project_files/HedgewarsMobile/Classes/ObjcExports.m
author nemo
Sun, 02 Oct 2011 10:36:43 -0400
changeset 6081 537bbd5c1a62
parent 6078 8c0cc07731e5
child 6247 6dfad55fd71c
permissions -rw-r--r--
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects. In this test variant it is triggered on girders/objects/bridges of the snow/christmas theme, or on a map that uses blue as a mask colour. Probably needs sheepluva's slope detection to make slopes more slippery to climb.

/*
 * 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 30/10/2010.
 */


#import "ObjcExports.h"
#import "OverlayViewController.h"
#import "AmmoMenuViewController.h"


// actual game started (controls should be enabled)
static BOOL gameRunning;
// black screen present
static BOOL savedGame;
// cache the grenade time
static NSInteger grenadeTime;
// the reference to the newMenu instance
static OverlayViewController *overlay_instance;

@implementation ObjcExports

+(void) initialize {
    overlay_instance = [OverlayViewController mainOverlay];
    gameRunning = NO;
    savedGame = NO;
    grenadeTime = 2;
}

@end

#pragma mark -
#pragma mark functions called by objc code
BOOL inline isGameRunning() {
    return gameRunning;
}

void inline setGameRunning(BOOL value) {
    gameRunning = value;
}

NSInteger cachedGrenadeTime() {
    return grenadeTime;
}

void inline setGrenadeTime(NSInteger value) {
    grenadeTime = value;
}

#pragma mark -
#pragma mark functions called by pascal code
BOOL inline isApplePhone() {
    return (IS_IPAD() == NO);
}

void startSpinningProgress() {
    gameRunning = NO;
    overlay_instance.lowerIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];

    CGPoint center = overlay_instance.view.center;
    overlay_instance.lowerIndicator.center = (IS_DUALHEAD() ? center : CGPointMake(center.x, center.y * 5/3));

    [overlay_instance.lowerIndicator startAnimating];
    [overlay_instance.view addSubview:overlay_instance.lowerIndicator];
    [overlay_instance.lowerIndicator release];
}

void stopSpinningProgress() {
    [overlay_instance.lowerIndicator stopAnimating];
    [overlay_instance.lowerIndicator removeFromSuperview];
    HW_zoomSet(1.7);
    if (savedGame == NO)
        gameRunning = YES;
}

void clearView() {
    // don't use any engine calls here as this function is called every time the ammomenu is opened
    [UIView beginAnimations:@"remove button" context:NULL];
    [UIView setAnimationDuration:ANIMATION_DURATION];
    overlay_instance.confirmButton.alpha = 0;
    overlay_instance.grenadeTimeSegment.alpha = 0;
    [UIView commitAnimations];

    if (overlay_instance.confirmButton)
        [overlay_instance.confirmButton performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
    if (overlay_instance.grenadeTimeSegment) {
        [overlay_instance.grenadeTimeSegment performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
        overlay_instance.grenadeTimeSegment.tag = 0;
    }
    grenadeTime = 2;
}

void saveBeganSynching() {
    savedGame = YES;
    stopSpinningProgress();
    [[UIApplication sharedApplication] setIdleTimerDisabled:YES];

    overlay_instance.view.backgroundColor = [UIColor blackColor];
    overlay_instance.view.alpha = 0.75;
    overlay_instance.view.userInteractionEnabled = NO;

    overlay_instance.savesIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];

    overlay_instance.savesIndicator.center = overlay_instance.view.center;
    overlay_instance.savesIndicator.hidesWhenStopped = YES;

    [overlay_instance.savesIndicator startAnimating];
    [overlay_instance.view addSubview:overlay_instance.savesIndicator];
    [overlay_instance.savesIndicator release];
}

void saveFinishedSynching() {
    [UIView beginAnimations:@"fading from save synch" context:NULL];
    [UIView setAnimationDuration:1];
    overlay_instance.view.backgroundColor = [UIColor clearColor];
    overlay_instance.view.alpha = 1;
    overlay_instance.view.userInteractionEnabled = YES;
    [UIView commitAnimations];

    [overlay_instance.savesIndicator stopAnimating];
    [overlay_instance.savesIndicator performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1];

    [[UIApplication sharedApplication] setIdleTimerDisabled:NO];
    gameRunning = YES;
}

void updateVisualsNewTurn(void) {
    [overlay_instance.amvc updateAmmoVisuals];
}

// dummy function to prevent linkage fail
int SDL_main(int argc, char **argv) {
    return 0;
}