author | mikade |
Wed, 20 Jul 2011 18:05:43 +0200 | |
changeset 5430 | c57a90285685 |
parent 5194 | 851c6fbb44e6 |
child 5662 | 99083392cd4f |
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) 2009-2011 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 "OverlayViewController.h" |
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#import "AmmoMenuViewController.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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OverlayViewController *overlay_instance; |
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#pragma mark - |
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#pragma mark functions called like oop |
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void objcExportsInit(OverlayViewController* instance) { |
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overlay_instance = instance; |
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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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#pragma mark - |
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#pragma mark functions called by pascal code |
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void startSpinningProgress() { |
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gameRunning = NO; |
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overlay_instance.lowerIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge]; |
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CGPoint center = overlay_instance.view.center; |
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overlay_instance.lowerIndicator.center = (IS_DUALHEAD() ? CGPointMake(center.y, center.x) |
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: CGPointMake(center.y, center.x * 5/3)); |
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[overlay_instance.lowerIndicator startAnimating]; |
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[overlay_instance.view addSubview:overlay_instance.lowerIndicator]; |
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[overlay_instance.lowerIndicator release]; |
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} |
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void stopSpinningProgress() { |
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[overlay_instance.lowerIndicator stopAnimating]; |
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[overlay_instance.lowerIndicator removeFromSuperview]; |
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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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[UIView beginAnimations:@"remove button" context:NULL]; |
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[UIView setAnimationDuration:ANIMATION_DURATION]; |
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overlay_instance.confirmButton.alpha = 0; |
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overlay_instance.grenadeTimeSegment.alpha = 0; |
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[UIView commitAnimations]; |
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if (overlay_instance.confirmButton) |
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[overlay_instance.confirmButton performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION]; |
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if (overlay_instance.grenadeTimeSegment) { |
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[overlay_instance.grenadeTimeSegment performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION]; |
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overlay_instance.grenadeTimeSegment.tag = 0; |
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} |
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grenadeTime = 2; |
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} |
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void saveBeganSynching() { |
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savedGame = YES; |
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stopSpinningProgress(); |
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overlay_instance.view.backgroundColor = [UIColor blackColor]; |
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overlay_instance.view.alpha = 0.75; |
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overlay_instance.view.userInteractionEnabled = NO; |
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overlay_instance.savesIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge]; |
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CGPoint center = overlay_instance.view.center; |
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overlay_instance.savesIndicator.center = CGPointMake(center.y, center.x); |
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overlay_instance.savesIndicator.hidesWhenStopped = YES; |
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[overlay_instance.savesIndicator startAnimating]; |
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[overlay_instance.view addSubview:overlay_instance.savesIndicator]; |
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[overlay_instance.savesIndicator release]; |
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} |
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void saveFinishedSynching() { |
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[UIView beginAnimations:@"fading from save synch" context:NULL]; |
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[UIView setAnimationDuration:1]; |
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overlay_instance.view.backgroundColor = [UIColor clearColor]; |
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overlay_instance.view.alpha = 1; |
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overlay_instance.view.userInteractionEnabled = YES; |
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[UIView commitAnimations]; |
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[overlay_instance.savesIndicator stopAnimating]; |
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[overlay_instance.savesIndicator performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1]; |
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gameRunning = YES; |
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} |
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void updateVisualsNewTurn(void) { |
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[overlay_instance.amvc updateAmmoVisuals]; |
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} |
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// dummy function to prevent linkage fail |
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int SDL_main(int argc, char **argv) { |
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return 0; |
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} |