fix zoom smoothness
some more work for weapons on the ifrontend
bugfix for the gameconfig page
//
// SchemeWeaponConfigViewController.m
// Hedgewars
//
// Created by Vittorio on 13/06/10.
// Copyright 2010 __MyCompanyName__. All rights reserved.
//
#import "SchemeWeaponConfigViewController.h"
#import "CommodityFunctions.h"
@implementation SchemeWeaponConfigViewController
@synthesize listOfSchemes, listOfWeapons, lastIndexPath_sc, lastIndexPath_we, selectedScheme, selectedWeapon;
-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return rotationManager(interfaceOrientation);
}
#pragma mark -
#pragma mark View lifecycle
-(void) viewDidLoad {
[super viewDidLoad];
CGSize screenSize = [[UIScreen mainScreen] bounds].size;
self.view.frame = CGRectMake(0, 0, screenSize.height, screenSize.width - 44);
}
-(void) viewWillAppear:(BOOL) animated {
[super viewWillAppear:animated];
NSArray *contentsOfDir = [[NSFileManager defaultManager] contentsOfDirectoryAtPath:SCHEMES_DIRECTORY() error:NULL];
self.listOfSchemes = contentsOfDir;
contentsOfDir = [[NSFileManager defaultManager] contentsOfDirectoryAtPath:WEAPONS_DIRECTORY() error:NULL];
self.listOfWeapons = contentsOfDir;
self.selectedScheme = @"Default.plist";
self.selectedWeapon = @"Default.plist";
[self.tableView reloadData];
}
#pragma mark -
#pragma mark Table view data source
-(NSInteger) numberOfSectionsInTableView:(UITableView *)tableView {
return 2;
}
-(NSInteger) tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
if (section == 0)
return [self.listOfSchemes count];
else
return [self.listOfWeapons count];
}
// Customize the appearance of table view cells.
-(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *CellIdentifier = @"Cell";
NSInteger row = [indexPath row];
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease];
}
cell.accessoryType = UITableViewCellAccessoryNone;
if ([indexPath section] == 0) {
cell.textLabel.text = [[self.listOfSchemes objectAtIndex:row] stringByDeletingPathExtension];
if ([[self.listOfSchemes objectAtIndex:row] isEqualToString:self.selectedScheme]) {
cell.accessoryType = UITableViewCellAccessoryCheckmark;
self.lastIndexPath_sc = indexPath;
}
} else {
cell.textLabel.text = [[self.listOfWeapons objectAtIndex:row] stringByDeletingPathExtension];
if ([[self.listOfWeapons objectAtIndex:row] isEqualToString:self.selectedWeapon]) {
cell.accessoryType = UITableViewCellAccessoryCheckmark;
self.lastIndexPath_we = indexPath;
}
}
return cell;
}
#pragma mark -
#pragma mark Table view delegate
-(void) tableView:(UITableView *)aTableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
NSIndexPath *lastIndexPath;
if ([indexPath section] == 0)
lastIndexPath = self.lastIndexPath_sc;
else
lastIndexPath = self.lastIndexPath_we;
int newRow = [indexPath row];
int oldRow = (lastIndexPath != nil) ? [lastIndexPath row] : -1;
if (newRow != oldRow) {
//TODO: this code works only for a single section table
UITableViewCell *newCell = [aTableView cellForRowAtIndexPath:indexPath];
newCell.accessoryType = UITableViewCellAccessoryCheckmark;
UITableViewCell *oldCell = [aTableView cellForRowAtIndexPath:lastIndexPath];
oldCell.accessoryType = UITableViewCellAccessoryNone;
if ([indexPath section] == 0) {
self.lastIndexPath_sc = indexPath;
self.selectedScheme = [self.listOfSchemes objectAtIndex:newRow];
} else {
self.lastIndexPath_we = indexPath;
self.selectedWeapon = [self.listOfWeapons objectAtIndex:newRow];
}
[aTableView selectRowAtIndexPath:indexPath animated:YES scrollPosition:UITableViewScrollPositionNone];
}
[aTableView deselectRowAtIndexPath:indexPath animated:YES];
}
-(NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger) section {
if (section == 0) {
return NSLocalizedString(@"Schemes",@"");
} else {
return NSLocalizedString(@"Weapons",@"");;
}
}
#pragma mark -
#pragma mark Memory management
-(void) didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Relinquish ownership any cached data, images, etc that aren't in use.
}
-(void) viewDidUnload {
self.listOfSchemes = nil;
self.listOfWeapons = nil;
self.lastIndexPath_sc = nil;
self.lastIndexPath_we = nil;
self.selectedScheme = nil;
self.selectedWeapon = nil;
MSG_DIDUNLOAD();
}
-(void) dealloc {
[listOfSchemes release];
[listOfWeapons release];
[lastIndexPath_sc release];
[lastIndexPath_we release];
[selectedScheme release];
[selectedWeapon release];
[super dealloc];
}
@end