author | koda |
Mon, 25 Apr 2011 06:38:59 +0200 | |
changeset 5174 | f5294509783e |
parent 5166 | d1eb1560b4d5 |
child 5175 | a3da220dbb3f |
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 16/03/2010. |
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*/ |
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||
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#import "OverlayViewController.h" |
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#import "InGameMenuViewController.h" |
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#import "HelpPageViewController.h" |
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#import "AmmoMenuViewController.h" |
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#import "PascalImports.h" |
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#import "CommodityFunctions.h" |
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#import "CGPointUtils.h" |
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#import "SDL_config_iphoneos.h" |
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#import "SDL_mouse.h" |
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#import "ObjcExports.h" |
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#define HIDING_TIME_DEFAULT [NSDate dateWithTimeIntervalSinceNow:2.7] |
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#define HIDING_TIME_NEVER [NSDate dateWithTimeIntervalSinceNow:10000] |
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#define doDim() [dimTimer setFireDate: (IS_DUALHEAD()) ? HIDING_TIME_NEVER : HIDING_TIME_DEFAULT] |
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#define doNotDim() [dimTimer setFireDate:HIDING_TIME_NEVER] |
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#define removeInputWidget() [[self.view viewWithTag:CONFIRMATION_TAG] removeFromSuperview]; \ |
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[[self.view viewWithTag:GRENADE_TAG] removeFromSuperview]; |
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@implementation OverlayViewController |
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@synthesize popoverController, popupMenu, helpPage, amvc, useClassicMenu, initialScreenCount, initialOrientation, lowerIndicator, savesIndicator; |
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#pragma mark - |
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#pragma mark rotation |
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-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation { |
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// don't rotate until the game is running for performance and synchronization with the sdlview |
50 |
if (isGameRunning() == NO) |
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return (interfaceOrientation == (UIInterfaceOrientation) self.initialOrientation); |
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return rotationManager(interfaceOrientation); |
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} |
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// while in dual head the above rotation functions are not called |
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-(void) handleRotationEvent:(NSNotification *)notification { |
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if (isGameRunning() == NO) |
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return; |
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UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation]; |
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UIView *sdlView = [[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG]; |
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NSInteger angle_left = (self.initialOrientation == UIInterfaceOrientationLandscapeLeft) ? 180 : 0; |
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NSInteger angle_right = (self.initialOrientation == UIInterfaceOrientationLandscapeLeft) ? 0 : 180; |
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if (IS_VERY_POWERFUL()) { |
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[UIView beginAnimations:@"overlay rotation" context:NULL]; |
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[UIView setAnimationDuration:0.7]; |
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} |
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switch (orientation) { |
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case UIDeviceOrientationLandscapeLeft: |
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self.view.frame = [[UIScreen mainScreen] bounds]; |
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self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(90)); |
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if (IS_DUALHEAD() == NO) |
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sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(angle_left)); |
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break; |
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case UIDeviceOrientationLandscapeRight: |
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self.view.frame = [[UIScreen mainScreen] bounds]; |
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self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(-90)); |
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if (IS_DUALHEAD() == NO) |
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sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(angle_right)); |
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break; |
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default: |
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// a debug log would spam too much |
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break; |
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} |
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if (IS_VERY_POWERFUL()) |
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[UIView commitAnimations]; |
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} |
89 |
||
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#pragma mark - |
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#pragma mark View Management |
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-(id) initWithCoder:(NSCoder *)aDecoder { |
93 |
if ((self = [super initWithCoder:aDecoder])) { |
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isAttacking = NO; |
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isPopoverVisible = NO; |
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initialScreenCount = (IS_DUALHEAD() ? 2 : 1); |
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initialOrientation = 0; |
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lowerIndicator = nil; |
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savesIndicator = nil; |
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} |
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return self; |
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} |
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-(void) viewDidLoad { |
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CGRect screenRect = [[UIScreen mainScreen] bounds]; |
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self.view.frame = CGRectMake(0, 0, screenRect.size.height, screenRect.size.width); |
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self.view.center = CGPointMake(self.view.frame.size.height/2, self.view.frame.size.width/2); |
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// set initial orientation of the controller orientation |
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switch (self.interfaceOrientation) { |
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case UIDeviceOrientationLandscapeLeft: |
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self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(90)); |
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break; |
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case UIDeviceOrientationLandscapeRight: |
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self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(-90)); |
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break; |
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default: |
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DLog(@"Nope"); |
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break; |
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} |
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[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications]; |
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[[NSNotificationCenter defaultCenter] addObserver:self |
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selector:@selector(handleRotationEvent:) |
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name:UIDeviceOrientationDidChangeNotification |
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object:nil]; |
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// the timer used to dim the overlay |
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dimTimer = [[NSTimer alloc] initWithFireDate:(IS_DUALHEAD()) ? HIDING_TIME_NEVER : [NSDate dateWithTimeIntervalSinceNow:6] |
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interval:1000 |
130 |
target:self |
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selector:@selector(dimOverlay) |
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userInfo:nil |
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repeats:YES]; |
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// add timer to runloop, otherwise it doesn't work |
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[[NSRunLoop currentRunLoop] addTimer:dimTimer forMode:NSDefaultRunLoopMode]; |
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// display the help page, required by the popover on ipad |
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[[NSNotificationCenter defaultCenter] addObserver:self |
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selector:@selector(showHelp:) |
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name:@"show help ingame" |
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object:nil]; |
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// for iOS >= 3.2 |
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if ([UIScreen respondsToSelector:@selector(screens)]) { |
145 |
[[NSNotificationCenter defaultCenter] addObserver:self |
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146 |
selector:@selector(numberOfScreensIncreased) |
|
147 |
name:UIScreenDidConnectNotification |
|
148 |
object:nil]; |
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149 |
||
150 |
[[NSNotificationCenter defaultCenter] addObserver:self |
|
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selector:@selector(numberOfScreensDecreased) |
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152 |
name:UIScreenDidDisconnectNotification |
|
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object:nil]; |
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154 |
} |
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|
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// present the overlay |
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self.view.alpha = 0; |
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[UIView beginAnimations:@"showing overlay" context:NULL]; |
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[UIView setAnimationDuration:2]; |
3547 | 160 |
self.view.alpha = 1; |
161 |
[UIView commitAnimations]; |
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162 |
} |
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-(void) viewDidUnload { |
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[[UIDevice currentDevice] endGeneratingDeviceOrientationNotifications]; |
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[[NSNotificationCenter defaultCenter] removeObserver:self]; |
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|
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[NSObject cancelPreviousPerformRequestsWithTarget:self |
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selector:@selector(unsetPreciseStatus) |
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object:nil]; |
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// only objects initialized in viewDidLoad should be here |
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dimTimer = nil; |
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self.helpPage = nil; |
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[self dismissPopover]; |
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self.popoverController = nil; |
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self.amvc = nil; |
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self.lowerIndicator = nil; |
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self.savesIndicator = nil; |
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MSG_DIDUNLOAD(); |
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[super viewDidUnload]; |
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} |
183 |
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3783 | 184 |
-(void) didReceiveMemoryWarning { |
185 |
if (self.popupMenu.view.superview == nil) |
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186 |
self.popupMenu = nil; |
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if (self.helpPage.view.superview == nil) |
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self.helpPage = nil; |
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if (self.amvc.view.superview == nil) |
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self.amvc = nil; |
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if (self.lowerIndicator.superview == nil) |
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self.lowerIndicator = nil; |
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if (self.savesIndicator.superview == nil) |
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194 |
self.savesIndicator = nil; |
3996 | 195 |
if (IS_IPAD()) |
3971 | 196 |
if (((UIPopoverController *)self.popoverController).contentViewController.view.superview == nil) |
197 |
self.popoverController = nil; |
|
5156 | 198 |
|
3783 | 199 |
MSG_MEMCLEAN(); |
3971 | 200 |
[super didReceiveMemoryWarning]; |
3783 | 201 |
} |
202 |
||
3547 | 203 |
-(void) dealloc { |
204 |
[popupMenu release]; |
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205 |
[helpPage release]; |
3547 | 206 |
[popoverController release]; |
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207 |
[amvc release]; |
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|
208 |
[lowerIndicator release]; |
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|
209 |
[savesIndicator release]; |
3547 | 210 |
// dimTimer is autoreleased |
211 |
[super dealloc]; |
|
212 |
} |
|
213 |
||
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changeset
|
214 |
-(void) numberOfScreensIncreased { |
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changeset
|
215 |
if (self.initialScreenCount == 1) { |
d1eb1560b4d5
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changeset
|
216 |
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"New display detected" |
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changeset
|
217 |
message:NSLocalizedString(@"Hedgewars supports multi-monitor configurations, but the screen has to be connected before launching the game.",@"") |
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changeset
|
218 |
delegate:nil |
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changeset
|
219 |
cancelButtonTitle:@"Ok" |
d1eb1560b4d5
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changeset
|
220 |
otherButtonTitles:nil]; |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
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diff
changeset
|
221 |
[alert show]; |
d1eb1560b4d5
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parents:
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diff
changeset
|
222 |
[alert release]; |
d1eb1560b4d5
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diff
changeset
|
223 |
HW_pause(); |
d1eb1560b4d5
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changeset
|
224 |
} |
d1eb1560b4d5
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changeset
|
225 |
} |
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changeset
|
226 |
|
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changeset
|
227 |
-(void) numberOfScreensDecreased { |
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changeset
|
228 |
if (self.initialScreenCount == 2) { |
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diff
changeset
|
229 |
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Oh noes! Display disconnected" |
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and now for something completely different, overlay refactoring!
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diff
changeset
|
230 |
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.",@"") |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
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changeset
|
231 |
delegate:nil |
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diff
changeset
|
232 |
cancelButtonTitle:@"Ok" |
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changeset
|
233 |
otherButtonTitles:nil]; |
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and now for something completely different, overlay refactoring!
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changeset
|
234 |
[alert show]; |
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and now for something completely different, overlay refactoring!
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changeset
|
235 |
[alert release]; |
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and now for something completely different, overlay refactoring!
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changeset
|
236 |
HW_terminate(NO); |
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and now for something completely different, overlay refactoring!
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changeset
|
237 |
} |
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and now for something completely different, overlay refactoring!
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changeset
|
238 |
} |
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and now for something completely different, overlay refactoring!
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changeset
|
239 |
|
3547 | 240 |
#pragma mark - |
5166
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and now for something completely different, overlay refactoring!
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diff
changeset
|
241 |
#pragma mark overlay appearance |
3547 | 242 |
// nice transition for dimming, should be called only by the timer himself |
243 |
-(void) dimOverlay { |
|
4028
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diff
changeset
|
244 |
if (isGameRunning()) { |
3547 | 245 |
[UIView beginAnimations:@"overlay dim" context:NULL]; |
246 |
[UIView setAnimationDuration:0.6]; |
|
247 |
self.view.alpha = 0.2; |
|
248 |
[UIView commitAnimations]; |
|
249 |
} |
|
250 |
} |
|
251 |
||
252 |
// set the overlay visible and put off the timer for enough time |
|
253 |
-(void) activateOverlay { |
|
254 |
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
|
255 |
doNotDim(); |
3547 | 256 |
} |
257 |
||
5166
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and now for something completely different, overlay refactoring!
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changeset
|
258 |
-(void) removeOverlay { |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
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diff
changeset
|
259 |
[self.popupMenu performSelectorOnMainThread:@selector(dismiss) withObject:nil waitUntilDone:YES]; |
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and now for something completely different, overlay refactoring!
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changeset
|
260 |
[self.popoverController performSelectorOnMainThread:@selector(dismissPopoverAnimated:) withObject:nil waitUntilDone:YES]; |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
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diff
changeset
|
261 |
[self.view performSelectorOnMainThread:@selector(removeFromSuperview) withObject:nil waitUntilDone:YES]; |
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changeset
|
262 |
} |
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and now for something completely different, overlay refactoring!
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changeset
|
263 |
|
d1eb1560b4d5
and now for something completely different, overlay refactoring!
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diff
changeset
|
264 |
#pragma mark - |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
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diff
changeset
|
265 |
#pragma mark overlay user interaction |
3626 | 266 |
// dim the overlay when there's no more input for a certain amount of time |
267 |
-(IBAction) buttonReleased:(id) sender { |
|
4028
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changeset
|
268 |
if (isGameRunning() == NO) |
3629
86212d2b116a
redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
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diff
changeset
|
269 |
return; |
3697 | 270 |
|
3626 | 271 |
UIButton *theButton = (UIButton *)sender; |
3697 | 272 |
|
3626 | 273 |
switch (theButton.tag) { |
274 |
case 0: |
|
275 |
case 1: |
|
276 |
case 2: |
|
277 |
case 3: |
|
3649 | 278 |
[NSObject cancelPreviousPerformRequestsWithTarget:self |
279 |
selector:@selector(unsetPreciseStatus) |
|
280 |
object:nil]; |
|
3626 | 281 |
HW_walkingKeysUp(); |
282 |
break; |
|
283 |
case 4: |
|
284 |
case 5: |
|
285 |
case 6: |
|
286 |
HW_otherKeysUp(); |
|
287 |
break; |
|
288 |
default: |
|
3660 | 289 |
DLog(@"Nope"); |
3626 | 290 |
break; |
291 |
} |
|
292 |
||
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
|
293 |
isAttacking = NO; |
3646
a3271158d93b
don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents:
3639
diff
changeset
|
294 |
doDim(); |
3626 | 295 |
} |
296 |
||
3697 | 297 |
// issue certain action based on the tag of the button |
3547 | 298 |
-(IBAction) buttonPressed:(id) sender { |
299 |
[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
|
300 |
|
4028
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move functions called by pascal code outside controller
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parents:
3996
diff
changeset
|
301 |
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
|
302 |
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
|
303 |
|
22e4d74240e5
finishing touches to save games handling (help label, dim on overlay, edit text only when table is editable)
koda
parents:
3829
diff
changeset
|
304 |
if (isPopoverVisible) |
3547 | 305 |
[self dismissPopover]; |
3779
3351a017d4ad
tap to dismiss 'get ready', add a toggle to enable/disable it
koda
parents:
3765
diff
changeset
|
306 |
|
3547 | 307 |
UIButton *theButton = (UIButton *)sender; |
308 |
switch (theButton.tag) { |
|
309 |
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
|
310 |
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
|
311 |
HW_walkLeft(); |
3547 | 312 |
break; |
313 |
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
|
314 |
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
|
315 |
HW_walkRight(); |
3547 | 316 |
break; |
317 |
case 2: |
|
3649 | 318 |
[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
|
319 |
HW_preciseSet(!HW_isWeaponRope()); |
3547 | 320 |
HW_aimUp(); |
321 |
break; |
|
322 |
case 3: |
|
3649 | 323 |
[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
|
324 |
HW_preciseSet(!HW_isWeaponRope()); |
3547 | 325 |
HW_aimDown(); |
326 |
break; |
|
327 |
case 4: |
|
328 |
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
|
329 |
isAttacking = YES; |
3547 | 330 |
break; |
331 |
case 5: |
|
332 |
HW_jump(); |
|
333 |
break; |
|
334 |
case 6: |
|
335 |
HW_backjump(); |
|
336 |
break; |
|
337 |
case 10: |
|
3791
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
338 |
playSound(@"clickSound"); |
4504
8906b2409d97
add the appirater class for getting more positive reviews
koda
parents:
4454
diff
changeset
|
339 |
clearView(); |
3667 | 340 |
HW_pause(); |
3941 | 341 |
if (self.amvc.isVisible && IS_DUALHEAD() == NO) { |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
342 |
doDim(); |
3935 | 343 |
[self.amvc disappear]; |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
344 |
} |
4855
2480ab325057
when multiple fingers are detected, remove all widgets in order to avoid accidental commands
koda
parents:
4541
diff
changeset
|
345 |
removeInputWidget(); |
3547 | 346 |
[self showPopover]; |
347 |
break; |
|
3624 | 348 |
case 11: |
3791
98072b3871c1
help page for ingame, some other fixes here and there
koda
parents:
3789
diff
changeset
|
349 |
playSound(@"clickSound"); |
4504
8906b2409d97
add the appirater class for getting more positive reviews
koda
parents:
4454
diff
changeset
|
350 |
clearView(); |
4855
2480ab325057
when multiple fingers are detected, remove all widgets in order to avoid accidental commands
koda
parents:
4541
diff
changeset
|
351 |
removeInputWidget(); |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
352 |
|
3941 | 353 |
if (IS_DUALHEAD() || self.useClassicMenu == NO) { |
3935 | 354 |
if (self.amvc == nil) |
355 |
self.amvc = [[AmmoMenuViewController alloc] init]; |
|
5174
f5294509783e
initial refactoring of ObjcExports and OverlayViewController
koda
parents:
5166
diff
changeset
|
356 |
|
3935 | 357 |
if (self.amvc.isVisible) { |
358 |
doDim(); |
|
359 |
[self.amvc disappear]; |
|
360 |
} else { |
|
3952
d6412423da45
moved some utilities to a separate column with round buttons
koda
parents:
3948
diff
changeset
|
361 |
if (HW_isAmmoMenuNotAllowed() == NO) { |
d6412423da45
moved some utilities to a separate column with round buttons
koda
parents:
3948
diff
changeset
|
362 |
doNotDim(); |
d6412423da45
moved some utilities to a separate column with round buttons
koda
parents:
3948
diff
changeset
|
363 |
[self.amvc appearInView:self.view]; |
d6412423da45
moved some utilities to a separate column with round buttons
koda
parents:
3948
diff
changeset
|
364 |
} |
3935 | 365 |
} |
5174
f5294509783e
initial refactoring of ObjcExports and OverlayViewController
koda
parents:
5166
diff
changeset
|
366 |
} else |
3941 | 367 |
HW_ammoMenu(); |
3624 | 368 |
break; |
3547 | 369 |
default: |
3626 | 370 |
DLog(@"Nope"); |
3547 | 371 |
break; |
372 |
} |
|
373 |
} |
|
374 |
||
3649 | 375 |
-(void) unsetPreciseStatus { |
376 |
HW_preciseSet(NO); |
|
377 |
} |
|
378 |
||
3976 | 379 |
-(void) sendHWClick { |
380 |
HW_click(); |
|
4855
2480ab325057
when multiple fingers are detected, remove all widgets in order to avoid accidental commands
koda
parents:
4541
diff
changeset
|
381 |
removeInputWidget(); |
3976 | 382 |
doDim(); |
383 |
} |
|
384 |
||
385 |
-(void) setGrenadeTime:(id) sender { |
|
386 |
UISegmentedControl *theSegment = (UISegmentedControl *)sender; |
|
4028
eb371ada631d
move functions called by pascal code outside controller
koda
parents:
3996
diff
changeset
|
387 |
if (cachedGrenadeTime() != theSegment.selectedSegmentIndex) { |
3976 | 388 |
HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1); |
4028
eb371ada631d
move functions called by pascal code outside controller
koda
parents:
3996
diff
changeset
|
389 |
setGrenadeTime(theSegment.selectedSegmentIndex); |
3976 | 390 |
} |
391 |
} |
|
392 |
||
393 |
#pragma mark - |
|
5166
d1eb1560b4d5
and now for something completely different, overlay refactoring!
koda
parents:
5156
diff
changeset
|
394 |
#pragma mark in-game menu and help page |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
koda
parents:
5156
diff
changeset
|
395 |
-(void) showHelp:(id) sender { |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
koda
parents:
5156
diff
changeset
|
396 |
if (self.helpPage == nil) { |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
koda
parents:
5156
diff
changeset
|
397 |
NSString *xibName = (IS_IPAD() ? @"HelpPageInGameViewController-iPad" : @"HelpPageInGameViewController-iPhone"); |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
koda
parents:
5156
diff
changeset
|
398 |
self.helpPage = [[HelpPageViewController alloc] initWithNibName:xibName bundle:nil]; |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
koda
parents:
5156
diff
changeset
|
399 |
} |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
koda
parents:
5156
diff
changeset
|
400 |
self.helpPage.view.alpha = 0; |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
koda
parents:
5156
diff
changeset
|
401 |
[self.view addSubview:helpPage.view]; |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
koda
parents:
5156
diff
changeset
|
402 |
[UIView beginAnimations:@"helpingame" context:NULL]; |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
koda
parents:
5156
diff
changeset
|
403 |
self.helpPage.view.alpha = 1; |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
koda
parents:
5156
diff
changeset
|
404 |
[UIView commitAnimations]; |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
koda
parents:
5156
diff
changeset
|
405 |
doNotDim(); |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
koda
parents:
5156
diff
changeset
|
406 |
} |
d1eb1560b4d5
and now for something completely different, overlay refactoring!
koda
parents:
5156
diff
changeset
|
407 |
|
3547 | 408 |
// present a further check before closing game |
409 |
-(void) actionSheet:(UIActionSheet *)actionSheet didDismissWithButtonIndex:(NSInteger) buttonIndex { |
|
410 |
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
|
411 |
HW_terminate(NO); |
3547 | 412 |
else |
3697 | 413 |
HW_pause(); |
3547 | 414 |
} |
415 |
||
416 |
// show up a popover containing a popupMenuViewController; we hook it with setPopoverContentSize |
|
417 |
// on iphone instead just use the tableViewController directly (and implement manually all animations) |
|
418 |
-(IBAction) showPopover{ |
|
3667 | 419 |
CGRect screen = [[UIScreen mainScreen] bounds]; |
3547 | 420 |
isPopoverVisible = YES; |
421 |
||
3996 | 422 |
if (IS_IPAD()) { |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
423 |
if (self.popupMenu == nil) |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
424 |
self.popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStylePlain]; |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
425 |
if (self.popoverController == nil) { |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
426 |
self.popoverController = [[UIPopoverController alloc] initWithContentViewController:self.popupMenu]; |
4935 | 427 |
[self.popoverController setPopoverContentSize:CGSizeMake(220, 200) animated:YES]; |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
428 |
[self.popoverController setPassthroughViews:[NSArray arrayWithObject:self.view]]; |
3547 | 429 |
} |
3551 | 430 |
|
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
431 |
[self.popoverController presentPopoverFromRect:CGRectMake(screen.size.height / 2, screen.size.width / 2, 1, 1) |
3547 | 432 |
inView:self.view |
3667 | 433 |
permittedArrowDirections:UIPopoverArrowDirectionAny |
3547 | 434 |
animated:YES]; |
435 |
} else { |
|
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
436 |
if (self.popupMenu == nil) |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
437 |
self.popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStyleGrouped]; |
3697 | 438 |
|
3547 | 439 |
[self.view addSubview:popupMenu.view]; |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
440 |
[self.popupMenu present]; |
3547 | 441 |
} |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
442 |
self.popupMenu.tableView.scrollEnabled = NO; |
3547 | 443 |
} |
444 |
||
445 |
// on ipad just dismiss it, on iphone transtion to the right |
|
446 |
-(void) dismissPopover { |
|
447 |
if (YES == isPopoverVisible) { |
|
448 |
isPopoverVisible = NO; |
|
3672
f225b94a4411
shrink confirmation button, double tap resets zoom and centers hog
koda
parents:
3668
diff
changeset
|
449 |
if (HW_isPaused()) |
4454 | 450 |
HW_pauseToggle(); |
3697 | 451 |
|
4920 | 452 |
[self.popupMenu dismiss]; |
453 |
if (IS_IPAD()) |
|
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
454 |
[self.popoverController dismissPopoverAnimated:YES]; |
4920 | 455 |
|
3547 | 456 |
[self buttonReleased:nil]; |
457 |
} |
|
458 |
} |
|
459 |
||
460 |
#pragma mark - |
|
461 |
#pragma mark Custom touch event handling |
|
4541 | 462 |
-(BOOL) shouldIgnoreTouch:(NSSet *)allTouches { |
463 |
if (isGameRunning() == NO) |
|
464 |
return YES; |
|
465 |
||
466 |
// ignore activity near the dpad and buttons |
|
467 |
CGPoint touchPoint = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view]; |
|
468 |
CGSize screen = [[UIScreen mainScreen] bounds].size; |
|
469 |
||
470 |
if ((touchPoint.x < 160 && touchPoint.y > screen.width - 155 ) || |
|
471 |
(touchPoint.x > screen.height - 135 && touchPoint.y > screen.width - 140)) |
|
472 |
return YES; |
|
473 |
return NO; |
|
474 |
} |
|
475 |
||
3547 | 476 |
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
477 |
NSSet *allTouches = [event allTouches]; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
478 |
UITouch *first, *second; |
3697 | 479 |
|
4541 | 480 |
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
|
481 |
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
|
482 |
|
3647
0d0df215fb52
making chat work... (keyboard support is heavily broken in sdl upstream)
koda
parents:
3646
diff
changeset
|
483 |
// hide in-game menu |
0d0df215fb52
making chat work... (keyboard support is heavily broken in sdl upstream)
koda
parents:
3646
diff
changeset
|
484 |
if (isPopoverVisible) |
3547 | 485 |
[self dismissPopover]; |
3697 | 486 |
|
3941 | 487 |
if (self.amvc.isVisible && IS_DUALHEAD() == NO) { |
3933
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
488 |
doDim(); |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
489 |
[self.amvc disappear]; |
1a873262f5dd
polishing the cocoa ammomenu a little, still requires work
koda
parents:
3926
diff
changeset
|
490 |
} |
3646
a3271158d93b
don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents:
3639
diff
changeset
|
491 |
// reset default dimming |
a3271158d93b
don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents:
3639
diff
changeset
|
492 |
doDim(); |
3697 | 493 |
|
4855
2480ab325057
when multiple fingers are detected, remove all widgets in order to avoid accidental commands
koda
parents:
4541
diff
changeset
|
494 |
// remove other widgets |
2480ab325057
when multiple fingers are detected, remove all widgets in order to avoid accidental commands
koda
parents:
4541
diff
changeset
|
495 |
removeInputWidget(); |
2480ab325057
when multiple fingers are detected, remove all widgets in order to avoid accidental commands
koda
parents:
4541
diff
changeset
|
496 |
|
3668
3f7a95234d8a
tap to play piano notes, fix for audio and pause glitch
koda
parents:
3667
diff
changeset
|
497 |
HW_setPianoSound([allTouches count]); |
3697 | 498 |
|
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
499 |
switch ([allTouches count]) { |
3697 | 500 |
case 1: |
3651 | 501 |
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
|
502 |
if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount]) |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
503 |
HW_zoomReset(); |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
504 |
break; |
3697 | 505 |
case 2: |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
506 |
// pinching |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
507 |
first = [[allTouches allObjects] objectAtIndex:0]; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
508 |
second = [[allTouches allObjects] objectAtIndex:1]; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
509 |
initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]); |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
510 |
break; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
511 |
default: |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
512 |
break; |
3547 | 513 |
} |
514 |
} |
|
515 |
||
516 |
-(void) touchesEnded:(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]; |
4541 | 518 |
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
|
519 |
return; |
4541 | 520 |
|
5174
f5294509783e
initial refactoring of ObjcExports and OverlayViewController
koda
parents:
5166
diff
changeset
|
521 |
CGRect screen = [[UIScreen mainScreen] bounds]; |
f5294509783e
initial refactoring of ObjcExports and OverlayViewController
koda
parents:
5166
diff
changeset
|
522 |
CGPoint currentPosition = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view]; |
f5294509783e
initial refactoring of ObjcExports and OverlayViewController
koda
parents:
5166
diff
changeset
|
523 |
|
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
524 |
switch ([allTouches count]) { |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
525 |
case 1: |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
526 |
// 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
|
527 |
if (HW_isAmmoMenuOpen()) { |
3680 | 528 |
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
|
529 |
// 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
|
530 |
HW_click(); |
3697 | 531 |
} else |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
532 |
// 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
|
533 |
if (HW_isWeaponRequiringClick()) { |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
534 |
// 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
|
535 |
HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y)); |
3697 | 536 |
|
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
537 |
// 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
|
538 |
UIButton *tapAgain = [UIButton buttonWithType:UIButtonTypeRoundedRect]; |
3672
f225b94a4411
shrink confirmation button, double tap resets zoom and centers hog
koda
parents:
3668
diff
changeset
|
539 |
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
|
540 |
tapAgain.tag = CONFIRMATION_TAG; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
541 |
tapAgain.alpha = 0; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
542 |
[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
|
543 |
[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
|
544 |
[self.view addSubview:tapAgain]; |
3697 | 545 |
|
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
546 |
// animation ftw! |
3697 | 547 |
[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
|
548 |
[UIView setAnimationDuration:ANIMATION_DURATION]; |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
549 |
[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
|
550 |
[UIView commitAnimations]; |
3697 | 551 |
|
3646
a3271158d93b
don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents:
3639
diff
changeset
|
552 |
// keep the overlay active, or the button will fade |
3650 | 553 |
[self activateOverlay]; |
3646
a3271158d93b
don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents:
3639
diff
changeset
|
554 |
doNotDim(); |
3650 | 555 |
} else |
556 |
if (HW_isWeaponTimerable()) { |
|
557 |
if (isSegmentVisible) { |
|
558 |
UISegmentedControl *grenadeTime = (UISegmentedControl *)[self.view viewWithTag:GRENADE_TAG]; |
|
3697 | 559 |
|
3650 | 560 |
[UIView beginAnimations:@"removing segmented control" context:NULL]; |
561 |
[UIView setAnimationDuration:ANIMATION_DURATION]; |
|
562 |
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; |
|
563 |
grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50); |
|
564 |
[UIView commitAnimations]; |
|
3697 | 565 |
|
3650 | 566 |
[grenadeTime performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION]; |
567 |
} else { |
|
568 |
NSArray *items = [[NSArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",nil]; |
|
569 |
UISegmentedControl *grenadeTime = [[UISegmentedControl alloc] initWithItems:items]; |
|
570 |
[items release]; |
|
3697 | 571 |
|
3650 | 572 |
[grenadeTime addTarget:self action:@selector(setGrenadeTime:) forControlEvents:UIControlEventValueChanged]; |
573 |
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
|
574 |
grenadeTime.selectedSegmentIndex = cachedGrenadeTime(); |
3650 | 575 |
grenadeTime.tag = GRENADE_TAG; |
576 |
[self.view addSubview:grenadeTime]; |
|
577 |
[grenadeTime release]; |
|
3697 | 578 |
|
3650 | 579 |
[UIView beginAnimations:@"inserting segmented control" context:NULL]; |
580 |
[UIView setAnimationDuration:ANIMATION_DURATION]; |
|
581 |
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; |
|
582 |
grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width - 100, 250, 50); |
|
583 |
[UIView commitAnimations]; |
|
3697 | 584 |
|
3650 | 585 |
[self activateOverlay]; |
586 |
doNotDim(); |
|
3697 | 587 |
} |
3650 | 588 |
isSegmentVisible = !isSegmentVisible; |
3661 | 589 |
} else |
590 |
if (HW_isWeaponSwitch()) |
|
591 |
HW_tab(); |
|
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
592 |
break; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
593 |
case 2: |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
594 |
HW_allKeysUp(); |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
595 |
break; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
596 |
default: |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
597 |
break; |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
598 |
} |
3697 | 599 |
|
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
|
600 |
initialDistanceForPinching = 0; |
3639
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
601 |
} |
b5cdbcc89b61
use a button instead of label and simplify a lot touch interaction
koda
parents:
3638
diff
changeset
|
602 |
|
3547 | 603 |
-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { |
604 |
[self touchesEnded:touches withEvent:event]; |
|
605 |
} |
|
606 |
||
607 |
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { |
|
5174
f5294509783e
initial refactoring of ObjcExports and OverlayViewController
koda
parents:
5166
diff
changeset
|
608 |
NSSet *allTouches = [event allTouches]; |
f5294509783e
initial refactoring of ObjcExports and OverlayViewController
koda
parents:
5166
diff
changeset
|
609 |
if ([self shouldIgnoreTouch:allTouches] == YES) |
f5294509783e
initial refactoring of ObjcExports and OverlayViewController
koda
parents:
5166
diff
changeset
|
610 |
return; |
f5294509783e
initial refactoring of ObjcExports and OverlayViewController
koda
parents:
5166
diff
changeset
|
611 |
|
3551 | 612 |
CGRect screen = [[UIScreen mainScreen] bounds]; |
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
|
613 |
int x, y, dx, dy; |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
614 |
UITouch *touch, *first, *second; |
3547 | 615 |
|
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
616 |
switch ([allTouches count]) { |
3551 | 617 |
case 1: |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
618 |
touch = [[allTouches allObjects] objectAtIndex:0]; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
619 |
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
|
620 |
|
3952
d6412423da45
moved some utilities to a separate column with round buttons
koda
parents:
3948
diff
changeset
|
621 |
if (HW_isAmmoMenuOpen()) { |
3680 | 622 |
// no zoom consideration for this |
623 |
HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y)); |
|
624 |
} else |
|
625 |
if (HW_isWeaponRequiringClick()) { |
|
626 |
// moves the cursor around wrt zoom |
|
627 |
HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y)); |
|
628 |
} else { |
|
629 |
// panning \o/ |
|
630 |
dx = startingPoint.x - currentPosition.x; |
|
631 |
dy = currentPosition.y - startingPoint.y; |
|
632 |
HW_getCursor(&x, &y); |
|
633 |
// momentum (or something like that) |
|
634 |
/*if (abs(dx) > 40) |
|
635 |
dx *= log(abs(dx)/4); |
|
636 |
if (abs(dy) > 40) |
|
637 |
dy *= log(abs(dy)/4);*/ |
|
638 |
HW_setCursor(x + dx/HW_zoomFactor(), y + dy/HW_zoomFactor()); |
|
639 |
startingPoint = currentPosition; |
|
640 |
} |
|
3551 | 641 |
break; |
3547 | 642 |
case 2: |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
643 |
first = [[allTouches allObjects] objectAtIndex:0]; |
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3637
diff
changeset
|
644 |
second = [[allTouches allObjects] objectAtIndex:1]; |
3547 | 645 |
CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]); |
646 |
const int pinchDelta = 40; |
|
3697 | 647 |
|
3547 | 648 |
if (0 != initialDistanceForPinching) { |
649 |
if (currentDistanceOfPinching - initialDistanceForPinching > pinchDelta) { |
|
650 |
HW_zoomIn(); |
|
651 |
initialDistanceForPinching = currentDistanceOfPinching; |
|
652 |
} |
|
653 |
else if (initialDistanceForPinching - currentDistanceOfPinching > pinchDelta) { |
|
654 |
HW_zoomOut(); |
|
655 |
initialDistanceForPinching = currentDistanceOfPinching; |
|
656 |
} |
|
3697 | 657 |
} else |
3547 | 658 |
initialDistanceForPinching = currentDistanceOfPinching; |
659 |
break; |
|
660 |
default: |
|
3940
cc29628976cc
some optimizations to drawing and fetching data of new ammomenu
koda
parents:
3935
diff
changeset
|
661 |
DLog(@"Nope"); |
3547 | 662 |
break; |
663 |
} |
|
664 |
} |
|
665 |
||
666 |
@end |