use external libs more consistently
scrap openalbridge in favour of sdl_mixer (once again)
removed many double free crashes
added Tiy's graphics and pause the game when popover appears
//
// 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 "InGameMenuViewController.h"
#import "CommodityFunctions.h"
#import "SDL_config_iphoneos.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]
#define CONFIRMATION_TAG 5959
#define GRENADE_TAG 9595
#define ANIMATION_DURATION 0.25
#define removeConfirmationInput() [[self.view viewWithTag:CONFIRMATION_TAG] removeFromSuperview];
@implementation OverlayViewController
@synthesize popoverController, popupMenu;
-(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:SDL_VIEW_TAG];
[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));
HW_setLandscape(YES);
break;
case UIDeviceOrientationLandscapeRight:
sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(180));
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(-90));
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];
}
#pragma mark -
#pragma mark View Management
-(void) viewDidLoad {
isPopoverVisible = NO;
self.view.alpha = 0;
self.view.center = CGPointMake(self.view.frame.size.height/2.0, self.view.frame.size.width/2.0);
// set initial orientation
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
UIView *sdlView = [[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG];
switch (orientation) {
case UIDeviceOrientationLandscapeLeft:
sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(0));
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90));
break;
case UIDeviceOrientationLandscapeRight:
sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(180));
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(-90));
break;
}
CGRect rect = [[UIScreen mainScreen] bounds];
self.view.frame = CGRectMake(0, 0, rect.size.width, rect.size.height);
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];
// find the sdl window we're on
SDL_VideoDevice *_this = SDL_GetVideoDevice();
SDL_VideoDisplay *display = &_this->displays[0];
sdlwindow = display->windows;
}
-(void) viewDidUnload {
// only object initialized in viewDidLoad should be here
dimTimer = nil;
MSG_DIDUNLOAD();
[super viewDidUnload];
}
-(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 {
[popupMenu release];
[popoverController release];
// dimTimer is autoreleased
[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 (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();
}
// dim the overlay when there's no more input for a certain amount of time
-(IBAction) buttonReleased:(id) sender {
if (!isGameRunning)
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;
}
doDim();
}
// issue certain action based on the tag of the button
-(IBAction) buttonPressed:(id) sender {
[self activateOverlay];
if (isPopoverVisible) {
[self dismissPopover];
}
if (!isGameRunning)
return;
UIButton *theButton = (UIButton *)sender;
switch (theButton.tag) {
case 0:
HW_walkLeft();
break;
case 1:
HW_walkRight();
break;
case 2:
[self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
HW_preciseSet(YES);
HW_aimUp();
break;
case 3:
[self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
HW_preciseSet(YES);
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:
HW_pause();
removeConfirmationInput();
[self showPopover];
break;
case 11:
removeConfirmationInput();
HW_ammoMenu();
break;
default:
DLog(@"Nope");
break;
}
}
-(void) unsetPreciseStatus {
HW_preciseSet(NO);
}
// 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{
CGRect screen = [[UIScreen mainScreen] bounds];
isPopoverVisible = YES;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
if (popupMenu == nil)
popupMenu = [[InGameMenuViewController 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(screen.size.height / 2, screen.size.width / 2, 1, 1)
inView:self.view
permittedArrowDirections:UIPopoverArrowDirectionAny
animated:YES];
} else {
if (popupMenu == nil)
popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStyleGrouped];
[self.view addSubview:popupMenu.view];
[popupMenu present];
}
popupMenu.tableView.scrollEnabled = NO;
}
// on ipad just dismiss it, on iphone transtion to the right
-(void) dismissPopover {
if (YES == isPopoverVisible) {
isPopoverVisible = NO;
HW_pause();
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
[(InGameMenuViewController *)popoverController.contentViewController removeChat];
[popoverController dismissPopoverAnimated:YES];
} else {
[popupMenu dismiss];
}
[self buttonReleased:nil];
}
}
#pragma mark -
#pragma mark Custom touch event handling
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *allTouches = [event allTouches];
UITouch *first, *second;
// hide in-game menu
if (isPopoverVisible)
[self dismissPopover];
// reset default dimming
doDim();
switch ([allTouches count]) {
case 1:
removeConfirmationInput();
startingPoint = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount])
HW_zoomReset();
break;
case 2:
// pinching
first = [[allTouches allObjects] objectAtIndex:0];
second = [[allTouches allObjects] objectAtIndex:1];
initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
break;
default:
break;
}
}
//if (currentPosition.y < screen.size.width - 130 || (currentPosition.x > 130 && currentPosition.x < screen.size.height - 130)) {
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
CGRect screen = [[UIScreen mainScreen] bounds];
NSSet *allTouches = [event allTouches];
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_isAmmoOpen()) {
HW_setCursor(HWX(currentPosition.x), HWY(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)
UIButton *tapAgain = [UIButton buttonWithType:UIButtonTypeRoundedRect];
tapAgain.frame = CGRectMake(currentPosition.x - 90, currentPosition.y + 15, 180, 30);
tapAgain.tag = CONFIRMATION_TAG;
tapAgain.alpha = 0;
[tapAgain addTarget:self action:@selector(sendHWClick) forControlEvents:UIControlEventTouchUpInside];
[tapAgain setTitle:NSLocalizedString(@"Tap again to confirm",@"from the overlay") forState:UIControlStateNormal];
[self.view addSubview:tapAgain];
// animation ftw!
[UIView beginAnimations:@"inserting button" context:NULL];
[UIView setAnimationDuration:ANIMATION_DURATION];
[self.view viewWithTag:CONFIRMATION_TAG].alpha = 1;
[UIView commitAnimations];
// keep the overlay active, or the button will fade
[self activateOverlay];
doNotDim();
} else
if (HW_isWeaponTimerable()) {
if (isSegmentVisible) {
UISegmentedControl *grenadeTime = (UISegmentedControl *)[self.view viewWithTag:GRENADE_TAG];
[UIView beginAnimations:@"removing segmented control" context:NULL];
[UIView setAnimationDuration:ANIMATION_DURATION];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50);
[UIView commitAnimations];
[grenadeTime performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
} else {
NSArray *items = [[NSArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",nil];
UISegmentedControl *grenadeTime = [[UISegmentedControl alloc] initWithItems:items];
[items release];
[grenadeTime addTarget:self action:@selector(setGrenadeTime:) forControlEvents:UIControlEventValueChanged];
grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50);
grenadeTime.selectedSegmentIndex = 2;
grenadeTime.tag = GRENADE_TAG;
[self.view addSubview:grenadeTime];
[grenadeTime release];
[UIView beginAnimations:@"inserting segmented control" context:NULL];
[UIView setAnimationDuration:ANIMATION_DURATION];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width - 100, 250, 50);
[UIView commitAnimations];
[self activateOverlay];
doNotDim();
}
isSegmentVisible = !isSegmentVisible;
} else
if (HW_isWeaponSwitch())
HW_tab();
break;
case 2:
HW_allKeysUp();
break;
default:
DLog(@"too many touches");
break;
}
initialDistanceForPinching = 0;
}
-(void) sendHWClick {
HW_click();
removeConfirmationInput();
doDim();
}
-(void) setGrenadeTime:(id) sender {
UISegmentedControl *theSegment = (UISegmentedControl *)sender;
HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1);
}
-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[self touchesEnded:touches withEvent:event];
}
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
CGRect screen = [[UIScreen mainScreen] bounds];
NSSet *allTouches = [event allTouches];
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_isAmmoOpen() || HW_isWeaponRequiringClick()) {
// moves the cursor around
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, y + dy);
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;
}
}
#pragma mark -
#pragma mark Functions called by pascal
// called from AddProgress and FinishProgress (respectively)
void startSpinning() {
isGameRunning = NO;
CGRect screen = [[UIScreen mainScreen] bounds];
UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
indicator.tag = 987654;
indicator.center = CGPointMake(screen.size.width/2 - 118, screen.size.height/2);
indicator.hidesWhenStopped = YES;
[indicator startAnimating];
[[[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG] addSubview:indicator];
[indicator release];
}
void stopSpinning() {
UIActivityIndicatorView *indicator = (UIActivityIndicatorView *)[[[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG] viewWithTag:987654];
[indicator stopAnimating];
isGameRunning = YES;
}
void clearView() {
UIWindow *theWindow = [[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];
[theWindow performSelector:@selector(removeFromSuperview) withObject:theButton afterDelay:0.3];
[theWindow performSelector:@selector(removeFromSuperview) withObject:theSegment afterDelay:0.3];
}
@end