project_files/HedgewarsMobile/Classes/ObjcExports.m
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update weapons
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/*
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 * Hedgewars-iOS, a Hedgewars port for iOS devices
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 * Copyright (c) 2009-2010 Vittorio Giovara <vittorio.giovara@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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 *
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 * File created on 30/10/2010.
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 */
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#import "ObjcExports.h"
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#import "AmmoMenuViewController.h"
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#import "AudioToolbox/AudioToolbox.h"
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#pragma mark -
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#pragma mark internal variables
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// actual game started (controls should be enabled)
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BOOL gameRunning;
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// black screen present
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BOOL savedGame;
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// cache the grenade time
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NSInteger grenadeTime;
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// the reference to the newMenu instance
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AmmoMenuViewController *amvc_instance;
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// the audiosession must be initialized before using properties
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BOOL gAudioSessionInited = NO;
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#pragma mark -
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#pragma mark functions called like oop
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void objcExportsInit() {
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    gameRunning = NO;
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    savedGame = NO;
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    grenadeTime = 2;
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}
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BOOL inline isGameRunning() {
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    return gameRunning;
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}
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void inline setGameRunning(BOOL value) {
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    gameRunning = value;
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}
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NSInteger cachedGrenadeTime() {
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    return grenadeTime;
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}
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void inline setGrenadeTime(NSInteger value) {
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    grenadeTime = value;
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}
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void inline setAmmoMenuInstance(AmmoMenuViewController *instance) {
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    amvc_instance = instance;
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}
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#pragma mark -
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#pragma mark functions called by pascal code
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void startSpinning() {
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    gameRunning = NO;
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    UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow];
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    UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
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    indicator.tag = ACTIVITYINDICATOR_TAG;
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    int offset;
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    if ([[UIDevice currentDevice] orientation] == UIDeviceOrientationLandscapeLeft)
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        offset = -120;
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    else
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        offset = 120;
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    if (IS_DUALHEAD())
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        indicator.center = CGPointMake(theWindow.frame.size.width/2, theWindow.frame.size.height/2 + offset);
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    else
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        indicator.center = CGPointMake(theWindow.frame.size.width/2 + offset, theWindow.frame.size.height/2);
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    indicator.hidesWhenStopped = YES;
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    [indicator startAnimating];
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    [theWindow addSubview:indicator];
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    [indicator release];
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}
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void stopSpinning() {
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    UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow];
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    UIActivityIndicatorView *indicator = (UIActivityIndicatorView *)[theWindow viewWithTag:ACTIVITYINDICATOR_TAG];
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    [indicator stopAnimating];
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    HW_zoomSet(1.7);
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    if (savedGame == NO)
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        gameRunning = YES;
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}
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void clearView() {
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    // don't use any engine calls here as this function is called every time the ammomenu is opened
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    UIWindow *theWindow = (IS_DUALHEAD()) ? [SDLUIKitDelegate sharedAppDelegate].uiwindow : [[UIApplication sharedApplication] keyWindow];
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    UIButton *theButton = (UIButton *)[theWindow viewWithTag:CONFIRMATION_TAG];
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    UISegmentedControl *theSegment = (UISegmentedControl *)[theWindow viewWithTag:GRENADE_TAG];
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    [UIView beginAnimations:@"remove button" context:NULL];
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    [UIView setAnimationDuration:ANIMATION_DURATION];
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    theButton.alpha = 0;
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    theSegment.alpha = 0;
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    [UIView commitAnimations];
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    if (theButton)
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        [theWindow performSelector:@selector(removeFromSuperview) withObject:theButton afterDelay:ANIMATION_DURATION];
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    if (theSegment)
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        [theWindow performSelector:@selector(removeFromSuperview) withObject:theSegment afterDelay:ANIMATION_DURATION];
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    grenadeTime = 2;
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}
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void replayBegan() {
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    UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow];
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    UIView *blackView = [[UIView alloc] initWithFrame:theWindow.frame];
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    blackView.backgroundColor = [UIColor blackColor];
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    blackView.alpha = 0.6;
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    blackView.tag = REPLAYBLACKVIEW_TAG;
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    blackView.exclusiveTouch = NO;
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    blackView.multipleTouchEnabled = NO;
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    blackView.userInteractionEnabled = NO;
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    UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
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    indicator.center = theWindow.center;
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    [indicator startAnimating];
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    [blackView addSubview:indicator];
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    [indicator release];
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    [theWindow addSubview:blackView];
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    [blackView release];
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    savedGame = YES;
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    stopSpinning();
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}
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void replayFinished() {
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    UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow];
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    UIView *blackView = (UIView *)[theWindow viewWithTag:REPLAYBLACKVIEW_TAG];
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    [UIView beginAnimations:@"removing black" context:NULL];
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    [UIView setAnimationDuration:1];
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    blackView.alpha = 0;
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    [UIView commitAnimations];
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    [theWindow performSelector:@selector(removeFromSuperview) withObject:blackView afterDelay:1];
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    gameRunning = YES;
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    savedGame = NO;
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}
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void updateVisualsNewTurn(void) {
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    DLog(@"updating visuals");
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    [amvc_instance updateAmmoVisuals];
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}
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/*
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// http://stackoverflow.com/questions/287543/how-to-programatically-sense-the-iphone-mute-switch
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BOOL isAppleDeviceMuted(void) {
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    if (!gAudioSessionInited) {
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        AudioSessionInterruptionListener inInterruptionListener = NULL;
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        OSStatus error;
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        if ((error = AudioSessionInitialize(NULL, NULL, inInterruptionListener, NULL)))
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            DLog(@"*** Error *** error in AudioSessionInitialize: %d", error);
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        else
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            gAudioSessionInited = YES;
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    }
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    UInt32 propertySize = sizeof(CFStringRef);
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    BOOL muteResult = NO;
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    // this checks if there is volume
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    Float32 volume;
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    OSStatus n = AudioSessionGetProperty(kAudioSessionProperty_CurrentHardwareOutputVolume, &propertySize, &volume);
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    if (n != 0)
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        DLog( @"AudioSessionGetProperty 'volume': %d", n );
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    BOOL volumeResult = (volume == 0.0f);
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    // this checks if the device is muted
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    CFStringRef state;
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    n = AudioSessionGetProperty(kAudioSessionProperty_AudioRoute, &propertySize, &state);
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    if (n != 0)
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        DLog( @"AudioSessionGetProperty 'audioRoute': %d", n );
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    else {
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        NSString *result = (NSString *)state;
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        muteResult = ([result length] == 0);
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        releaseAndNil(result);
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    }
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    return volumeResult || muteResult;
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}
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*/