project_files/HedgewarsMobile/Classes/OverlayViewController.m
author nemo
Fri, 23 Mar 2012 18:20:59 -0400
changeset 6810 5337f554480e
parent 6700 e04da46ee43c
child 6822 206db098f8c5
permissions -rw-r--r--
This has bugged me for a while. Since we are missing the source SVGs for this theme, removed the leaves crudely in GIMP. Also added some basic roots. Someone more artistic is encouraged to try and improve it.

/*
 * Hedgewars-iOS, a Hedgewars port for iOS devices
 * Copyright (c) 2009-2012 Vittorio Giovara <vittorio.giovara@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
 *
 * File created on 16/03/2010.
 */


#import "OverlayViewController.h"
#import "InGameMenuViewController.h"
#import "HelpPageViewController.h"
#import "CGPointUtils.h"
#import "ObjcExports.h"


#define HIDING_TIME_DEFAULT [NSDate dateWithTimeIntervalSinceNow:2.7]
#define HIDING_TIME_NEVER   [NSDate dateWithTimeIntervalSinceNow:10000]
#define doDim()             [dimTimer setFireDate:HIDING_TIME_DEFAULT]
#define doNotDim()          [dimTimer setFireDate:HIDING_TIME_NEVER]


static OverlayViewController *mainOverlay;

@implementation OverlayViewController
@synthesize popoverController, popupMenu, helpPage, loadingIndicator, confirmButton, grenadeTimeSegment;

#pragma mark -
#pragma mark rotation

-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
    return rotationManager(interfaceOrientation);
}

#pragma mark -
#pragma mark View Management
-(id) initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
    if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
        isAttacking = NO;
        isPopoverVisible = NO;
        loadingIndicator = nil;
        mainOverlay = self;
    }
    return self;
}

+(OverlayViewController *)mainOverlay {
    return mainOverlay;
}

-(void) viewDidLoad {
    // fill all the screen available as sdlview disables autoresizing
    self.view.frame = [[UIScreen mainScreen] safeBounds];
    // the timer used to dim the overlay
    dimTimer = [[NSTimer alloc] initWithFireDate:[NSDate dateWithTimeIntervalSinceNow:6]
                                        interval:1000
                                          target:self
                                        selector:@selector(dimOverlay)
                                        userInfo:nil
                                         repeats:YES];
    // add timer to runloop, otherwise it doesn't work
    [[NSRunLoop currentRunLoop] addTimer:dimTimer forMode:NSDefaultRunLoopMode];

    // display the help page, required by the popover on ipad
    [[NSNotificationCenter defaultCenter] addObserver:self
                                             selector:@selector(showHelp:)
                                                 name:@"show help ingame"
                                               object:nil];
    
    // present the overlay
    self.view.alpha = 0;
    [UIView beginAnimations:@"showing overlay" context:NULL];
    [UIView setAnimationDuration:2];
    self.view.alpha = 1;
    [UIView commitAnimations];
}

-(void) viewDidUnload {
    [[NSNotificationCenter defaultCenter] removeObserver:self];

    [NSObject cancelPreviousPerformRequestsWithTarget:self
                                             selector:@selector(unsetPreciseStatus)
                                               object:nil];

    // only objects initialized in viewDidLoad should be here
    dimTimer = nil;
    mainOverlay = nil;
    self.helpPage = nil;
    [self dismissPopover];
    self.popoverController = nil;
    self.loadingIndicator = nil;
    MSG_DIDUNLOAD();
    [super viewDidUnload];
}

-(void) didReceiveMemoryWarning {
    if (self.popupMenu.view.superview == nil)
        self.popupMenu = nil;
    if (self.helpPage.view.superview == nil)
        self.helpPage = nil;
    if (self.loadingIndicator.superview == nil)
        self.loadingIndicator = nil;
    if (self.confirmButton.superview == nil)
        self.confirmButton = nil;
    if (self.grenadeTimeSegment.superview == nil)
        self.grenadeTimeSegment = nil;
    if (IS_IPAD())
        if (((UIPopoverController *)self.popoverController).contentViewController.view.superview == nil)
            self.popoverController = nil;

    MSG_MEMCLEAN();
    [super didReceiveMemoryWarning];
}

-(void) dealloc {
    releaseAndNil(popupMenu);
    releaseAndNil(helpPage);
    releaseAndNil(popoverController);
    releaseAndNil(loadingIndicator);
    releaseAndNil(confirmButton);
    releaseAndNil(grenadeTimeSegment);
    // dimTimer is autoreleased
    [super dealloc];
}

#pragma mark -
#pragma mark overlay appearance
// nice transition for dimming, should be called only by the timer himself
-(void) dimOverlay {
    if ([HWUtils isGameRunning]) {
        [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;
    doNotDim();
}

-(void) removeOverlay {
    [self.popupMenu performSelectorOnMainThread:@selector(dismiss) withObject:nil waitUntilDone:YES];
    [self.popoverController performSelectorOnMainThread:@selector(dismissPopoverAnimated:) withObject:nil waitUntilDone:YES];
    [self.view performSelectorOnMainThread:@selector(removeFromSuperview) withObject:nil waitUntilDone:YES];
    [self performSelectorOnMainThread:@selector(release) withObject:nil waitUntilDone:YES];
    mainOverlay = nil;
}

#pragma mark -
#pragma mark overlay user interaction
// dim the overlay when there's no more input for a certain amount of time
-(IBAction) buttonReleased:(id) sender {
    if ([HWUtils isGameRunning] == NO)
        return;

    UIButton *theButton = (UIButton *)sender;

    switch (theButton.tag) {
        case 0:
        case 1:
        case 2:
        case 3:
            [NSObject cancelPreviousPerformRequestsWithTarget:self
                                                     selector:@selector(unsetPreciseStatus)
                                                       object:nil];
            HW_walkingKeysUp();
            break;
        case 4:
        case 5:
        case 6:
            HW_otherKeysUp();
            break;
        default:
            DLog(@"Nope");
            break;
    }

    isAttacking = NO;
    doDim();
}

// issue certain action based on the tag of the button
-(IBAction) buttonPressed:(id) sender {
    [self activateOverlay];
    
    if ([HWUtils isGameRunning] == NO)
        return;
    
    if (isPopoverVisible)
        [self dismissPopover];
    
    UIButton *theButton = (UIButton *)sender;
    switch (theButton.tag) {
        case 0:
            if (isAttacking == NO)
                HW_walkLeft();
            break;
        case 1:
            if (isAttacking == NO)
                HW_walkRight();
            break;
        case 2:
            [self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
            HW_preciseSet(!HW_isWeaponRope());
            HW_aimUp();
            break;
        case 3:
            [self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
            HW_preciseSet(!HW_isWeaponRope());
            HW_aimDown();
            break;
        case 4:
            HW_shoot();
            isAttacking = YES;
            break;
        case 5:
            HW_jump();
            break;
        case 6:
            HW_backjump();
            break;
        case 10:
            [AudioManagerController playClickSound];
            HW_pause();
            clearView();
            [self showPopover];
            break;
        case 11:
            [AudioManagerController playClickSound];
            clearView();
            HW_ammoMenu();
            break;
        default:
            DLog(@"Nope");
            break;
    }
}

-(void) unsetPreciseStatus {
    HW_preciseSet(NO);
}

-(void) sendHWClick {
    HW_click();
    clearView();
    doDim();
}

-(void) setGrenadeTime:(id) sender {
    UISegmentedControl *theSegment = (UISegmentedControl *)sender;
    if ([ObjcExports grenadeTime] != theSegment.selectedSegmentIndex) {
        HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1);
        [ObjcExports setGrenadeTime:theSegment.selectedSegmentIndex];
    }
}

#pragma mark -
#pragma mark in-game menu and help page
-(void) showHelp:(id) sender {
    if (self.helpPage == nil) {
        NSString *xibName = (IS_IPAD() ? @"HelpPageInGameViewController-iPad" : @"HelpPageInGameViewController-iPhone");
        self.helpPage = [[HelpPageViewController alloc] initWithNibName:xibName bundle:nil];
    }
    self.helpPage.view.alpha = 0;
    [self.view addSubview:helpPage.view];
    [UIView beginAnimations:@"helpingame" context:NULL];
    self.helpPage.view.alpha = 1;
    [UIView commitAnimations];
    doNotDim();
}

// 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{
    CGRect screen = [[UIScreen mainScreen] safeBounds];
    isPopoverVisible = YES;

    if (IS_IPAD()) {
        if (self.popupMenu == nil)
            self.popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStylePlain];
        if (self.popoverController == nil) {
            self.popoverController = [[UIPopoverController alloc] initWithContentViewController:self.popupMenu];
            [self.popoverController setPopoverContentSize:CGSizeMake(220, 200) animated:YES];
            [self.popoverController setPassthroughViews:[NSArray arrayWithObject:self.view]];
        }

        [self.popoverController presentPopoverFromRect:CGRectMake(screen.size.width / 2, screen.size.height / 2, 1, 1)
                                           inView:self.view
                         permittedArrowDirections:UIPopoverArrowDirectionAny
                                         animated:YES];
    } else {
        if (self.popupMenu == nil)
            self.popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStyleGrouped];

        [self.view addSubview:popupMenu.view];
        [self.popupMenu present];
    }
    self.popupMenu.tableView.scrollEnabled = NO;
}

// on ipad just dismiss it, on iphone transtion to the right
-(void) dismissPopover {
    if (YES == isPopoverVisible) {
        isPopoverVisible = NO;
        if (HW_isPaused())
            HW_pauseToggle();

        [self.popupMenu dismiss];
        if (IS_IPAD())
            [self.popoverController dismissPopoverAnimated:YES];

        [self buttonReleased:nil];
    }
}

#pragma mark -
#pragma mark Custom touch event handling
-(BOOL) shouldIgnoreTouch:(NSSet *)allTouches {
    if ([HWUtils isGameRunning] == NO)
        return YES;

    // ignore activity near the dpad and buttons
    CGPoint touchPoint = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
    CGSize screen = [[UIScreen mainScreen] safeBounds].size;

    if ((touchPoint.x < 160 && touchPoint.y > screen.height - 155 ) ||
        (touchPoint.x > screen.width - 135 && touchPoint.y > screen.height - 140))
        return YES;
    return NO;
}

-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
    NSSet *allTouches = [event allTouches];
    UITouch *first, *second;

    if ([self shouldIgnoreTouch:allTouches] == YES)
        return;

    // hide in-game menu
    if (isPopoverVisible)
        [self dismissPopover];

    // reset default dimming
    doDim();

    HW_setPianoSound([allTouches count]);

    switch ([allTouches count]) {
        case 1:
            startingPoint = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
            if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount])
                HW_zoomReset();
            break;
        case 2:
            if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount])
                HW_screenshot();
            else {
                // pinching
                first = [[allTouches allObjects] objectAtIndex:0];
                second = [[allTouches allObjects] objectAtIndex:1];
                initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
            }
            break;
        default:
            break;
    }
}

-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
    NSSet *allTouches = [event allTouches];
    if ([self shouldIgnoreTouch:allTouches] == YES)
        return;

    CGRect screen = [[UIScreen mainScreen] safeBounds];
    CGPoint currentPosition = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];

    switch ([allTouches count]) {
        case 1:
            // if we're in the menu we just click in the point
            if (HW_isAmmoMenuOpen()) {
                HW_setCursor(HWXZ(currentPosition.x),HWYZ(currentPosition.y));
                // this click doesn't need any wrapping because the ammoMenu already limits the cursor
                HW_click();
            } else
                // if weapon requires a further click, ask for tapping again
                if (HW_isWeaponRequiringClick()) {
                    // here don't have to wrap thanks to isCursorVisible magic
                    HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));

                    // draw the button at the last touched point (which is the current position)
                    if (self.confirmButton == nil) {
                        UIButton *tapAgain = [UIButton buttonWithType:UIButtonTypeRoundedRect];
                        [tapAgain addTarget:self action:@selector(sendHWClick) forControlEvents:UIControlEventTouchUpInside];
                        [tapAgain setTitle:NSLocalizedString(@"Set!",@"on the overlay") forState:UIControlStateNormal];
                        self.confirmButton = tapAgain;
                    }
                    self.confirmButton.alpha = 0;
                    self.confirmButton.frame = CGRectMake(currentPosition.x - 75, currentPosition.y + 25, 150, 40);
                    [self.view addSubview:self.confirmButton];

                    // animation ftw!
                    [UIView beginAnimations:@"inserting button" context:NULL];
                    [UIView setAnimationDuration:ANIMATION_DURATION];
                    self.confirmButton.alpha = 1;
                    [UIView commitAnimations];

                    // keep the overlay active, or the button will fade
                    [self activateOverlay];
                    doNotDim();
                } else
                    if (HW_isWeaponTimerable()) {
                        if (self.grenadeTimeSegment.tag != 0) {
                            [UIView beginAnimations:@"removing segmented control" context:NULL];
                            [UIView setAnimationDuration:ANIMATION_DURATION];
                            self.grenadeTimeSegment.alpha = 0;
                            [UIView commitAnimations];

                            [self.grenadeTimeSegment performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
                            self.grenadeTimeSegment.tag = 0;
                        } else {
                            if (self.grenadeTimeSegment == nil) {
                                NSArray *items = [[NSArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",nil];
                                UISegmentedControl *grenadeSegment = [[UISegmentedControl alloc] initWithItems:items];
                                [items release];
                                [grenadeSegment addTarget:self action:@selector(setGrenadeTime:) forControlEvents:UIControlEventValueChanged];
                                self.grenadeTimeSegment = grenadeSegment;
                                [grenadeSegment release];
                            }
                            self.grenadeTimeSegment.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50);
                            self.grenadeTimeSegment.selectedSegmentIndex = [ObjcExports grenadeTime];
                            self.grenadeTimeSegment.alpha = 1;
                            [self.view addSubview:self.grenadeTimeSegment];

                            [UIView beginAnimations:@"inserting segmented control" context:NULL];
                            [UIView setAnimationDuration:ANIMATION_DURATION];
                            [UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
                            self.grenadeTimeSegment.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width - 100, 250, 50);
                            [UIView commitAnimations];

                            self.grenadeTimeSegment.tag++;
                            [self activateOverlay];
                            doNotDim();
                        }
                    } else
                        if (HW_isWeaponSwitch())
                            HW_tab();
            break;
        case 2:
            HW_allKeysUp();
            break;
        default:
            break;
    }

    initialDistanceForPinching = 0;
}

-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
    [self touchesEnded:touches withEvent:event];
}

-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
    NSSet *allTouches = [event allTouches];
    if ([self shouldIgnoreTouch:allTouches] == YES)
        return;

    CGRect screen = [[UIScreen mainScreen] safeBounds];
    int x, y, dx, dy;
    UITouch *touch, *first, *second;

    switch ([allTouches count]) {
        case 1:
            touch = [[allTouches allObjects] objectAtIndex:0];
            CGPoint currentPosition = [touch locationInView:self.view];

            if (HW_isAmmoMenuOpen()) {
                // no zoom consideration for this
                HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y));
            } else
                if (HW_isWeaponRequiringClick()) {
                    // moves the cursor around wrt zoom
                    HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
                } else {
                    // panning \o/
                    dx = startingPoint.x - currentPosition.x;
                    dy = currentPosition.y - startingPoint.y;
                    HW_getCursor(&x, &y);
                    // momentum (or something like that)
                    /*if (abs(dx) > 40)
                        dx *= log(abs(dx)/4);
                    if (abs(dy) > 40)
                        dy *= log(abs(dy)/4);*/
                    HW_setCursor(x + dx/HW_zoomFactor(), y + dy/HW_zoomFactor());
                    startingPoint = currentPosition;
                }
            break;
        case 2:
            first = [[allTouches allObjects] objectAtIndex:0];
            second = [[allTouches allObjects] 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