ios: added MXAudioPlayerFadeOperation to allow easy fade in and out of background music
/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2011 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 18/04/2011.
*/
#import "GameInterfaceBridge.h"
#import "EngineProtocolNetwork.h"
#import "OverlayViewController.h"
#import "StatsPageViewController.h"
#import "AudioManagerController.h"
#import "ObjcExports.h"
static UIViewController *callingController;
@implementation GameInterfaceBridge
@synthesize blackView, savePath, proto;
#pragma mark -
#pragma mark Instance methods for engine interaction
// prepares the controllers for hosting a game
-(void) earlyEngineLaunch:(NSDictionary *)optionsOrNil {
[self retain];
[AudioManagerController fadeOutBackgroundMusic];
EngineProtocolNetwork *engineProtocol = [[EngineProtocolNetwork alloc] init];
self.proto = engineProtocol;
[engineProtocol release];
[self.proto spawnThread:self.savePath withOptions:optionsOrNil];
// add a black view hiding the background
CGRect theFrame = [[UIScreen mainScreen] bounds];
UIWindow *thisWindow = [[HedgewarsAppDelegate sharedAppDelegate] uiwindow];
self.blackView = [[UIView alloc] initWithFrame:theFrame];
self.blackView.opaque = YES;
self.blackView.backgroundColor = [UIColor blackColor];
self.blackView.alpha = 0;
[UIView beginAnimations:@"fade out" context:NULL];
[UIView setAnimationDuration:1];
self.blackView.alpha = 1;
[UIView commitAnimations];
[thisWindow addSubview:self.blackView];
[self.blackView release];
// keep track of uncompleted games
NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
[userDefaults setObject:self.savePath forKey:@"savedGamePath"];
[userDefaults synchronize];
// let's launch the engine using this -perfomSelector so that the runloop can deal with queued messages first
[self performSelector:@selector(engineLaunch) withObject:nil afterDelay:0.1f];
}
// cleans up everything
-(void) lateEngineLaunch {
// notify views below that they are getting the spotlight again
[[[HedgewarsAppDelegate sharedAppDelegate] uiwindow] makeKeyAndVisible];
[callingController viewWillAppear:YES];
// remove completed games notification
NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
[userDefaults setObject:@"" forKey:@"savedGamePath"];
[userDefaults synchronize];
// remove the cover view with a transition
self.blackView.alpha = 1;
[UIView beginAnimations:@"fade in" context:NULL];
[UIView setAnimationDuration:1];
self.blackView.alpha = 0;
[UIView commitAnimations];
[self.blackView performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1];
// the overlay is not needed any more and can be removed
[[OverlayViewController mainOverlay] removeOverlay];
// engine thread *should* be done by now
NSArray *stats = [[NSArray alloc] initWithArray:self.proto.statsArray copyItems:YES];
if ([HWUtils gameStatus] == gsEnded && stats != nil) {
StatsPageViewController *statsPage = [[StatsPageViewController alloc] initWithStyle:UITableViewStyleGrouped];
statsPage.statsArray = stats;
statsPage.modalTransitionStyle = UIModalTransitionStyleCoverVertical;
if ([statsPage respondsToSelector:@selector(setModalPresentationStyle:)])
statsPage.modalPresentationStyle = UIModalPresentationPageSheet;
[callingController presentModalViewController:statsPage animated:YES];
[statsPage release];
}
[stats release];
// can remove the savefile if the replay has ended
if ([HWUtils gameType] == gtSave)
[[NSFileManager defaultManager] removeItemAtPath:self.savePath error:nil];
// restart music and we're done
[AudioManagerController fadeInBackgroundMusic];
[HWUtils setGameStatus:gsNone];
[HWUtils setGameType:gtNone];
[self release];
}
// main routine for calling the actual game engine
-(void) engineLaunch {
const char *gameArgs[11];
CGFloat width, height;
NSInteger enginePort = self.proto.enginePort;
CGFloat screenScale = [[UIScreen mainScreen] safeScale];
NSString *ipcString = [[NSString alloc] initWithFormat:@"%d",enginePort];
NSString *localeString = [[NSString alloc] initWithFormat:@"%@.txt",[[NSLocale preferredLanguages] objectAtIndex:0]];
NSUserDefaults *settings = [NSUserDefaults standardUserDefaults];
CGRect screenBounds = [[UIScreen mainScreen] safeBounds];
width = screenBounds.size.width;
height = screenBounds.size.height;
NSString *horizontalSize = [[NSString alloc] initWithFormat:@"%d", (int)(width * screenScale)];
NSString *verticalSize = [[NSString alloc] initWithFormat:@"%d", (int)(height * screenScale)];
NSString *resourcePath = [[NSString alloc] initWithFormat:@"%@/Data", [[NSBundle mainBundle] resourcePath]];
NSString *modelId = [HWUtils modelType];
NSInteger tmpQuality;
if ([modelId hasPrefix:@"iPhone1"] || [modelId hasPrefix:@"iPod1,1"] || [modelId hasPrefix:@"iPod2,1"]) // = iPhone and iPhone 3G or iPod Touch or iPod Touch 2G
tmpQuality = 0x00000001 | 0x00000002 | 0x00000008 | 0x00000040; // rqLowRes | rqBlurryLand | rqSimpleRope | rqKillFlakes
else if ([modelId hasPrefix:@"iPhone2"] || [modelId hasPrefix:@"iPod3"]) // = iPhone 3GS or iPod Touch 3G
tmpQuality = 0x00000002 | 0x00000040; // rqBlurryLand | rqKillFlakes
else if ([modelId hasPrefix:@"iPad1"] || [modelId hasPrefix:@"iPod4"]) // = iPad 1G or iPod Touch 4G
tmpQuality = 0x00000002; // rqBlurryLand
else // = everything else
tmpQuality = 0; // full quality
// disable ammomenu animation
tmpQuality = tmpQuality | 0x00000080;
// disable tooltips on iPhone
if (IS_IPAD() == NO)
tmpQuality = tmpQuality | 0x00000400;
// prevents using an empty nickname
NSString *username = [settings objectForKey:@"username"];
if ([username length] == 0)
username = [NSString stringWithFormat:@"MobileUser-%@",ipcString];
gameArgs[ 0] = [ipcString UTF8String]; //ipcPort
gameArgs[ 1] = [horizontalSize UTF8String]; //cScreenWidth
gameArgs[ 2] = [verticalSize UTF8String]; //cScreenHeight
gameArgs[ 3] = [[NSString stringWithFormat:@"%d",tmpQuality] UTF8String]; //quality
gameArgs[ 4] = [localeString UTF8String]; //cLocaleFName
gameArgs[ 5] = [username UTF8String]; //UserNick
gameArgs[ 6] = [[[settings objectForKey:@"sound"] stringValue] UTF8String]; //isSoundEnabled
gameArgs[ 7] = [[[settings objectForKey:@"music"] stringValue] UTF8String]; //isMusicEnabled
gameArgs[ 8] = [[[settings objectForKey:@"alternate"] stringValue] UTF8String]; //cAltDamage
gameArgs[ 9] = [resourcePath UTF8String]; //PathPrefix
gameArgs[10] = ([HWUtils gameType] == gtSave) ? [self.savePath UTF8String] : NULL; //recordFileName
[verticalSize release];
[horizontalSize release];
[resourcePath release];
[localeString release];
[ipcString release];
[HWUtils setGameStatus:gsLoading];
// this is the pascal function that starts the game
Game(gameArgs);
[self lateEngineLaunch];
}
-(void) dealloc {
releaseAndNil(blackView);
releaseAndNil(savePath);
releaseAndNil(proto);
[super dealloc];
}
#pragma mark -
#pragma mark Class methods for setting up the engine from outsite
+(void) registerCallingController:(UIViewController *)controller {
callingController = controller;
}
+(void) startGame:(TGameType) type atPath:(NSString *)path withOptions:(NSDictionary *)config {
[HWUtils setGameType:type];
id bridge = [[self alloc] init];
[bridge setSavePath:path];
[bridge earlyEngineLaunch:config];
[bridge release];
}
+(void) startLocalGame:(NSDictionary *)withOptions {
NSDateFormatter *outputFormatter = [[NSDateFormatter alloc] init];
[outputFormatter setDateFormat:@"yyyy-MM-dd '@' HH.mm"];
NSString *savePath = [[NSString alloc] initWithFormat:@"%@%@.hws",SAVES_DIRECTORY(),[outputFormatter stringFromDate:[NSDate date]]];
[outputFormatter release];
// in the rare case in which a savefile with the same name exists the older one must be removed (otherwise it gets corrupted)
if ([[NSFileManager defaultManager] fileExistsAtPath:savePath])
[[NSFileManager defaultManager] removeItemAtPath:savePath error:nil];
[self startGame:gtLocal atPath:savePath withOptions:withOptions];
[savePath release];
}
+(void) startSaveGame:(NSString *)atPath {
[self startGame:gtSave atPath:atPath withOptions:nil];
}
+(void) startMissionGame:(NSString *)withScript {
NSString *missionPath = [[NSString alloc] initWithFormat:@"escript Missions/Training/%@.lua",withScript];
NSDictionary *missionLine = [[NSDictionary alloc] initWithObjectsAndKeys:missionPath,@"mission_command",nil];
[missionPath release];
[self startGame:gtMission atPath:nil withOptions:missionLine];
[missionLine release];
}
@end