add the appirater class for getting more positive reviews
enabled full multitasking for iphone (but only with ios >= 4.2)
fixed a glitch that would leave stuff onscreen while ammo menu open
/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2010 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 30/10/2010.
*/
#import "ObjcExports.h"
#import "AmmoMenuViewController.h"
#import "AudioToolbox/AudioToolbox.h"
#pragma mark -
#pragma mark internal variables
// actual game started (controls should be enabled)
BOOL gameRunning;
// black screen present
BOOL savedGame;
// cache the grenade time
NSInteger grenadeTime;
// the reference to the newMenu instance
AmmoMenuViewController *amvc_instance;
// the audiosession must be initialized before using properties
BOOL gAudioSessionInited = NO;
#pragma mark -
#pragma mark functions called like oop
void objcExportsInit() {
gameRunning = NO;
savedGame = NO;
grenadeTime = 2;
}
BOOL inline isGameRunning() {
return gameRunning;
}
void inline setGameRunning(BOOL value) {
gameRunning = value;
}
NSInteger cachedGrenadeTime() {
return grenadeTime;
}
void inline setGrenadeTime(NSInteger value) {
grenadeTime = value;
}
void inline setAmmoMenuInstance(AmmoMenuViewController *instance) {
amvc_instance = instance;
}
#pragma mark -
#pragma mark functions called by pascal code
void startSpinning() {
gameRunning = NO;
UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow];
UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
indicator.tag = ACTIVITYINDICATOR_TAG;
int offset;
if ([[UIDevice currentDevice] orientation] == UIDeviceOrientationLandscapeLeft)
offset = -120;
else
offset = 120;
if (IS_DUALHEAD())
indicator.center = CGPointMake(theWindow.frame.size.width/2, theWindow.frame.size.height/2 + offset);
else
indicator.center = CGPointMake(theWindow.frame.size.width/2 + offset, theWindow.frame.size.height/2);
indicator.hidesWhenStopped = YES;
[indicator startAnimating];
[theWindow addSubview:indicator];
[indicator release];
}
void stopSpinning() {
UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow];
UIActivityIndicatorView *indicator = (UIActivityIndicatorView *)[theWindow viewWithTag:ACTIVITYINDICATOR_TAG];
[indicator stopAnimating];
HW_zoomSet(1.7);
if (savedGame == NO)
gameRunning = YES;
}
void clearView() {
// don't use any engine calls here as this function is called every time the ammomenu is opened
UIWindow *theWindow = (IS_DUALHEAD()) ? [SDLUIKitDelegate sharedAppDelegate].uiwindow : [[UIApplication sharedApplication] keyWindow];
UIButton *theButton = (UIButton *)[theWindow viewWithTag:CONFIRMATION_TAG];
UISegmentedControl *theSegment = (UISegmentedControl *)[theWindow viewWithTag:GRENADE_TAG];
[UIView beginAnimations:@"remove button" context:NULL];
[UIView setAnimationDuration:ANIMATION_DURATION];
theButton.alpha = 0;
theSegment.alpha = 0;
[UIView commitAnimations];
if (theButton)
[theWindow performSelector:@selector(removeFromSuperview) withObject:theButton afterDelay:ANIMATION_DURATION];
if (theSegment)
[theWindow performSelector:@selector(removeFromSuperview) withObject:theSegment afterDelay:ANIMATION_DURATION];
grenadeTime = 2;
}
void replayBegan() {
UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow];
UIView *blackView = [[UIView alloc] initWithFrame:theWindow.frame];
blackView.backgroundColor = [UIColor blackColor];
blackView.alpha = 0.6;
blackView.tag = REPLAYBLACKVIEW_TAG;
blackView.exclusiveTouch = NO;
blackView.multipleTouchEnabled = NO;
blackView.userInteractionEnabled = NO;
UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
indicator.center = theWindow.center;
[indicator startAnimating];
[blackView addSubview:indicator];
[indicator release];
[theWindow addSubview:blackView];
[blackView release];
savedGame = YES;
stopSpinning();
}
void replayFinished() {
UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow];
UIView *blackView = (UIView *)[theWindow viewWithTag:REPLAYBLACKVIEW_TAG];
[UIView beginAnimations:@"removing black" context:NULL];
[UIView setAnimationDuration:1];
blackView.alpha = 0;
[UIView commitAnimations];
[theWindow performSelector:@selector(removeFromSuperview) withObject:blackView afterDelay:1];
gameRunning = YES;
savedGame = NO;
}
void updateVisualsNewTurn(void) {
DLog(@"updating visuals");
[amvc_instance updateAmmoVisuals];
}
// http://stackoverflow.com/questions/287543/how-to-programatically-sense-the-iphone-mute-switch
BOOL isAppleDeviceMuted(void) {
if (!gAudioSessionInited) {
AudioSessionInterruptionListener inInterruptionListener = NULL;
OSStatus error;
if ((error = AudioSessionInitialize (NULL, NULL, inInterruptionListener, NULL)))
DLog(@"*** Error *** error in AudioSessionInitialize: %d", error);
else
gAudioSessionInited = YES;
}
UInt32 propertySize = sizeof(CFStringRef);
BOOL muteResult = NO;
// this checks if there is volume
Float32 volume;
OSStatus n = AudioSessionGetProperty(kAudioSessionProperty_CurrentHardwareOutputVolume, &propertySize, &volume);
if (n != 0)
DLog( @"AudioSessionGetProperty 'volume': %d", n );
BOOL volumeResult = (volume == 0.0);
// this checks if the device is muted
CFStringRef state;
n = AudioSessionGetProperty(kAudioSessionProperty_AudioRoute, &propertySize, &state);
if (n != 0)
DLog( @"AudioSessionGetProperty 'audioRoute': %d", n );
else {
NSString *result = (NSString *)state;
muteResult = ([result length] == 0);
releaseAndNil(result);
}
return volumeResult || muteResult;
}