cocoaTouch/iPad/OverlayViewController.m
changeset 3305 91074496d5c9
parent 3304 8690a3aa93b5
child 3306 fcdf6d85b042
--- a/cocoaTouch/iPad/OverlayViewController.m	Sun Apr 04 16:38:00 2010 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,267 +0,0 @@
-//
-//  overlayViewController.m
-//  HedgewarsMobile
-//
-//  Created by Vittorio on 16/03/10.
-//  Copyright 2010 __MyCompanyName__. All rights reserved.
-//
-
-#import "OverlayViewController.h"
-#import "SDL_uikitappdelegate.h"
-#import "PascalImports.h"
-#import "CGPointUtils.h"
-#import "SDL_mouse.h"
-#import "PopupMenuViewController.h"
-
-@implementation OverlayViewController
-@synthesize dimTimer, menuPopover;
-
-
--(void) didReceiveMemoryWarning {
-	// Releases the view if it doesn't have a superview.
-    [super didReceiveMemoryWarning];
-	
-	// Release any cached data, images, etc that aren't in use.
-}
-
--(void) viewDidLoad {
-    self.view.alpha = 0;
-    
-    // needed for rotation to work on os < 3.2
-    self.view.center = CGPointMake(self.view.frame.size.height/2.0, self.view.frame.size.width/2.0);
-    self.view.transform = CGAffineTransformRotate(self.view.transform, (M_PI/2.0));
-
-    dimTimer = [[NSTimer alloc] initWithFireDate:[NSDate dateWithTimeIntervalSinceNow:6]
-                                        interval:1000
-                                          target:self
-                                        selector:@selector(dimOverlay)
-                                        userInfo:nil
-                                         repeats:YES];
-    
-    // add timer too runloop, otherwise it doesn't work
-    [[NSRunLoop currentRunLoop] addTimer:dimTimer forMode:NSDefaultRunLoopMode];
-    // listen for dismissal of the popover (see below)x
-    [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(dismissPopover) name:@"dismissPopover" object:nil];
-    // present the overlay after 2 seconds
-    [NSTimer scheduledTimerWithTimeInterval:2 target:self selector:@selector(showMenuAfterwards) userInfo:nil repeats:NO];
-}
-
--(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
-    return (interfaceOrientation == UIInterfaceOrientationLandscapeRight);
-}
-
--(void) viewDidUnload {
-	[dimTimer invalidate];
-    self.dimTimer = nil;
-    menuPopover = nil;
-    [super viewDidUnload];
-}
-
--(void) dealloc {
-    [menuPopover release];
-    // dimTimer is autoreleased
-    [super dealloc];
-}
-
-// draws the controller overlay after the sdl window has taken control
--(void) showMenuAfterwards {
-    [[SDLUIKitDelegate sharedAppDelegate].uiwindow bringSubviewToFront:self.view];
-
-	[UIView beginAnimations:@"showing overlay" context:NULL];
-	[UIView setAnimationDuration:1];
-	self.view.alpha = 1;
-	[UIView commitAnimations];
-}
-
-// dim the overlay when there's no more input for a certain amount of time
--(IBAction) buttonReleased:(id) sender {
-	HW_allKeysUp();
-    [dimTimer setFireDate:[NSDate dateWithTimeIntervalSinceNow:2.7]];
-}
-
-// nice transition for dimming
--(void) dimOverlay {
-    [UIView beginAnimations:@"overlay dim" context:NULL];
-   	[UIView setAnimationDuration:0.6];
-    self.view.alpha = 0.2;
-	[UIView commitAnimations];
-}
-
-// set the overlay visible and put off the timer for enough time
--(void) activateOverlay {
-    self.view.alpha = 1;
-    [dimTimer setFireDate:[NSDate dateWithTimeIntervalSinceNow:1000]];
-}
-
-// issue certain action based on the tag of the button 
--(IBAction) buttonPressed:(id) sender {
-    [self activateOverlay];
-    UIButton *theButton = (UIButton *)sender;
-    
-    switch (theButton.tag) {
-        case 0:
-            HW_walkLeft();
-            break;
-        case 1:
-            HW_walkRight();
-            break;
-        case 2:
-            HW_aimUp();
-            break;
-        case 3:
-            HW_aimDown();
-            break;
-        case 4:
-            HW_shoot();
-            break;
-        case 5:
-            HW_jump();
-            break;
-        case 6:
-            HW_backjump();
-            break;
-        case 7:
-            HW_tab();
-            break;
-        default:
-            NSLog(@"Nope");
-            break;
-    }
-}
-
-// present a further check before closing game
--(void) actionSheet:(UIActionSheet *)actionSheet didDismissWithButtonIndex:(NSInteger) buttonIndex {
-	if ([actionSheet cancelButtonIndex] != buttonIndex)
-	    HW_terminate(NO);
-	else
-            HW_pause();		
-}
-
-// show up a popover containing a popupMenuViewController; we hook it with setPopoverContentSize
--(IBAction) showPopover{
-    PopupMenuViewController *popupMenu = [[PopupMenuViewController alloc] init];
-    
-    menuPopover = [[UIPopoverController alloc] initWithContentViewController:popupMenu];
-    [menuPopover setPopoverContentSize:CGSizeMake(220, 170) animated:YES];
-
-    [menuPopover presentPopoverFromRect:CGRectMake(960, 0, 220, 32) inView:self.view permittedArrowDirections:UIPopoverArrowDirectionUp animated:YES];
-}
-
-// because of the actionSheet, the popOver might not get dismissed, so we do it manually (through a NSNotification system, see above)
--(void) dismissPopover {
-    if (menuPopover.popoverVisible) 
-        [menuPopover dismissPopoverAnimated:YES];
-}
-
-#pragma mark -
-#pragma mark Custom touch event handling
-
-#define kMinimumPinchDelta      50
-#define kMinimumGestureLength	10
-#define kMaximumVariance        3
-
--(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
-	NSArray *twoTouches;
-	UITouch *touch = [touches anyObject];
-	int width = [[UIScreen mainScreen] bounds].size.width;
-    
-	switch ([touches count]) {
-		case 1:
-			gestureStartPoint = [touch locationInView:self.view];
-			initialDistanceForPinching = 0;
-			switch ([touch tapCount]) {
-				case 1:
-					NSLog(@"X:%d Y:%d", (int)gestureStartPoint.x, (int)gestureStartPoint.y );
-					SDL_WarpMouseInWindow([SDLUIKitDelegate sharedAppDelegate].window, 
-							      (int)gestureStartPoint.y, width - (int)gestureStartPoint.x);
-					HW_click();
-					break;
-				case 2:
-					HW_ammoMenu();
-					break;
-				default:
-					break;
-			}
-			break;
-		case 2:
-			if (2 == [touch tapCount]) {
-				HW_zoomReset();
-			}
-			
-			// pinching
-			twoTouches = [touches allObjects];
-			UITouch *first = [twoTouches objectAtIndex:0];
-			UITouch *second = [twoTouches objectAtIndex:1];
-			initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
-			break;
-		default:
-			break;
-	}
-
-}
-
--(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
-	initialDistanceForPinching = 0;
-	gestureStartPoint.x = 0;
-	gestureStartPoint.y = 0;
-	HW_allKeysUp();
-}
-
--(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
-	// this can happen if the user puts more than 5 touches on the screen at once, or perhaps in other circumstances.
-	[self touchesEnded:touches withEvent:event];
-}
-
--(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
-	NSArray *twoTouches;
-	CGPoint currentPosition;
-	UITouch *touch = [touches anyObject];
-	int width = [[UIScreen mainScreen] bounds].size.width;
-
-	switch ([touches count]) {
-		case 1:
-			currentPosition = [touch locationInView:self.view];
-			// panning
-			SDL_WarpMouseInWindow([SDLUIKitDelegate sharedAppDelegate].window, 
-							(int)gestureStartPoint.y, width - (int)gestureStartPoint.x);
-			// remember that we have x and y inverted
-			/* temporarily disabling hog movements for camera panning testing
-			CGFloat vertDiff = gestureStartPoint.x - currentPosition.x;
-			CGFloat horizDiff = gestureStartPoint.y - currentPosition.y;
-			CGFloat deltaX = fabsf(vertDiff);
-			CGFloat deltaY = fabsf(horizDiff);
-			
-			if (deltaY >= kMinimumGestureLength && deltaX <= kMaximumVariance) {
-				NSLog(@"Horizontal swipe detected, begX:%f curX:%f", gestureStartPoint.x, currentPosition.x);
-				if (horizDiff > 0) HW_walkLeft();
-				else HW_walkRight();
-			} else if (deltaX >= kMinimumGestureLength && deltaY <= kMaximumVariance){
-				NSLog(@"Vertical swipe detected, begY:%f curY:%f", gestureStartPoint.y, currentPosition.y);
-				if (vertDiff < 0) HW_aimUp();
-				else HW_aimDown();
-			}
-			*/
-			break;
-		case 2:
-			twoTouches = [touches allObjects];
-			UITouch *first = [twoTouches objectAtIndex:0];
-			UITouch *second = [twoTouches objectAtIndex:1];
-			CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
-			
-			if (0 == initialDistanceForPinching) 
-				initialDistanceForPinching = currentDistanceOfPinching;
-
-			if (currentDistanceOfPinching < initialDistanceForPinching + kMinimumPinchDelta)
-				HW_zoomOut();
-			else if (currentDistanceOfPinching > initialDistanceForPinching + kMinimumPinchDelta)
-				HW_zoomIn();
-
-			currentDistanceOfPinching = initialDistanceForPinching;
-			break;
-		default:
-			break;
-	}
-}
-
-
-@end