--- a/project_files/HedgewarsMobile/Classes/OverlayViewController.m Fri May 11 01:01:29 2012 +0400
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,527 +0,0 @@
-/*
- * 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.
- */
-
-
-#import "OverlayViewController.h"
-#import "InGameMenuViewController.h"
-#import "HelpPageInGameViewController.h"
-#import "CGPointUtils.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]
-
-@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;
- }
- return self;
-}
-
--(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;
- 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) clearOverlay {
- [UIView beginAnimations:@"remove button" context:NULL];
- [UIView setAnimationDuration:ANIMATION_DURATION];
- self.confirmButton.alpha = 0;
- self.grenadeTimeSegment.alpha = 0;
- [UIView commitAnimations];
-
- if (self.confirmButton)
- [self.confirmButton performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
- if (self.grenadeTimeSegment)
- [self.grenadeTimeSegment performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
-}
-
-#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 mainManager] playClickSound];
- HW_pause();
- [self clearOverlay];
- [self showPopover];
- break;
- case 11:
- [[AudioManagerController mainManager] playClickSound];
- [self clearOverlay];
- HW_ammoMenu();
- break;
- default:
- DLog(@"Nope");
- break;
- }
-}
-
--(void) unsetPreciseStatus {
- HW_preciseSet(NO);
-}
-
--(void) sendHWClick {
- [self clearOverlay];
- HW_click();
- doDim();
-}
-
--(void) setGrenadeTime:(id) sender {
- UISegmentedControl *theSegment = (UISegmentedControl *)sender;
- NSInteger timeIndex = theSegment.selectedSegmentIndex + 1;
- if (HW_getGrenadeTime() != timeIndex)
- HW_setGrenadeTime(timeIndex);
-}
-
-#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 = [[HelpPageInGameViewController 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.superview != nil) {
- [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];
- } 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.width / 2 - 125, screen.size.height, 250, 50);
- self.grenadeTimeSegment.selectedSegmentIndex = HW_getGrenadeTime() - 1;
- self.grenadeTimeSegment.alpha = 1;
- self.grenadeTimeSegment.autoresizingMask = UIViewAutoresizingFlexibleLeftMargin |
- UIViewAutoresizingFlexibleRightMargin |
- UIViewAutoresizingFlexibleTopMargin;
- [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.width / 2 - 125, screen.size.height - 100, 250, 50);
- [UIView commitAnimations];
-
- [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