author | koda |
Mon, 19 Sep 2011 19:12:19 +0200 | |
branch | 0.9.16 |
changeset 5963 | c24fdd9a0458 |
parent 5711 | cba92708277b |
child 6019 | 8843ea756cfc |
permissions | -rw-r--r-- |
3829 | 1 |
/* |
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* Hedgewars-iOS, a Hedgewars port for iOS devices |
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* Copyright (c) 2009-2011 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 25/03/2010. |
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*/ |
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making chat work... (keyboard support is heavily broken in sdl upstream)
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#import "InGameMenuViewController.h" |
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#import "PascalImports.h" |
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#import "CommodityFunctions.h" |
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#import "SDL_sysvideo.h" |
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iPad Video Out support (+less warnings +code update for latest SDL)
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#import "SDL_uikitkeyboard.h" |
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#import "OpenGLES/ES1/gl.h" |
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#define VIEW_HEIGHT 200 |
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@implementation InGameMenuViewController |
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@synthesize menuList; |
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-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation { |
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return rotationManager(interfaceOrientation); |
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} |
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-(void) didReceiveMemoryWarning { |
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self.menuList = nil; |
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[super didReceiveMemoryWarning]; |
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} |
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-(void) viewDidLoad { |
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NSArray *array = [[NSArray alloc] initWithObjects: |
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NSLocalizedString(@"Show Help", @""), |
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reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
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NSLocalizedString(@"Tag", @""), |
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// NSLocalizedString(@"Snapshot",@""), |
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NSLocalizedString(@"End Game", @""), |
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nil]; |
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self.menuList = array; |
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[array release]; |
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[super viewDidLoad]; |
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use dynamic data from engine instead of using hardcoded values
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} |
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-(void) viewDidUnload { |
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self.menuList = nil; |
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a44406f4369b
polish polish polish polish (also: panning horizontal fix, panning momentum, settings page reworked yet again, memory leaks, crashes, segfaults)
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MSG_DIDUNLOAD(); |
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[super viewDidUnload]; |
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} |
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-(void) dealloc { |
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releaseAndNil(menuList); |
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[super dealloc]; |
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} |
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#pragma mark - |
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#pragma mark animating |
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-(void) present { |
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CGRect screen = [[UIScreen mainScreen] bounds]; |
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self.view.backgroundColor = [UIColor clearColor]; |
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self.view.frame = CGRectMake(screen.size.height, 0, 200, VIEW_HEIGHT); |
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[UIView beginAnimations:@"showing popover" context:NULL]; |
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[UIView setAnimationDuration:0.35]; |
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self.view.frame = CGRectMake(screen.size.height-200, 0, 200, VIEW_HEIGHT); |
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[UIView commitAnimations]; |
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} |
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-(void) dismiss { |
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if (IS_IPAD() == NO) { |
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CGRect screen = [[UIScreen mainScreen] bounds]; |
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[UIView beginAnimations:@"hiding popover" context:NULL]; |
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[UIView setAnimationDuration:0.35]; |
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self.view.frame = CGRectMake(screen.size.height, 0, 200, VIEW_HEIGHT); |
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[UIView commitAnimations]; |
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[self.view performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:0.35]; |
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} |
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SDL_iPhoneKeyboardHide((SDL_Window *)HW_getSDLWindow()); |
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if (shouldTakeScreenshot) { |
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UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Please wait" |
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message:nil |
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delegate:nil |
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cancelButtonTitle:nil |
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otherButtonTitles:nil]; |
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[alert show]; |
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UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc] |
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initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge]; |
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indicator.center = CGPointMake(alert.bounds.size.width / 2, alert.bounds.size.height - 45); |
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[indicator startAnimating]; |
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[alert addSubview:indicator]; |
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[indicator release]; |
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// all these hacks because of the PAUSE caption on top of everything... |
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[self performSelector:@selector(saveCurrentScreenToPhotoAlbum:) withObject:alert afterDelay:0.3]; |
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} |
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shouldTakeScreenshot = NO; |
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} |
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#pragma mark - |
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#pragma mark tableView methods |
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-(NSInteger) numberOfSectionsInTableView:(UITableView *)tableView { |
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return 1; |
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} |
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-(NSInteger) tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { |
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return 3; |
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// return 4; |
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} |
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-(UITableViewCell *)tableView:(UITableView *)aTableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { |
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static NSString *cellIdentifier = @"CellIdentifier"; |
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UITableViewCell *cell = [aTableView dequeueReusableCellWithIdentifier:cellIdentifier]; |
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if (nil == cell) { |
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cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault |
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reuseIdentifier:cellIdentifier] autorelease]; |
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} |
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cell.textLabel.text = [self.menuList objectAtIndex:[indexPath row]]; |
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if (IS_IPAD()) |
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cell.textLabel.textAlignment = UITextAlignmentCenter; |
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return cell; |
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} |
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-(void) tableView:(UITableView *)aTableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { |
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UIActionSheet *actionSheet; |
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UIAlertView *alert; |
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switch ([indexPath row]) { |
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case 0: |
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[[NSNotificationCenter defaultCenter] postNotificationName:@"show help ingame" object:nil]; |
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break; |
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case 1: |
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HW_chat(); |
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SDL_iPhoneKeyboardShow((SDL_Window *)HW_getSDLWindow()); |
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break; |
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case 2: |
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/* |
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alert = [[UIAlertView alloc] initWithTitle:NSLocalizedString(@"Going to take a screenshot",@"") |
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message:NSLocalizedString(@"The game snapshot will be placed in your Photo Album and it will be taken as soon as the pause menu is dismissed",@"") |
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delegate:nil |
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cancelButtonTitle:NSLocalizedString(@"Ok, got it",@"") |
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otherButtonTitles:nil]; |
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[alert show]; |
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[alert release]; |
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shouldTakeScreenshot = YES; |
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break; |
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case 3: |
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*/ |
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actionSheet = [[UIActionSheet alloc] initWithTitle:NSLocalizedString(@"Are you reeeeeally sure?", @"") |
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delegate:self |
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cancelButtonTitle:NSLocalizedString(@"Well, maybe not...", @"") |
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destructiveButtonTitle:NSLocalizedString(@"Of course!", @"") |
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otherButtonTitles:nil]; |
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FREE AT LAST!!! SDL came around a (mostly) sane way for implementing rotation events, so we can scrap all the workaround code that has been added to workaround it!! Also this allows us to use proper (internal) multitasking handling and can simplify optional settings and other yet unexplored features. Yay!
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[actionSheet showInView:(IS_IPAD() ? self.view : UIVIEW_HW_SDLVIEW)]; |
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[actionSheet release]; |
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break; |
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default: |
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DLog(@"Warning: unset case value in section!"); |
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break; |
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} |
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[aTableView deselectRowAtIndexPath:indexPath animated:YES]; |
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} |
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#pragma mark - |
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#pragma mark actionSheet methods |
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-(void) actionSheet:(UIActionSheet *)actionSheet didDismissWithButtonIndex:(NSInteger) buttonIndex { |
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if ([actionSheet cancelButtonIndex] != buttonIndex) { |
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SDL_iPhoneKeyboardHide((SDL_Window *)HW_getSDLWindow()); |
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(ios) perform a small change about how to close the game window, should hopefully save memory and avoid crashes (who am i kidding? that's the usual PR talk...)
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HW_terminate(NO); |
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} |
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} |
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99083392cd4f
FREE AT LAST!!! SDL came around a (mostly) sane way for implementing rotation events, so we can scrap all the workaround code that has been added to workaround it!! Also this allows us to use proper (internal) multitasking handling and can simplify optional settings and other yet unexplored features. Yay!
koda
parents:
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//TODO: check this is still needed since we switched to SDL_GL_CreateContext() |
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#pragma mark - |
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#pragma mark save screenshot |
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//by http://www.bit-101.com/blog/?p=1861 |
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// callback for CGDataProviderCreateWithData |
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void releaseData(void *info, const void *data, size_t dataSize) { |
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DLog(@"freeing raw data\n"); |
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free((void *)data); |
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} |
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// callback for UIImageWriteToSavedPhotosAlbum |
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-(void) image:(UIImage *)image didFinishSavingWithError:(NSError *)error contextInfo:(void *)contextInfo { |
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DLog(@"Save finished\n"); |
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[image release]; |
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UIAlertView *alert = (UIAlertView *)contextInfo; |
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[alert dismissWithClickedButtonIndex:0 animated:YES]; |
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[alert release]; |
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} |
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// the resolution of the buffer is always equal to the hardware device even if scaled |
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-(void) saveCurrentScreenToPhotoAlbum:(UIAlertView *)alert { |
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CGRect screenRect = [[UIScreen mainScreen] bounds]; |
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int width = screenRect.size.width; |
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int height = screenRect.size.height; |
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NSInteger size = width * height * 4; |
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GLubyte *buffer = (GLubyte *) malloc(size * sizeof(GLubyte)); |
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GLubyte *buffer_flipped = (GLubyte *) malloc(size * sizeof(GLubyte)); |
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glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer); |
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screenshot binding for library (on ios it just plays the sound)
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HW_screenshot(); |
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// flip the data as glReadPixels here reads upside down |
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for(int y = 0; y <height; y++) |
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for(int x = 0; x <width * 4; x++) |
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buffer_flipped[(int)((height - 1 - y) * width * 4 + x)] = buffer[(int)(y * 4 * width + x)]; |
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free(buffer); |
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CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer_flipped, size, releaseData); |
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CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB(); |
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CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault; |
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CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault; |
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CGImageRef imageRef = CGImageCreate(width, height, 8, 32, 4 * width, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent); |
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CGColorSpaceRelease(colorSpaceRef); |
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CGDataProviderRelease(provider); |
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UIImage *image; |
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if ([UIImage respondsToSelector:@selector(imageWithCGImage:scale:orientation:)]) |
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image = [[UIImage alloc] initWithCGImage:imageRef scale:1 orientation:UIImageOrientationRight]; |
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else |
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image = [[UIImage alloc] initWithCGImage:imageRef]; |
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CGImageRelease(imageRef); |
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// add callback for cleaning memory and removing alert |
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ios: caught some leaks, merged two methods inside a fuction, postponed the rating popup
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UIImageWriteToSavedPhotosAlbum(image, self, @selector(image:didFinishSavingWithError:contextInfo:), (void *)alert); |
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} |
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@end |