author | Henek |
Mon, 13 Dec 2010 04:53:48 +0100 | |
changeset 4515 | 9b30be246742 |
parent 4507 | 0f9b86942c19 |
child 4752 | d65705a67c4e |
permissions | -rw-r--r-- |
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/* |
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* Hedgewars-iOS, a Hedgewars port for iOS devices |
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* Copyright (c) 2009-2010 Vittorio Giovara <vittorio.giovara@gmail.com> |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; version 2 of the License |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. |
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* |
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* File created on 30/10/2010. |
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*/ |
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#import "ObjcExports.h" |
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#import "AmmoMenuViewController.h" |
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#import "AudioToolbox/AudioToolbox.h" |
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#pragma mark - |
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#pragma mark internal variables |
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// actual game started (controls should be enabled) |
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BOOL gameRunning; |
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// black screen present |
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BOOL savedGame; |
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// cache the grenade time |
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NSInteger grenadeTime; |
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// the reference to the newMenu instance |
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AmmoMenuViewController *amvc_instance; |
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// the audiosession must be initialized before using properties |
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BOOL gAudioSessionInited = NO; |
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#pragma mark - |
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#pragma mark functions called like oop |
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void objcExportsInit() { |
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gameRunning = NO; |
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savedGame = NO; |
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grenadeTime = 2; |
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} |
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BOOL inline isGameRunning() { |
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return gameRunning; |
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} |
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void inline setGameRunning(BOOL value) { |
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gameRunning = value; |
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} |
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NSInteger cachedGrenadeTime() { |
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return grenadeTime; |
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} |
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void inline setGrenadeTime(NSInteger value) { |
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grenadeTime = value; |
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} |
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void inline setAmmoMenuInstance(AmmoMenuViewController *instance) { |
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amvc_instance = instance; |
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} |
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#pragma mark - |
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#pragma mark functions called by pascal code |
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void startSpinning() { |
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gameRunning = NO; |
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UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow]; |
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UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge]; |
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indicator.tag = ACTIVITYINDICATOR_TAG; |
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int offset; |
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if ([[UIDevice currentDevice] orientation] == UIDeviceOrientationLandscapeLeft) |
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offset = -120; |
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else |
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offset = 120; |
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if (IS_DUALHEAD()) |
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indicator.center = CGPointMake(theWindow.frame.size.width/2, theWindow.frame.size.height/2 + offset); |
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else |
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indicator.center = CGPointMake(theWindow.frame.size.width/2 + offset, theWindow.frame.size.height/2); |
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indicator.hidesWhenStopped = YES; |
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[indicator startAnimating]; |
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[theWindow addSubview:indicator]; |
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[indicator release]; |
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} |
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void stopSpinning() { |
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UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow]; |
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UIActivityIndicatorView *indicator = (UIActivityIndicatorView *)[theWindow viewWithTag:ACTIVITYINDICATOR_TAG]; |
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[indicator stopAnimating]; |
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HW_zoomSet(1.7); |
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if (savedGame == NO) |
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gameRunning = YES; |
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} |
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void clearView() { |
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// don't use any engine calls here as this function is called every time the ammomenu is opened |
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UIWindow *theWindow = (IS_DUALHEAD()) ? [SDLUIKitDelegate sharedAppDelegate].uiwindow : [[UIApplication sharedApplication] keyWindow]; |
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UIButton *theButton = (UIButton *)[theWindow viewWithTag:CONFIRMATION_TAG]; |
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UISegmentedControl *theSegment = (UISegmentedControl *)[theWindow viewWithTag:GRENADE_TAG]; |
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[UIView beginAnimations:@"remove button" context:NULL]; |
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[UIView setAnimationDuration:ANIMATION_DURATION]; |
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theButton.alpha = 0; |
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theSegment.alpha = 0; |
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[UIView commitAnimations]; |
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if (theButton) |
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[theWindow performSelector:@selector(removeFromSuperview) withObject:theButton afterDelay:ANIMATION_DURATION]; |
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if (theSegment) |
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[theWindow performSelector:@selector(removeFromSuperview) withObject:theSegment afterDelay:ANIMATION_DURATION]; |
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grenadeTime = 2; |
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} |
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void replayBegan() { |
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UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow]; |
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UIView *blackView = [[UIView alloc] initWithFrame:theWindow.frame]; |
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blackView.backgroundColor = [UIColor blackColor]; |
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blackView.alpha = 0.6; |
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blackView.tag = REPLAYBLACKVIEW_TAG; |
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blackView.exclusiveTouch = NO; |
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blackView.multipleTouchEnabled = NO; |
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blackView.userInteractionEnabled = NO; |
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UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge]; |
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indicator.center = theWindow.center; |
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[indicator startAnimating]; |
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[blackView addSubview:indicator]; |
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[indicator release]; |
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[theWindow addSubview:blackView]; |
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[blackView release]; |
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savedGame = YES; |
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stopSpinning(); |
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} |
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void replayFinished() { |
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UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow]; |
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UIView *blackView = (UIView *)[theWindow viewWithTag:REPLAYBLACKVIEW_TAG]; |
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[UIView beginAnimations:@"removing black" context:NULL]; |
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[UIView setAnimationDuration:1]; |
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blackView.alpha = 0; |
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[UIView commitAnimations]; |
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[theWindow performSelector:@selector(removeFromSuperview) withObject:blackView afterDelay:1]; |
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gameRunning = YES; |
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savedGame = NO; |
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} |
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void updateVisualsNewTurn(void) { |
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DLog(@"updating visuals"); |
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[amvc_instance updateAmmoVisuals]; |
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} |
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/* |
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// http://stackoverflow.com/questions/287543/how-to-programatically-sense-the-iphone-mute-switch |
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BOOL isAppleDeviceMuted(void) { |
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if (!gAudioSessionInited) { |
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AudioSessionInterruptionListener inInterruptionListener = NULL; |
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OSStatus error; |
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if ((error = AudioSessionInitialize(NULL, NULL, inInterruptionListener, NULL))) |
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DLog(@"*** Error *** error in AudioSessionInitialize: %d", error); |
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else |
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gAudioSessionInited = YES; |
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} |
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UInt32 propertySize = sizeof(CFStringRef); |
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BOOL muteResult = NO; |
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// this checks if there is volume |
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Float32 volume; |
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OSStatus n = AudioSessionGetProperty(kAudioSessionProperty_CurrentHardwareOutputVolume, &propertySize, &volume); |
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if (n != 0) |
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DLog( @"AudioSessionGetProperty 'volume': %d", n ); |
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BOOL volumeResult = (volume == 0.0f); |
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// this checks if the device is muted |
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CFStringRef state; |
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n = AudioSessionGetProperty(kAudioSessionProperty_AudioRoute, &propertySize, &state); |
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if (n != 0) |
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DLog( @"AudioSessionGetProperty 'audioRoute': %d", n ); |
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else { |
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NSString *result = (NSString *)state; |
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muteResult = ([result length] == 0); |
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releaseAndNil(result); |
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} |
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return volumeResult || muteResult; |
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} |
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*/ |