update project for ipad target
relocate objects (windbar, fps, timer) so that window size doesn't matter
move touch input in its custom controller rather than hack sdl one
//
// 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 "SDL_mouse.h"
#import "CGPointUtils.h"
@implementation overlayViewController
@synthesize dimTimer;
-(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.
}
-(void) viewDidLoad {
dimTimer = [[NSTimer alloc] initWithFireDate:[NSDate dateWithTimeIntervalSinceNow:6]
interval:1000
target:self
selector:@selector(dimOverlay)
userInfo:nil
repeats:YES];
[[NSRunLoop currentRunLoop] addTimer:dimTimer forMode:NSDefaultRunLoopMode];
}
-(void) viewDidUnload {
[dimTimer invalidate];
}
-(void) dealloc {
[dimTimer release];
[super dealloc];
}
// dim the overlay when there's no more input for a certain amount of time
-(IBAction) buttonReleased:(id) sender {
HW_allKeysUp();
[dimTimer setFireDate:[NSDate dateWithTimeIntervalSinceNow:2.7]];
}
// nice transition for dimming
-(void) dimOverlay {
[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;
[dimTimer setFireDate:[NSDate dateWithTimeIntervalSinceNow:1000]];
}
// issue certain action based on the tag of the button
-(IBAction) buttonPressed:(id) sender {
[self activateOverlay];
UIButton *theButton = (UIButton*)sender;
switch (theButton.tag) {
case 0:
HW_walkLeft();
break;
case 1:
HW_walkRight();
break;
case 2:
HW_aimUp();
break;
case 3:
HW_aimDown();
break;
case 4:
HW_shoot();
break;
case 5:
HW_jump();
break;
case 6:
HW_backjump();
break;
default:
// HW_chat() HW_tab() HW_pause()
break;
}
}
#pragma mark -
#pragma mark Custom SDL_UIView input handling
#define kMinimumPinchDelta 50
#define kMinimumGestureLength 10
#define kMaximumVariance 3
// we override default touch input to implement our own gestures
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *twoTouches;
UITouch *touch = [touches anyObject];
switch ([touches count]) {
case 1:
gestureStartPoint = [touch locationInView:self.view];
initialDistanceForPinching = 0;
switch ([touch tapCount]) {
case 1:
NSLog(@"X:%d Y:%d", (int)gestureStartPoint.x, (int)gestureStartPoint.y );
SDL_WarpMouseInWindow([SDLUIKitDelegate sharedAppDelegate].window,
(int)gestureStartPoint.y, 320 - (int)gestureStartPoint.x);
HW_click();
break;
case 2:
HW_ammoMenu();
break;
default:
break;
}
break;
case 2:
if (2 == [touch tapCount]) {
HW_zoomReset();
}
// pinching
twoTouches = [touches allObjects];
UITouch *first = [twoTouches objectAtIndex:0];
UITouch *second = [twoTouches objectAtIndex:1];
initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
break;
default:
break;
}
}
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
initialDistanceForPinching = 0;
gestureStartPoint.x = 0;
gestureStartPoint.y = 0;
HW_allKeysUp();
}
-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
// this can happen if the user puts more than 5 touches on the screen at once, or perhaps in other circumstances.
// Usually (it seems) all active touches are canceled.
[self touchesEnded:touches withEvent:event];
}
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *twoTouches;
CGPoint currentPosition;
UITouch *touch = [touches anyObject];
switch ([touches count]) {
case 1:
currentPosition = [touch locationInView:self.view];
// panning
SDL_WarpMouseInWindow([SDLUIKitDelegate sharedAppDelegate].window,
(int)gestureStartPoint.y, 320 - (int)gestureStartPoint.x);
// remember that we have x and y inverted
/* temporarily disabling hog movements for camera panning testing
CGFloat vertDiff = gestureStartPoint.x - currentPosition.x;
CGFloat horizDiff = gestureStartPoint.y - currentPosition.y;
CGFloat deltaX = fabsf(vertDiff);
CGFloat deltaY = fabsf(horizDiff);
if (deltaY >= kMinimumGestureLength && deltaX <= kMaximumVariance) {
NSLog(@"Horizontal swipe detected, begX:%f curX:%f", gestureStartPoint.x, currentPosition.x);
if (horizDiff > 0) HW_walkLeft();
else HW_walkRight();
} else if (deltaX >= kMinimumGestureLength && deltaY <= kMaximumVariance){
NSLog(@"Vertical swipe detected, begY:%f curY:%f", gestureStartPoint.y, currentPosition.y);
if (vertDiff < 0) HW_aimUp();
else HW_aimDown();
}
*/
break;
case 2:
twoTouches = [touches allObjects];
UITouch *first = [twoTouches objectAtIndex:0];
UITouch *second = [twoTouches objectAtIndex:1];
CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
if (0 == initialDistanceForPinching)
initialDistanceForPinching = currentDistanceOfPinching;
if (currentDistanceOfPinching < initialDistanceForPinching + kMinimumPinchDelta)
HW_zoomOut();
else if (currentDistanceOfPinching > initialDistanceForPinching + kMinimumPinchDelta)
HW_zoomIn();
currentDistanceOfPinching = initialDistanceForPinching;
break;
default:
break;
}
}
@end