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 16/03/2010.
*/
#import "OverlayViewController.h"
#import "InGameMenuViewController.h"
#import "HelpPageViewController.h"
#import "AmmoMenuViewController.h"
#import "CGPointUtils.h"
#import "ObjcExports.h"
#define HIDING_TIME_DEFAULT [NSDate dateWithTimeIntervalSinceNow:2.7]
#define HIDING_TIME_NEVER [NSDate dateWithTimeIntervalSinceNow:10000]
#define doDim() [dimTimer setFireDate: (IS_DUALHEAD()) ? HIDING_TIME_NEVER : HIDING_TIME_DEFAULT]
#define doNotDim() [dimTimer setFireDate:HIDING_TIME_NEVER]
static OverlayViewController *mainOverlay;
@implementation OverlayViewController
@synthesize popoverController, popupMenu, helpPage, amvc, initialScreenCount, lowerIndicator, savesIndicator,
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;
initialScreenCount = (IS_DUALHEAD() ? 2 : 1);
lowerIndicator = nil;
savesIndicator = nil;
mainOverlay = self;
}
return self;
}
+(OverlayViewController *)mainOverlay {
return mainOverlay;
}
-(void) viewDidLoad {
// fill all the screen available as sdlview disables autoresizing
CGRect rect = [[UIScreen mainScreen] bounds];
self.view.frame = CGRectMake(0, 0, rect.size.height, rect.size.width);
// the timer used to dim the overlay
dimTimer = [[NSTimer alloc] initWithFireDate:(IS_DUALHEAD()) ? HIDING_TIME_NEVER : [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];
if (IS_IPAD()) {
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(numberOfScreensIncreased)
name:UIScreenDidConnectNotification
object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(numberOfScreensDecreased)
name:UIScreenDidDisconnectNotification
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;
mainOverlay = nil;
self.helpPage = nil;
[self dismissPopover];
self.popoverController = nil;
self.amvc = nil;
self.lowerIndicator = nil;
self.savesIndicator = 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.amvc.view.superview == nil)
self.amvc = nil;
if (self.lowerIndicator.superview == nil)
self.lowerIndicator = nil;
if (self.savesIndicator.superview == nil)
self.savesIndicator = 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(amvc);
releaseAndNil(lowerIndicator);
releaseAndNil(savesIndicator);
releaseAndNil(confirmButton);
releaseAndNil(grenadeTimeSegment);
// dimTimer is autoreleased
[super dealloc];
}
-(void) numberOfScreensIncreased {
if (self.initialScreenCount == 1) {
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"New display detected"
message:NSLocalizedString(@"Hedgewars supports multi-monitor configurations, but the screen has to be connected before launching the game.",@"")
delegate:nil
cancelButtonTitle:@"Ok"
otherButtonTitles:nil];
[alert show];
[alert release];
HW_pause();
}
}
-(void) numberOfScreensDecreased {
if (self.initialScreenCount == 2) {
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Oh noes! Display disconnected"
message:NSLocalizedString(@"A monitor has been disconnected while playing and this has ended the match! You need to restart the game if you wish to use the second display again.",@"")
delegate:nil
cancelButtonTitle:@"Ok"
otherButtonTitles:nil];
[alert show];
[alert release];
HW_terminate(NO);
}
}
#pragma mark -
#pragma mark overlay appearance
// nice transition for dimming, should be called only by the timer himself
-(void) dimOverlay {
if (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) removeOverlay {
[self.popupMenu performSelectorOnMainThread:@selector(dismiss) withObject:nil waitUntilDone:YES];
[self.popoverController performSelectorOnMainThread:@selector(dismissPopoverAnimated:) withObject:nil waitUntilDone:YES];
[self.view performSelectorOnMainThread:@selector(removeFromSuperview) withObject:nil waitUntilDone:YES];
}
#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 (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 (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 playClickSound];
clearView();
HW_pause();
if (self.amvc.isVisible && IS_DUALHEAD() == NO) {
doDim();
[self.amvc disappear];
}
clearView();
[self showPopover];
break;
case 11:
[AudioManagerController playClickSound];
clearView();
if (IS_DUALHEAD() || [[[NSUserDefaults standardUserDefaults] objectForKey:@"classic_menu"] boolValue] == NO) {
if (self.amvc == nil)
self.amvc = [[AmmoMenuViewController alloc] init];
if (self.amvc.isVisible) {
doDim();
[self.amvc disappear];
} else {
if (HW_isAmmoMenuNotAllowed() == NO) {
doNotDim();
[self.amvc appearInView:self.view];
}
}
} else
HW_ammoMenu();
break;
default:
DLog(@"Nope");
break;
}
}
-(void) unsetPreciseStatus {
HW_preciseSet(NO);
}
-(void) sendHWClick {
HW_click();
clearView();
doDim();
}
-(void) setGrenadeTime:(id) sender {
UISegmentedControl *theSegment = (UISegmentedControl *)sender;
if (cachedGrenadeTime() != theSegment.selectedSegmentIndex) {
HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1);
setGrenadeTime(theSegment.selectedSegmentIndex);
}
}
#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 = [[HelpPageViewController 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] bounds];
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.height / 2, screen.size.width / 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 (isGameRunning() == NO)
return YES;
// ignore activity near the dpad and buttons
CGPoint touchPoint = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
CGSize screen = [[UIScreen mainScreen] bounds].size;
if ((touchPoint.x < 160 && touchPoint.y > screen.width - 155 ) ||
(touchPoint.x > screen.height - 135 && touchPoint.y > screen.width - 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];
if (self.amvc.isVisible && IS_DUALHEAD() == NO) {
doDim();
[self.amvc disappear];
}
// 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:
// 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] bounds];
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.tag != 0) {
[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];
self.grenadeTimeSegment.tag = 0;
} 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.height / 2 - 125, screen.size.width, 250, 50);
self.grenadeTimeSegment.selectedSegmentIndex = cachedGrenadeTime();
self.grenadeTimeSegment.alpha = 1;
[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.height / 2 - 125, screen.size.width - 100, 250, 50);
[UIView commitAnimations];
self.grenadeTimeSegment.tag++;
[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] bounds];
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