fix the multitouch shooting and moving
fix a crash (unknown) when reloading
leave the lobby open after returing from game
//
// 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 "SDL_config_iphoneos.h"
#import "PopoverMenuViewController.h"
#import "CommodityFunctions.h"
#define HIDING_TIME_DEFAULT [NSDate dateWithTimeIntervalSinceNow:2.7]
#define HIDING_TIME_NEVER [NSDate dateWithTimeIntervalSinceNow:10000]
@implementation OverlayViewController
@synthesize popoverController, popupMenu, writeChatTextField, spinningWheel;
-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
return rotationManager(interfaceOrientation);
}
-(void) didRotate:(NSNotification *)notification {
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
CGRect rect = [[UIScreen mainScreen] bounds];
CGRect usefulRect = CGRectMake(0, 0, rect.size.width, rect.size.height);
UIView *sdlView = [[[UIApplication sharedApplication] keyWindow] viewWithTag:12345];
[UIView beginAnimations:@"rotation" context:NULL];
[UIView setAnimationDuration:0.8f];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
switch (orientation) {
case UIDeviceOrientationLandscapeLeft:
sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(0));
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90));
[self chatDisappear];
HW_setLandscape(YES);
break;
case UIDeviceOrientationLandscapeRight:
sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(180));
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(-90));
[self chatDisappear];
HW_setLandscape(YES);
break;
/*
case UIDeviceOrientationPortrait:
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(270));
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(0));
[self chatAppear];
HW_setLandscape(NO);
}
break;
case UIDeviceOrientationPortraitUpsideDown:
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(90));
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(180));
[self chatAppear];
HW_setLandscape(NO);
}
break;
*/
default:
break;
}
self.view.frame = usefulRect;
//sdlView.frame = usefulRect;
[UIView commitAnimations];
}
-(void) chatAppear {
/*
if (writeChatTextField == nil) {
writeChatTextField = [[UITextField alloc] initWithFrame:CGRectMake(0, 100, 768, [UIFont systemFontSize]+8)];
writeChatTextField.textColor = [UIColor whiteColor];
writeChatTextField.backgroundColor = [UIColor blueColor];
writeChatTextField.autocapitalizationType = UITextAutocapitalizationTypeNone;
writeChatTextField.autocorrectionType = UITextAutocorrectionTypeNo;
writeChatTextField.enablesReturnKeyAutomatically = NO;
writeChatTextField.keyboardAppearance = UIKeyboardAppearanceDefault;
writeChatTextField.keyboardType = UIKeyboardTypeDefault;
writeChatTextField.returnKeyType = UIReturnKeyDefault;
writeChatTextField.secureTextEntry = NO;
[self.view addSubview:writeChatTextField];
}
writeChatTextField.alpha = 1;
[self activateOverlay];
[dimTimer setFireDate:HIDING_TIME_NEVER];
*/
}
-(void) chatDisappear {
/*
writeChatTextField.alpha = 0;
[writeChatTextField resignFirstResponder];
[dimTimer setFireDate:HIDING_TIME_DEFAULT];
*/
}
#pragma mark -
#pragma mark View Management
-(void) viewDidLoad {
isPopoverVisible = NO;
singleton = self.spinningWheel;
canDim = NO;
self.view.alpha = 0;
self.view.center = CGPointMake(self.view.frame.size.height/2.0, self.view.frame.size.width/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];
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(didRotate:)
name:UIDeviceOrientationDidChangeNotification
object:nil];
[UIView beginAnimations:@"showing overlay" context:NULL];
[UIView setAnimationDuration:1];
self.view.alpha = 1;
[UIView commitAnimations];
// set initial orientation
[self didRotate:[NSNotification notificationWithName:UIDeviceOrientationDidChangeNotification object:nil]];
}
/* these are causing problems at reloading so let's remove 'em
-(void) viewDidUnload {
[popoverController dismissPopoverAnimated:NO];
[dimTimer invalidate];
self.writeChatTextField = nil;
self.popoverController = nil;
self.popupMenu = nil;
self.spinningWheel = nil;
[super viewDidUnload];
MSG_DIDUNLOAD();
}
-(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.
if (popupMenu.view.superview == nil)
popupMenu = nil;
MSG_MEMCLEAN();
}
*/
-(void) dealloc {
[writeChatTextField release];
[popupMenu release];
[popoverController release];
// dimTimer is autoreleased
[spinningWheel release];
[super dealloc];
}
#pragma mark -
#pragma mark Overlay actions and members
// nice transition for dimming, should be called only by the timer himself
-(void) dimOverlay {
if (canDim) {
[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:HIDING_TIME_NEVER];
}
// dim the overlay when there's no more input for a certain amount of time
-(IBAction) buttonReleased:(id) sender {
UIButton *theButton = (UIButton *)sender;
switch (theButton.tag) {
case 0:
case 1:
case 2:
case 3:
HW_walkingKeysUp();
break;
case 4:
case 5:
case 6:
HW_otherKeysUp();
break;
default:
NSLog(@"Nope");
break;
}
[dimTimer setFireDate:HIDING_TIME_DEFAULT];
}
// issue certain action based on the tag of the button
-(IBAction) buttonPressed:(id) sender {
[self activateOverlay];
if (isPopoverVisible) {
[self dismissPopover];
}
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;
case 10:
[self showPopover];
break;
case 11:
HW_ammoMenu();
break;
default:
DLog(@"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
// on iphone instead just use the tableViewController directly (and implement manually all animations)
-(IBAction) showPopover{
isPopoverVisible = YES;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
if (popupMenu == nil)
popupMenu = [[PopoverMenuViewController alloc] initWithStyle:UITableViewStylePlain];
if (popoverController == nil) {
popoverController = [[UIPopoverController alloc] initWithContentViewController:popupMenu];
[popoverController setPopoverContentSize:CGSizeMake(220, 170) animated:YES];
[popoverController setPassthroughViews:[NSArray arrayWithObject:self.view]];
}
[popoverController presentPopoverFromRect:CGRectMake(1000, 0, 220, 32)
inView:self.view
permittedArrowDirections:UIPopoverArrowDirectionUp
animated:YES];
} else {
if (popupMenu == nil) {
popupMenu = [[PopoverMenuViewController alloc] initWithStyle:UITableViewStyleGrouped];
popupMenu.view.backgroundColor = [UIColor clearColor];
popupMenu.view.frame = CGRectMake(480, 0, 200, 170);
}
[self.view addSubview:popupMenu.view];
[UIView beginAnimations:@"showing popover" context:NULL];
[UIView setAnimationDuration:0.35];
popupMenu.view.frame = CGRectMake(280, 0, 200, 170);
[UIView commitAnimations];
}
popupMenu.tableView.scrollEnabled = NO;
}
// on ipad just dismiss it, on iphone transtion to the right
-(void) dismissPopover {
if (YES == isPopoverVisible) {
isPopoverVisible = NO;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
[popoverController dismissPopoverAnimated:YES];
} else {
[UIView beginAnimations:@"hiding popover" context:NULL];
[UIView setAnimationDuration:0.35];
popupMenu.view.frame = CGRectMake(480, 0, 200, 170);
[UIView commitAnimations];
[popupMenu.view performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:0.35];
}
[self buttonReleased:nil];
}
}
-(void) textFieldDoneEditing:(id) sender{
[sender resignFirstResponder];
}
// this function is called by pascal FinishProgress and removes the spinning wheel when loading is done
void spinningWheelDone (void) {
[singleton stopAnimating];
singleton = nil;
canDim = YES;
}
#pragma mark -
#pragma mark Custom touch event handling
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *twoTouches;
UITouch *touch = [touches anyObject];
CGRect screen = [[UIScreen mainScreen] bounds];
CGPoint currentPosition = [touch locationInView:self.view];
if (isPopoverVisible) {
[self dismissPopover];
}
if (writeChatTextField) {
[self.writeChatTextField resignFirstResponder];
[dimTimer setFireDate:HIDING_TIME_DEFAULT];
}
if (currentPosition.y < screen.size.width - 120) {
switch ([touches count]) {
case 1:
DLog(@"X:%d Y:%d", HWX(currentPosition.x), HWY(currentPosition.y));
HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
if (2 == [touch tapCount])
HW_zoomReset();
break;
case 2:
// 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;
//HW_allKeysUp();
HW_click();
}
-(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 {
CGRect screen = [[UIScreen mainScreen] bounds];
NSArray *twoTouches;
CGPoint currentPosition;
UITouch *touch = [touches anyObject];
switch ([touches count]) {
case 1:
if (HW_isAmmoOpen()) {
currentPosition = [touch locationInView:self.view];
DLog(@"X:%d Y:%d", HWX(currentPosition.x), HWY(currentPosition.y));
HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
}
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]);
const int pinchDelta = 40;
if (0 != initialDistanceForPinching) {
if (currentDistanceOfPinching - initialDistanceForPinching > pinchDelta) {
HW_zoomIn();
initialDistanceForPinching = currentDistanceOfPinching;
}
else if (initialDistanceForPinching - currentDistanceOfPinching > pinchDelta) {
HW_zoomOut();
initialDistanceForPinching = currentDistanceOfPinching;
}
} else
initialDistanceForPinching = currentDistanceOfPinching;
break;
default:
break;
}
}
@end