IS_IPAD() == NO);
}
void startLoadingIndicator() {
// this is the first ojbc function called by engine, so we have to initialize some variables here
overlay_instance = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil];
// in order to get rotation events we have to insert the view inside the first view of the second window
//TODO: when multihead make sure that overlay is displayed in the touch-enabled window
[SDL_getUikitView(HW_getSDLWindow()) addSubview:overlay_instance.view];
grenadeTime = 2;
if ([HWUtils gameType] == gtSave) {
[[UIApplication sharedApplication] setIdleTimerDisabled:YES];
overlay_instance.view.backgroundColor = [UIColor blackColor];
overlay_instance.view.alpha = 0.75;
overlay_instance.view.userInteractionEnabled = NO;
}
CGPoint center = overlay_instance.view.center;
CGPoint loaderCenter = ((IS_DUALHEAD() || [HWUtils gameType] == gtSave) ? center : CGPointMake(center.x, center.y * 5/3));
overlay_instance.loadingIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
overlay_instance.loadingIndicator.hidesWhenStopped = YES;
overlay_instance.loadingIndicator.center = loaderCenter;
[overlay_instance.loadingIndicator startAnimating];
[overlay_instance.view addSubview:overlay_instance.loadingIndicator];
[overlay_instance.loadingIndicator release];
}
void stopLoadingIndicator() {
HW_zoomSet(1.7);
if ([HWUtils gameType] != gtSave) {
[overlay_instance.loadingIndicator stopAnimating];
[overlay_instance.loadingIndicator removeFromSuperview];
[HWUtils setGameStatus:gsInGame];
}
}
void saveFinishedSynching() {
[UIView beginAnimations:@"fading from save synch" context:NULL];
[UIView setAnimationDuration:1];
overlay_instance.view.backgroundColor = [UIColor clearColor];
overlay_instance.view.alpha = 1;
overlay_instance.view.userInteractionEnabled = YES;
[UIView commitAnimations];
[overlay_instance.loadingIndicator stopAnimating];
[overlay_instance.loadingIndicator performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1];
[[UIApplication sharedApplication] setIdleTimerDisabled:NO];
[HWUtils setGameStatus:gsInGame];
}
void clearView() {
// don't use any engine calls here as this function is called every time the ammomenu is opened
[UIView beginAnimations:@"remove button" context:NULL];
[UIView setAnimationDuration:ANIMATION_DURATION];
overlay_instance.confirmButton.alpha = 0;
overlay_instance.grenadeTimeSegment.alpha = 0;
[UIView commitAnimations];
if (overlay_instance.confirmButton)
[overlay_instance.confirmButton performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
if (overlay_instance.grenadeTimeSegment) {
[overlay_instance.grenadeTimeSegment performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
overlay_instance.grenadeTimeSegment.tag = 0;
}
grenadeTime = 2;
}
void updateVisualsNewTurn(void) {
[overlay_instance.amvc updateAmmoVisuals];
}
// dummy function to prevent linkage fail
int SDL_main(int argc, char **argv) {
return 0;
}