author | koda |
Sun, 17 Apr 2011 22:38:24 +0200 | |
changeset 5155 | f2165724605c |
parent 5154 | 851f36579ed4 |
child 5156 | 641abe679bf0 |
permissions | -rw-r--r-- |
3829 | 1 |
/* |
2 |
* Hedgewars-iOS, a Hedgewars port for iOS devices |
|
4976 | 3 |
* Copyright (c) 2009-2011 Vittorio Giovara <vittorio.giovara@gmail.com> |
3829 | 4 |
* |
5 |
* 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 |
|
7 |
* 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 |
|
12 |
* 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 |
|
16 |
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. |
|
17 |
* |
|
18 |
* File created on 16/03/2010. |
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19 |
*/ |
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20 |
||
3547 | 21 |
|
22 |
#import "OverlayViewController.h" |
|
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23 |
#import "InGameMenuViewController.h" |
3792 | 24 |
#import "HelpPageViewController.h" |
3924 | 25 |
#import "AmmoMenuViewController.h" |
3547 | 26 |
#import "PascalImports.h" |
3791
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27 |
#import "CommodityFunctions.h" |
3547 | 28 |
#import "CGPointUtils.h" |
3791
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|
29 |
#import "SDL_config_iphoneos.h" |
3547 | 30 |
#import "SDL_mouse.h" |
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31 |
#import "ObjcExports.h" |
3547 | 32 |
|
33 |
#define HIDING_TIME_DEFAULT [NSDate dateWithTimeIntervalSinceNow:2.7] |
|
34 |
#define HIDING_TIME_NEVER [NSDate dateWithTimeIntervalSinceNow:10000] |
|
3941 | 35 |
#define doDim() [dimTimer setFireDate: (IS_DUALHEAD()) ? HIDING_TIME_NEVER : HIDING_TIME_DEFAULT] |
3646
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don't make the confirmation button disappear, present an alert if game doesn't start
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|
36 |
#define doNotDim() [dimTimer setFireDate:HIDING_TIME_NEVER] |
3547 | 37 |
|
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when multiple fingers are detected, remove all widgets in order to avoid accidental commands
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|
38 |
#define removeInputWidget() [[self.view viewWithTag:CONFIRMATION_TAG] removeFromSuperview]; \ |
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|
39 |
[[self.view viewWithTag:GRENADE_TAG] removeFromSuperview]; |
3547 | 40 |
|
41 |
@implementation OverlayViewController |
|
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initial refactoring for interfacing the game engine from the ios frontend (game doesn't run yet)
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|
42 |
@synthesize popoverController, popupMenu, helpPage, amvc, useClassicMenu, initialOrientation; |
3547 | 43 |
|
3976 | 44 |
#pragma mark - |
45 |
#pragma mark rotation |
|
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strangely enough, the new sdl rotation code is incompatible with our system... this is a workaround that should hold up until their code becomes more stable
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|
46 |
|
3547 | 47 |
-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation { |
4356 | 48 |
// don't rotate until the game is running for performance and synchronization with the sdlview |
49 |
if (isGameRunning() == NO) |
|
50 |
return (interfaceOrientation == (UIInterfaceOrientation) self.initialOrientation); |
|
3977 | 51 |
return rotationManager(interfaceOrientation); |
3547 | 52 |
} |
53 |
||
3976 | 54 |
// pause the game and remove objc menus so that animation is smoother |
55 |
-(void) willRotateToInterfaceOrientation:(UIInterfaceOrientation) toInterfaceOrientation duration:(NSTimeInterval) duration{ |
|
4356 | 56 |
if (isGameRunning() == NO) |
57 |
return; |
|
58 |
||
4454 | 59 |
HW_pause(); |
3976 | 60 |
[self dismissPopover]; |
4454 | 61 |
|
3976 | 62 |
if (self.amvc.isVisible && IS_DUALHEAD() == NO) { |
63 |
[self.amvc disappear]; |
|
64 |
wasVisible = YES; |
|
65 |
} else |
|
66 |
wasVisible = NO; |
|
67 |
||
68 |
[super willRotateToInterfaceOrientation:toInterfaceOrientation duration:duration]; |
|
4078 | 69 |
|
70 |
UIView *sdlView = [[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG]; |
|
71 |
switch (toInterfaceOrientation) { |
|
72 |
case UIDeviceOrientationLandscapeLeft: |
|
73 |
sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(a)); |
|
74 |
break; |
|
75 |
case UIDeviceOrientationLandscapeRight: |
|
76 |
sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(b)); |
|
77 |
break; |
|
78 |
default: |
|
79 |
// a debug log would spam too much |
|
80 |
break; |
|
81 |
} |
|
3976 | 82 |
} |
83 |
||
84 |
// now restore previous state |
|
85 |
-(void) didRotateFromInterfaceOrientation:(UIInterfaceOrientation) fromInterfaceOrientation { |
|
4356 | 86 |
if (isGameRunning() == NO) |
87 |
return; |
|
88 |
||
3976 | 89 |
if (wasVisible || IS_DUALHEAD()) |
90 |
[self.amvc appearInView:self.view]; |
|
4454 | 91 |
HW_pauseToggle(); |
3976 | 92 |
|
93 |
[super didRotateFromInterfaceOrientation:fromInterfaceOrientation]; |
|
94 |
} |
|
95 |
||
4078 | 96 |
// while in dual head the above rotation functions are not called |
97 |
-(void) dualHeadRotation:(NSNotification *)notification { |
|
4356 | 98 |
if (isGameRunning() == NO) |
99 |
return; |
|
100 |
||
3547 | 101 |
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation]; |
5109
6d2e8a24277e
strangely enough, the new sdl rotation code is incompatible with our system... this is a workaround that should hold up until their code becomes more stable
koda
parents:
4976
diff
changeset
|
102 |
UIView *sdlView = [[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG]; |
6d2e8a24277e
strangely enough, the new sdl rotation code is incompatible with our system... this is a workaround that should hold up until their code becomes more stable
koda
parents:
4976
diff
changeset
|
103 |
|
3547 | 104 |
[UIView beginAnimations:@"rotation" context:NULL]; |
3976 | 105 |
[UIView setAnimationDuration:0.7]; |
3547 | 106 |
switch (orientation) { |
107 |
case UIDeviceOrientationLandscapeLeft: |
|
4078 | 108 |
self.view.frame = [[UIScreen mainScreen] bounds]; |
109 |
self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(90)); |
|
5109
6d2e8a24277e
strangely enough, the new sdl rotation code is incompatible with our system... this is a workaround that should hold up until their code becomes more stable
koda
parents:
4976
diff
changeset
|
110 |
sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(a)); |
3547 | 111 |
break; |
112 |
case UIDeviceOrientationLandscapeRight: |
|
4078 | 113 |
self.view.frame = [[UIScreen mainScreen] bounds]; |
114 |
self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(-90)); |
|
5109
6d2e8a24277e
strangely enough, the new sdl rotation code is incompatible with our system... this is a workaround that should hold up until their code becomes more stable
koda
parents:
4976
diff
changeset
|
115 |
sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(b)); |
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116 |
break; |
3547 | 117 |
default: |
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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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118 |
// a debug log would spam too much |
3547 | 119 |
break; |
120 |
} |
|
121 |
[UIView commitAnimations]; |
|
122 |
} |
|
123 |
||
124 |
#pragma mark - |
|
125 |
#pragma mark View Management |
|
3976 | 126 |
-(id) initWithCoder:(NSCoder *)aDecoder { |
127 |
if ((self = [super initWithCoder:aDecoder])) { |
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128 |
objcExportsInit(); |
3976 | 129 |
isAttacking = NO; |
130 |
wasVisible = NO; |
|
131 |
isPopoverVisible = NO; // it is called "popover" even on the iphone |
|
132 |
} |
|
133 |
return self; |
|
134 |
} |
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some rethinking of initial menu presentation and initial orientation (also merging images should be threadsafe now)
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135 |
|
3976 | 136 |
-(void) viewDidLoad { |
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iPad Video Out support (+less warnings +code update for latest SDL)
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137 |
CGRect screenRect = [[UIScreen mainScreen] bounds]; |
3977 | 138 |
self.view.frame = CGRectMake(0, 0, screenRect.size.height, screenRect.size.width); |
3976 | 139 |
self.view.center = CGPointMake(self.view.frame.size.height/2, self.view.frame.size.width/2); |
3978 | 140 |
self.view.alpha = 0; |
3697 | 141 |
|
3976 | 142 |
// detrmine the quanitiy and direction of the rotation |
143 |
if (self.interfaceOrientation == UIInterfaceOrientationLandscapeLeft) { |
|
144 |
a = 180; |
|
145 |
b = 0; |
|
146 |
} else { |
|
147 |
a = 0; |
|
148 |
b = 180; |
|
149 |
} |
|
150 |
||
3977 | 151 |
// get the number of screens to know the previous state whan a display is connected or detached |
4082 | 152 |
if ([UIScreen respondsToSelector:@selector(screens)]) |
153 |
initialScreenCount = [[UIScreen screens] count]; |
|
154 |
else |
|
155 |
initialScreenCount = 1; |
|
3977 | 156 |
|
157 |
// set initial orientation of the controller orientation |
|
158 |
switch (self.interfaceOrientation) { |
|
159 |
case UIDeviceOrientationLandscapeLeft: |
|
160 |
self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(90)); |
|
161 |
break; |
|
162 |
case UIDeviceOrientationLandscapeRight: |
|
163 |
self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(-90)); |
|
164 |
break; |
|
165 |
default: |
|
166 |
DLog(@"Nope"); |
|
167 |
break; |
|
168 |
} |
|
4078 | 169 |
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications]; |
170 |
[[NSNotificationCenter defaultCenter] addObserver:self |
|
171 |
selector:@selector(dualHeadRotation:) |
|
172 |
name:UIDeviceOrientationDidChangeNotification |
|
173 |
object:nil]; |
|
3977 | 174 |
|
3976 | 175 |
// the timer used to dim the overlay |
3941 | 176 |
dimTimer = [[NSTimer alloc] initWithFireDate:(IS_DUALHEAD()) ? HIDING_TIME_NEVER : [NSDate dateWithTimeIntervalSinceNow:6] |
3547 | 177 |
interval:1000 |
178 |
target:self |
|
179 |
selector:@selector(dimOverlay) |
|
180 |
userInfo:nil |
|
181 |
repeats:YES]; |
|
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parents:
3948
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changeset
|
182 |
// add timer to runloop, otherwise it doesn't work |
3547 | 183 |
[[NSRunLoop currentRunLoop] addTimer:dimTimer forMode:NSDefaultRunLoopMode]; |
3697 | 184 |
|
4924 | 185 |
// display the help page, required by the popover on ipad |
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186 |
[[NSNotificationCenter defaultCenter] addObserver:self |
98072b3871c1
help page for ingame, some other fixes here and there
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diff
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|
187 |
selector:@selector(showHelp:) |
98072b3871c1
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|
188 |
name:@"show help ingame" |
98072b3871c1
help page for ingame, some other fixes here and there
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diff
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|
189 |
object:nil]; |
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
190 |
|
4098
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i give up and disable rotation on the iphone; also fix smaller compilation issues
koda
parents:
4082
diff
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|
191 |
// for iOS >= 3.2 |
4082 | 192 |
if ([UIScreen respondsToSelector:@selector(screens)]) { |
193 |
[[NSNotificationCenter defaultCenter] addObserver:self |
|
194 |
selector:@selector(numberOfScreensIncreased) |
|
195 |
name:UIScreenDidConnectNotification |
|
196 |
object:nil]; |
|
197 |
||
198 |
[[NSNotificationCenter defaultCenter] addObserver:self |
|
199 |
selector:@selector(numberOfScreensDecreased) |
|
200 |
name:UIScreenDidDisconnectNotification |
|
201 |
object:nil]; |
|
202 |
} |
|
4454 | 203 |
|
3976 | 204 |
// present the overlay |
3547 | 205 |
[UIView beginAnimations:@"showing overlay" context:NULL]; |
4098
40df542b5f62
i give up and disable rotation on the iphone; also fix smaller compilation issues
koda
parents:
4082
diff
changeset
|
206 |
[UIView setAnimationDuration:2]; |
3547 | 207 |
self.view.alpha = 1; |
208 |
[UIView commitAnimations]; |
|
209 |
} |
|
210 |
||
3941 | 211 |
-(void) numberOfScreensIncreased { |
212 |
if (initialScreenCount == 1) { |
|
213 |
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"New display detected" |
|
214 |
message:NSLocalizedString(@"Hedgewars supports multi-monitor configurations, but the screen has to be connected before launching the game.",@"") |
|
215 |
delegate:nil |
|
216 |
cancelButtonTitle:@"Ok" |
|
217 |
otherButtonTitles:nil]; |
|
218 |
[alert show]; |
|
219 |
[alert release]; |
|
4454 | 220 |
HW_pause(); |
3941 | 221 |
} |
222 |
} |
|
223 |
||
224 |
-(void) numberOfScreensDecreased { |
|
225 |
if (initialScreenCount == 2) { |
|
226 |
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Oh noes! Display disconnected" |
|
227 |
message:NSLocalizedString(@"A monitor has been disconnected while playing and this has ended the match! You need to restart the game if you wish to use the second display again.",@"") |
|
228 |
delegate:nil |
|
229 |
cancelButtonTitle:@"Ok" |
|
230 |
otherButtonTitles:nil]; |
|
231 |
[alert show]; |
|
232 |
[alert release]; |
|
4861
91f889289a47
(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...)
koda
parents:
4856
diff
changeset
|
233 |
HW_terminate(NO); |
3941 | 234 |
} |
235 |
} |
|
236 |
||
237 |
||
3791
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
238 |
-(void) showHelp:(id) sender { |
4144 | 239 |
if (self.helpPage == nil) { |
5155
f2165724605c
more refactoring, less warnings, less stuff kept around
koda
parents:
5154
diff
changeset
|
240 |
NSString *xibName = (IS_IPAD() ? @"HelpPageInGameViewController-iPad" : @"HelpPageInGameViewController-iPhone"); |
f2165724605c
more refactoring, less warnings, less stuff kept around
koda
parents:
5154
diff
changeset
|
241 |
self.helpPage = [[HelpPageViewController alloc] initWithNibName:xibName bundle:nil]; |
4144 | 242 |
} |
3791
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
243 |
self.helpPage.view.alpha = 0; |
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
244 |
[self.view addSubview:helpPage.view]; |
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
245 |
[UIView beginAnimations:@"helpingame" context:NULL]; |
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
246 |
self.helpPage.view.alpha = 1; |
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
247 |
[UIView commitAnimations]; |
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
248 |
doNotDim(); |
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
249 |
} |
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
250 |
|
5155
f2165724605c
more refactoring, less warnings, less stuff kept around
koda
parents:
5154
diff
changeset
|
251 |
-(void) removeOverlay { |
4924 | 252 |
[self.popupMenu performSelectorOnMainThread:@selector(dismiss) withObject:nil waitUntilDone:YES]; |
253 |
[self.popoverController performSelectorOnMainThread:@selector(dismissPopoverAnimated:) withObject:nil waitUntilDone:YES]; |
|
254 |
[self.view performSelectorOnMainThread:@selector(removeFromSuperview) withObject:nil waitUntilDone:YES]; |
|
255 |
HW_terminate(NO); |
|
256 |
} |
|
257 |
||
3783 | 258 |
-(void) didReceiveMemoryWarning { |
259 |
if (self.popupMenu.view.superview == nil) |
|
260 |
self.popupMenu = nil; |
|
3791
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
261 |
if (self.helpPage.view.superview == nil) |
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
262 |
self.helpPage = nil; |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
263 |
if (self.amvc.view.superview == nil) |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
264 |
self.amvc = nil; |
3996 | 265 |
if (IS_IPAD()) |
3971 | 266 |
if (((UIPopoverController *)self.popoverController).contentViewController.view.superview == nil) |
267 |
self.popoverController = nil; |
|
268 |
||
3783 | 269 |
MSG_MEMCLEAN(); |
3971 | 270 |
[super didReceiveMemoryWarning]; |
3783 | 271 |
} |
272 |
||
3547 | 273 |
-(void) viewDidUnload { |
3783 | 274 |
// only objects initialized in viewDidLoad should be here |
4098
40df542b5f62
i give up and disable rotation on the iphone; also fix smaller compilation issues
koda
parents:
4082
diff
changeset
|
275 |
if (IS_DUALHEAD()) |
40df542b5f62
i give up and disable rotation on the iphone; also fix smaller compilation issues
koda
parents:
4082
diff
changeset
|
276 |
[[UIDevice currentDevice] endGeneratingDeviceOrientationNotifications]; |
3783 | 277 |
[[NSNotificationCenter defaultCenter] removeObserver:self]; |
3978 | 278 |
[NSObject cancelPreviousPerformRequestsWithTarget:self |
279 |
selector:@selector(unsetPreciseStatus) |
|
280 |
object:nil]; |
|
3662
a44406f4369b
polish polish polish polish (also: panning horizontal fix, panning momentum, settings page reworked yet again, memory leaks, crashes, segfaults)
koda
parents:
3661
diff
changeset
|
281 |
dimTimer = nil; |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
282 |
self.helpPage = nil; |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
283 |
[self dismissPopover]; |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
284 |
self.popoverController = nil; |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
285 |
self.amvc = nil; |
3662
a44406f4369b
polish polish polish polish (also: panning horizontal fix, panning momentum, settings page reworked yet again, memory leaks, crashes, segfaults)
koda
parents:
3661
diff
changeset
|
286 |
MSG_DIDUNLOAD(); |
3547 | 287 |
[super viewDidUnload]; |
288 |
} |
|
289 |
||
290 |
-(void) dealloc { |
|
291 |
[popupMenu release]; |
|
3791
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
292 |
[helpPage release]; |
3547 | 293 |
[popoverController release]; |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
294 |
[amvc release]; |
3547 | 295 |
// dimTimer is autoreleased |
296 |
[super dealloc]; |
|
297 |
} |
|
298 |
||
299 |
#pragma mark - |
|
3976 | 300 |
#pragma mark overlay user interaction |
3547 | 301 |
// nice transition for dimming, should be called only by the timer himself |
302 |
-(void) dimOverlay { |
|
4028
eb371ada631d
move functions called by pascal code outside controller
koda
parents:
3996
diff
changeset
|
303 |
if (isGameRunning()) { |
3547 | 304 |
[UIView beginAnimations:@"overlay dim" context:NULL]; |
305 |
[UIView setAnimationDuration:0.6]; |
|
306 |
self.view.alpha = 0.2; |
|
307 |
[UIView commitAnimations]; |
|
308 |
} |
|
309 |
} |
|
310 |
||
311 |
// set the overlay visible and put off the timer for enough time |
|
312 |
-(void) activateOverlay { |
|
313 |
self.view.alpha = 1; |
|
3646
a3271158d93b
don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents:
3639
diff
changeset
|
314 |
doNotDim(); |
3547 | 315 |
} |
316 |
||
3626 | 317 |
// dim the overlay when there's no more input for a certain amount of time |
318 |
-(IBAction) buttonReleased:(id) sender { |
|
4028
eb371ada631d
move functions called by pascal code outside controller
koda
parents:
3996
diff
changeset
|
319 |
if (isGameRunning() == NO) |
3629
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents:
3628
diff
changeset
|
320 |
return; |
3697 | 321 |
|
3626 | 322 |
UIButton *theButton = (UIButton *)sender; |
3697 | 323 |
|
3626 | 324 |
switch (theButton.tag) { |
325 |
case 0: |
|
326 |
case 1: |
|
327 |
case 2: |
|
328 |
case 3: |
|
3649 | 329 |
[NSObject cancelPreviousPerformRequestsWithTarget:self |
330 |
selector:@selector(unsetPreciseStatus) |
|
331 |
object:nil]; |
|
3626 | 332 |
HW_walkingKeysUp(); |
333 |
break; |
|
334 |
case 4: |
|
335 |
case 5: |
|
336 |
case 6: |
|
337 |
HW_otherKeysUp(); |
|
338 |
break; |
|
339 |
default: |
|
3660 | 340 |
DLog(@"Nope"); |
3626 | 341 |
break; |
342 |
} |
|
343 |
||
3737
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
3701
diff
changeset
|
344 |
isAttacking = NO; |
3646
a3271158d93b
don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents:
3639
diff
changeset
|
345 |
doDim(); |
3626 | 346 |
} |
347 |
||
3697 | 348 |
// issue certain action based on the tag of the button |
3547 | 349 |
-(IBAction) buttonPressed:(id) sender { |
350 |
[self activateOverlay]; |
|
3904
22e4d74240e5
finishing touches to save games handling (help label, dim on overlay, edit text only when table is editable)
koda
parents:
3829
diff
changeset
|
351 |
|
4028
eb371ada631d
move functions called by pascal code outside controller
koda
parents:
3996
diff
changeset
|
352 |
if (isGameRunning() == NO) |
3904
22e4d74240e5
finishing touches to save games handling (help label, dim on overlay, edit text only when table is editable)
koda
parents:
3829
diff
changeset
|
353 |
return; |
22e4d74240e5
finishing touches to save games handling (help label, dim on overlay, edit text only when table is editable)
koda
parents:
3829
diff
changeset
|
354 |
|
22e4d74240e5
finishing touches to save games handling (help label, dim on overlay, edit text only when table is editable)
koda
parents:
3829
diff
changeset
|
355 |
if (isPopoverVisible) |
3547 | 356 |
[self dismissPopover]; |
3779
3351a017d4ad
tap to dismiss 'get ready', add a toggle to enable/disable it
koda
parents:
3765
diff
changeset
|
357 |
|
3547 | 358 |
UIButton *theButton = (UIButton *)sender; |
359 |
switch (theButton.tag) { |
|
360 |
case 0: |
|
3737
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
3701
diff
changeset
|
361 |
if (isAttacking == NO) |
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
3701
diff
changeset
|
362 |
HW_walkLeft(); |
3547 | 363 |
break; |
364 |
case 1: |
|
3737
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
3701
diff
changeset
|
365 |
if (isAttacking == NO) |
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
3701
diff
changeset
|
366 |
HW_walkRight(); |
3547 | 367 |
break; |
368 |
case 2: |
|
3649 | 369 |
[self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8]; |
3737
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
3701
diff
changeset
|
370 |
HW_preciseSet(!HW_isWeaponRope()); |
3547 | 371 |
HW_aimUp(); |
372 |
break; |
|
373 |
case 3: |
|
3649 | 374 |
[self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8]; |
3737
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
3701
diff
changeset
|
375 |
HW_preciseSet(!HW_isWeaponRope()); |
3547 | 376 |
HW_aimDown(); |
377 |
break; |
|
378 |
case 4: |
|
379 |
HW_shoot(); |
|
3737
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
3701
diff
changeset
|
380 |
isAttacking = YES; |
3547 | 381 |
break; |
382 |
case 5: |
|
383 |
HW_jump(); |
|
384 |
break; |
|
385 |
case 6: |
|
386 |
HW_backjump(); |
|
387 |
break; |
|
388 |
case 10: |
|
3791
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
389 |
playSound(@"clickSound"); |
4504
8906b2409d97
add the appirater class for getting more positive reviews
koda
parents:
4454
diff
changeset
|
390 |
clearView(); |
3667 | 391 |
HW_pause(); |
3941 | 392 |
if (self.amvc.isVisible && IS_DUALHEAD() == NO) { |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
393 |
doDim(); |
3935 | 394 |
[self.amvc disappear]; |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
395 |
} |
4855
2480ab325057
when multiple fingers are detected, remove all widgets in order to avoid accidental commands
koda
parents:
4541
diff
changeset
|
396 |
removeInputWidget(); |
3547 | 397 |
[self showPopover]; |
398 |
break; |
|
3624 | 399 |
case 11: |
3791
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
400 |
playSound(@"clickSound"); |
4504
8906b2409d97
add the appirater class for getting more positive reviews
koda
parents:
4454
diff
changeset
|
401 |
clearView(); |
4855
2480ab325057
when multiple fingers are detected, remove all widgets in order to avoid accidental commands
koda
parents:
4541
diff
changeset
|
402 |
removeInputWidget(); |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
403 |
|
3941 | 404 |
if (IS_DUALHEAD() || self.useClassicMenu == NO) { |
3935 | 405 |
if (self.amvc == nil) |
406 |
self.amvc = [[AmmoMenuViewController alloc] init]; |
|
4362
8dae325dc625
added missing graphics and fixed some glitches/crashes/bugs
koda
parents:
4356
diff
changeset
|
407 |
setAmmoMenuInstance(amvc); |
3935 | 408 |
if (self.amvc.isVisible) { |
409 |
doDim(); |
|
410 |
[self.amvc disappear]; |
|
411 |
} else { |
|
3952
d6412423da45
moved some utilities to a separate column with round buttons
koda
parents:
3948
diff
changeset
|
412 |
if (HW_isAmmoMenuNotAllowed() == NO) { |
d6412423da45
moved some utilities to a separate column with round buttons
koda
parents:
3948
diff
changeset
|
413 |
doNotDim(); |
d6412423da45
moved some utilities to a separate column with round buttons
koda
parents:
3948
diff
changeset
|
414 |
[self.amvc appearInView:self.view]; |
d6412423da45
moved some utilities to a separate column with round buttons
koda
parents:
3948
diff
changeset
|
415 |
} |
3935 | 416 |
} |
3941 | 417 |
} else { |
4362
8dae325dc625
added missing graphics and fixed some glitches/crashes/bugs
koda
parents:
4356
diff
changeset
|
418 |
setAmmoMenuInstance(nil); |
3941 | 419 |
HW_ammoMenu(); |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
420 |
} |
3624 | 421 |
break; |
3547 | 422 |
default: |
3626 | 423 |
DLog(@"Nope"); |
3547 | 424 |
break; |
425 |
} |
|
426 |
} |
|
427 |
||
3649 | 428 |
-(void) unsetPreciseStatus { |
429 |
HW_preciseSet(NO); |
|
430 |
} |
|
431 |
||
3976 | 432 |
-(void) sendHWClick { |
433 |
HW_click(); |
|
4855
2480ab325057
when multiple fingers are detected, remove all widgets in order to avoid accidental commands
koda
parents:
4541
diff
changeset
|
434 |
removeInputWidget(); |
3976 | 435 |
doDim(); |
436 |
} |
|
437 |
||
438 |
-(void) setGrenadeTime:(id) sender { |
|
439 |
UISegmentedControl *theSegment = (UISegmentedControl *)sender; |
|
4028
eb371ada631d
move functions called by pascal code outside controller
koda
parents:
3996
diff
changeset
|
440 |
if (cachedGrenadeTime() != theSegment.selectedSegmentIndex) { |
3976 | 441 |
HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1); |
4028
eb371ada631d
move functions called by pascal code outside controller
koda
parents:
3996
diff
changeset
|
442 |
setGrenadeTime(theSegment.selectedSegmentIndex); |
3976 | 443 |
} |
444 |
} |
|
445 |
||
446 |
#pragma mark - |
|
447 |
#pragma mark other menu |
|
3547 | 448 |
// present a further check before closing game |
449 |
-(void) actionSheet:(UIActionSheet *)actionSheet didDismissWithButtonIndex:(NSInteger) buttonIndex { |
|
450 |
if ([actionSheet cancelButtonIndex] != buttonIndex) |
|
4861
91f889289a47
(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...)
koda
parents:
4856
diff
changeset
|
451 |
HW_terminate(NO); |
3547 | 452 |
else |
3697 | 453 |
HW_pause(); |
3547 | 454 |
} |
455 |
||
456 |
// show up a popover containing a popupMenuViewController; we hook it with setPopoverContentSize |
|
457 |
// on iphone instead just use the tableViewController directly (and implement manually all animations) |
|
458 |
-(IBAction) showPopover{ |
|
3667 | 459 |
CGRect screen = [[UIScreen mainScreen] bounds]; |
3547 | 460 |
isPopoverVisible = YES; |
461 |
||
3996 | 462 |
if (IS_IPAD()) { |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
463 |
if (self.popupMenu == nil) |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
464 |
self.popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStylePlain]; |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
465 |
if (self.popoverController == nil) { |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
466 |
self.popoverController = [[UIPopoverController alloc] initWithContentViewController:self.popupMenu]; |
4935 | 467 |
[self.popoverController setPopoverContentSize:CGSizeMake(220, 200) animated:YES]; |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
468 |
[self.popoverController setPassthroughViews:[NSArray arrayWithObject:self.view]]; |
3547 | 469 |
} |
3551 | 470 |
|
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
471 |
[self.popoverController presentPopoverFromRect:CGRectMake(screen.size.height / 2, screen.size.width / 2, 1, 1) |
3547 | 472 |
inView:self.view |
3667 | 473 |
permittedArrowDirections:UIPopoverArrowDirectionAny |
3547 | 474 |
animated:YES]; |
475 |
} else { |
|
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
476 |
if (self.popupMenu == nil) |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
477 |
self.popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStyleGrouped]; |
3697 | 478 |
|
3547 | 479 |
[self.view addSubview:popupMenu.view]; |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
480 |
[self.popupMenu present]; |
3547 | 481 |
} |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
482 |
self.popupMenu.tableView.scrollEnabled = NO; |
3547 | 483 |
} |
484 |
||
485 |
// on ipad just dismiss it, on iphone transtion to the right |
|
486 |
-(void) dismissPopover { |
|
487 |
if (YES == isPopoverVisible) { |
|
488 |
isPopoverVisible = NO; |
|
3672
f225b94a4411
shrink confirmation button, double tap resets zoom and centers hog
koda
parents:
3668
diff
changeset
|
489 |
if (HW_isPaused()) |
4454 | 490 |
HW_pauseToggle(); |
3697 | 491 |
|
4920 | 492 |
[self.popupMenu dismiss]; |
493 |
if (IS_IPAD()) |
|
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
494 |
[self.popoverController dismissPopoverAnimated:YES]; |
4920 | 495 |
|
3547 | 496 |
[self buttonReleased:nil]; |
497 |
} |
|
498 |
} |
|
499 |
||
500 |
#pragma mark - |
|
501 |
#pragma mark Custom touch event handling |
|
4541 | 502 |
-(BOOL) shouldIgnoreTouch:(NSSet *)allTouches { |
503 |
if (isGameRunning() == NO) |
|
504 |
return YES; |
|
505 |
||
506 |
// ignore activity near the dpad and buttons |
|
507 |
CGPoint touchPoint = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view]; |
|
508 |
CGSize screen = [[UIScreen mainScreen] bounds].size; |
|
509 |
||
510 |
if ((touchPoint.x < 160 && touchPoint.y > screen.width - 155 ) || |
|
511 |
(touchPoint.x > screen.height - 135 && touchPoint.y > screen.width - 140)) |
|
512 |
return YES; |
|
513 |
return NO; |
|
514 |
} |
|
515 |
||
3547 | 516 |
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
517 |
NSSet *allTouches = [event allTouches]; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
518 |
UITouch *first, *second; |
3697 | 519 |
|
4541 | 520 |
if ([self shouldIgnoreTouch:allTouches] == YES) |
3765
ebfe7c9b3085
set flake to non critical, no touches until game is starding, moved some variables to be initialized in the right place
koda
parents:
3739
diff
changeset
|
521 |
return; |
ebfe7c9b3085
set flake to non critical, no touches until game is starding, moved some variables to be initialized in the right place
koda
parents:
3739
diff
changeset
|
522 |
|
3647
0d0df215fb52
making chat work... (keyboard support is heavily broken in sdl upstream)
koda
parents:
3646
diff
changeset
|
523 |
// hide in-game menu |
0d0df215fb52
making chat work... (keyboard support is heavily broken in sdl upstream)
koda
parents:
3646
diff
changeset
|
524 |
if (isPopoverVisible) |
3547 | 525 |
[self dismissPopover]; |
3697 | 526 |
|
3941 | 527 |
if (self.amvc.isVisible && IS_DUALHEAD() == NO) { |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
528 |
doDim(); |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
529 |
[self.amvc disappear]; |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
530 |
} |
3646
a3271158d93b
don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents:
3639
diff
changeset
|
531 |
// reset default dimming |
a3271158d93b
don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents:
3639
diff
changeset
|
532 |
doDim(); |
3697 | 533 |
|
4855
2480ab325057
when multiple fingers are detected, remove all widgets in order to avoid accidental commands
koda
parents:
4541
diff
changeset
|
534 |
// remove other widgets |
2480ab325057
when multiple fingers are detected, remove all widgets in order to avoid accidental commands
koda
parents:
4541
diff
changeset
|
535 |
removeInputWidget(); |
2480ab325057
when multiple fingers are detected, remove all widgets in order to avoid accidental commands
koda
parents:
4541
diff
changeset
|
536 |
|
3668
3f7a95234d8a
tap to play piano notes, fix for audio and pause glitch
koda
parents:
3667
diff
changeset
|
537 |
HW_setPianoSound([allTouches count]); |
3697 | 538 |
|
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
539 |
switch ([allTouches count]) { |
3697 | 540 |
case 1: |
3651 | 541 |
startingPoint = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view]; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
542 |
if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount]) |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
543 |
HW_zoomReset(); |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
544 |
break; |
3697 | 545 |
case 2: |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
546 |
// pinching |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
547 |
first = [[allTouches allObjects] objectAtIndex:0]; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
548 |
second = [[allTouches allObjects] objectAtIndex:1]; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
549 |
initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]); |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
550 |
break; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
551 |
default: |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
552 |
break; |
3547 | 553 |
} |
554 |
} |
|
555 |
||
556 |
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { |
|
3635
38d3e31556d3
improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
koda
parents:
3629
diff
changeset
|
557 |
CGRect screen = [[UIScreen mainScreen] bounds]; |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
558 |
NSSet *allTouches = [event allTouches]; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
559 |
CGPoint currentPosition = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view]; |
3697 | 560 |
|
4541 | 561 |
if ([self shouldIgnoreTouch:allTouches] == YES) |
3904
22e4d74240e5
finishing touches to save games handling (help label, dim on overlay, edit text only when table is editable)
koda
parents:
3829
diff
changeset
|
562 |
return; |
4541 | 563 |
|
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
564 |
switch ([allTouches count]) { |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
565 |
case 1: |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
566 |
// if we're in the menu we just click in the point |
3952
d6412423da45
moved some utilities to a separate column with round buttons
koda
parents:
3948
diff
changeset
|
567 |
if (HW_isAmmoMenuOpen()) { |
3680 | 568 |
HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y)); |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
569 |
// this click doesn't need any wrapping because the ammoMenu already limits the cursor |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
570 |
HW_click(); |
3697 | 571 |
} else |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
572 |
// if weapon requires a further click, ask for tapping again |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
573 |
if (HW_isWeaponRequiringClick()) { |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
574 |
// here don't have to wrap thanks to isCursorVisible magic |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
575 |
HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y)); |
3697 | 576 |
|
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
577 |
// draw the button at the last touched point (which is the current position) |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
578 |
UIButton *tapAgain = [UIButton buttonWithType:UIButtonTypeRoundedRect]; |
3672
f225b94a4411
shrink confirmation button, double tap resets zoom and centers hog
koda
parents:
3668
diff
changeset
|
579 |
tapAgain.frame = CGRectMake(currentPosition.x - 75, currentPosition.y + 25, 150, 40); |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
580 |
tapAgain.tag = CONFIRMATION_TAG; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
581 |
tapAgain.alpha = 0; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
582 |
[tapAgain addTarget:self action:@selector(sendHWClick) forControlEvents:UIControlEventTouchUpInside]; |
3672
f225b94a4411
shrink confirmation button, double tap resets zoom and centers hog
koda
parents:
3668
diff
changeset
|
583 |
[tapAgain setTitle:NSLocalizedString(@"Tap to set!",@"from the overlay") forState:UIControlStateNormal]; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
584 |
[self.view addSubview:tapAgain]; |
3697 | 585 |
|
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
586 |
// animation ftw! |
3697 | 587 |
[UIView beginAnimations:@"inserting button" context:NULL]; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
588 |
[UIView setAnimationDuration:ANIMATION_DURATION]; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
589 |
[self.view viewWithTag:CONFIRMATION_TAG].alpha = 1; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
590 |
[UIView commitAnimations]; |
3697 | 591 |
|
3646
a3271158d93b
don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents:
3639
diff
changeset
|
592 |
// keep the overlay active, or the button will fade |
3650 | 593 |
[self activateOverlay]; |
3646
a3271158d93b
don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents:
3639
diff
changeset
|
594 |
doNotDim(); |
3650 | 595 |
} else |
596 |
if (HW_isWeaponTimerable()) { |
|
597 |
if (isSegmentVisible) { |
|
598 |
UISegmentedControl *grenadeTime = (UISegmentedControl *)[self.view viewWithTag:GRENADE_TAG]; |
|
3697 | 599 |
|
3650 | 600 |
[UIView beginAnimations:@"removing segmented control" context:NULL]; |
601 |
[UIView setAnimationDuration:ANIMATION_DURATION]; |
|
602 |
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; |
|
603 |
grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50); |
|
604 |
[UIView commitAnimations]; |
|
3697 | 605 |
|
3650 | 606 |
[grenadeTime performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION]; |
607 |
} else { |
|
608 |
NSArray *items = [[NSArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",nil]; |
|
609 |
UISegmentedControl *grenadeTime = [[UISegmentedControl alloc] initWithItems:items]; |
|
610 |
[items release]; |
|
3697 | 611 |
|
3650 | 612 |
[grenadeTime addTarget:self action:@selector(setGrenadeTime:) forControlEvents:UIControlEventValueChanged]; |
613 |
grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50); |
|
4028
eb371ada631d
move functions called by pascal code outside controller
koda
parents:
3996
diff
changeset
|
614 |
grenadeTime.selectedSegmentIndex = cachedGrenadeTime(); |
3650 | 615 |
grenadeTime.tag = GRENADE_TAG; |
616 |
[self.view addSubview:grenadeTime]; |
|
617 |
[grenadeTime release]; |
|
3697 | 618 |
|
3650 | 619 |
[UIView beginAnimations:@"inserting segmented control" context:NULL]; |
620 |
[UIView setAnimationDuration:ANIMATION_DURATION]; |
|
621 |
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; |
|
622 |
grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width - 100, 250, 50); |
|
623 |
[UIView commitAnimations]; |
|
3697 | 624 |
|
3650 | 625 |
[self activateOverlay]; |
626 |
doNotDim(); |
|
3697 | 627 |
} |
3650 | 628 |
isSegmentVisible = !isSegmentVisible; |
3661 | 629 |
} else |
630 |
if (HW_isWeaponSwitch()) |
|
631 |
HW_tab(); |
|
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
632 |
break; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
633 |
case 2: |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
634 |
HW_allKeysUp(); |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
635 |
break; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
636 |
default: |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
637 |
break; |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
638 |
} |
3697 | 639 |
|
3635
38d3e31556d3
improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
koda
parents:
3629
diff
changeset
|
640 |
initialDistanceForPinching = 0; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
641 |
} |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
642 |
|
3547 | 643 |
-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { |
644 |
[self touchesEnded:touches withEvent:event]; |
|
645 |
} |
|
646 |
||
647 |
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { |
|
3551 | 648 |
CGRect screen = [[UIScreen mainScreen] bounds]; |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
649 |
NSSet *allTouches = [event allTouches]; |
3662
a44406f4369b
polish polish polish polish (also: panning horizontal fix, panning momentum, settings page reworked yet again, memory leaks, crashes, segfaults)
koda
parents:
3661
diff
changeset
|
650 |
int x, y, dx, dy; |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
651 |
UITouch *touch, *first, *second; |
3547 | 652 |
|
4541 | 653 |
if ([self shouldIgnoreTouch:allTouches] == YES) |
3904
22e4d74240e5
finishing touches to save games handling (help label, dim on overlay, edit text only when table is editable)
koda
parents:
3829
diff
changeset
|
654 |
return; |
4541 | 655 |
|
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
656 |
switch ([allTouches count]) { |
3551 | 657 |
case 1: |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
658 |
touch = [[allTouches allObjects] objectAtIndex:0]; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
659 |
CGPoint currentPosition = [touch locationInView:self.view]; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
660 |
|
3952
d6412423da45
moved some utilities to a separate column with round buttons
koda
parents:
3948
diff
changeset
|
661 |
if (HW_isAmmoMenuOpen()) { |
3680 | 662 |
// no zoom consideration for this |
663 |
HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y)); |
|
664 |
} else |
|
665 |
if (HW_isWeaponRequiringClick()) { |
|
666 |
// moves the cursor around wrt zoom |
|
667 |
HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y)); |
|
668 |
} else { |
|
669 |
// panning \o/ |
|
670 |
dx = startingPoint.x - currentPosition.x; |
|
671 |
dy = currentPosition.y - startingPoint.y; |
|
672 |
HW_getCursor(&x, &y); |
|
673 |
// momentum (or something like that) |
|
674 |
/*if (abs(dx) > 40) |
|
675 |
dx *= log(abs(dx)/4); |
|
676 |
if (abs(dy) > 40) |
|
677 |
dy *= log(abs(dy)/4);*/ |
|
678 |
HW_setCursor(x + dx/HW_zoomFactor(), y + dy/HW_zoomFactor()); |
|
679 |
startingPoint = currentPosition; |
|
680 |
} |
|
3551 | 681 |
break; |
3547 | 682 |
case 2: |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
683 |
first = [[allTouches allObjects] objectAtIndex:0]; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
684 |
second = [[allTouches allObjects] objectAtIndex:1]; |
3547 | 685 |
CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]); |
686 |
const int pinchDelta = 40; |
|
3697 | 687 |
|
3547 | 688 |
if (0 != initialDistanceForPinching) { |
689 |
if (currentDistanceOfPinching - initialDistanceForPinching > pinchDelta) { |
|
690 |
HW_zoomIn(); |
|
691 |
initialDistanceForPinching = currentDistanceOfPinching; |
|
692 |
} |
|
693 |
else if (initialDistanceForPinching - currentDistanceOfPinching > pinchDelta) { |
|
694 |
HW_zoomOut(); |
|
695 |
initialDistanceForPinching = currentDistanceOfPinching; |
|
696 |
} |
|
3697 | 697 |
} else |
3547 | 698 |
initialDistanceForPinching = currentDistanceOfPinching; |
699 |
break; |
|
700 |
default: |
|
3940
cc29628976cc
some optimizations to drawing and fetching data of new ammomenu
koda
parents:
3935
diff
changeset
|
701 |
DLog(@"Nope"); |
3547 | 702 |
break; |
703 |
} |
|
704 |
} |
|
705 |
||
706 |
@end |