Engine:
* New weapon attributes: ejectX/ejectY: Offset to the hedgehog (center of hand graphic) where the projectile(s) will be spawned
* Changed Laser Sight to origin from the weapon instead of the hedgehog (needs some adjustments while walking/jumping)
* Changed most weapons to no longer shoot from the hedgehog's center and use the weapon's visible position instead (might require some testing and adjustments)
* Silenced the small Piano explosions
//
// MainMenuViewController.m
// hwengine
//
// Created by Vittorio on 08/01/10.
// Copyright 2010 __MyCompanyName__. All rights reserved.
//
#import "MainMenuViewController.h"
#import "SDL_uikitappdelegate.h"
#import "PascalImports.h"
#import "GameConfigViewController.h"
#import "SplitViewRootController.h"
#import "CommodityFunctions.h"
@implementation MainMenuViewController
@synthesize versionLabel;
-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
return rotationManager(interfaceOrientation);
}
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
}
-(void) viewDidLoad {
char *ver;
HW_versionInfo(NULL, &ver);
NSString *versionNumber = [[NSString alloc] initWithCString:ver];
self.versionLabel.text = versionNumber;
[versionNumber release];
// listen to request to remove the modalviewcontroller
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(dismissModalViewController)
name: @"dismissModalView"
object:nil];
// initialize some files the first time we load the game
if (!([[NSFileManager defaultManager] fileExistsAtPath:SETTINGS_FILE()]))
[NSThread detachNewThreadSelector:@selector(checkFirstRun) toTarget:self withObject:nil];
[super viewDidLoad];
}
// this is called to verify whether it's the first time the app is launched
// if it is it blocks user interaction with an alertView until files are created
-(void) checkFirstRun {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
NSLog(@"First time run, creating settings files at %@", SETTINGS_FILE());
// show a popup with an indicator to make the user wait
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:NSLocalizedString(@"Please wait",@"")
message:nil
delegate:nil
cancelButtonTitle:nil
otherButtonTitles:nil];
[alert show];
UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc]
initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
indicator.center = CGPointMake(alert.bounds.size.width / 2, alert.bounds.size.height - 50);
[indicator startAnimating];
[alert addSubview:indicator];
[indicator release];
// create a team
createTeamNamed(@"Default Team");
createSchemeNamed(@"testing ftw");
// create settings.plist
NSMutableDictionary *saveDict = [[NSMutableDictionary alloc] init];
[saveDict setObject:@"" forKey:@"username"];
[saveDict setObject:@"" forKey:@"password"];
[saveDict setObject:[NSNumber numberWithBool:YES] forKey:@"music"];
[saveDict setObject:[NSNumber numberWithBool:YES] forKey:@"sound"];
[saveDict setObject:[NSNumber numberWithBool:NO] forKey:@"alternate"];
[saveDict writeToFile:SETTINGS_FILE() atomically:YES];
[saveDict release];
// ok let the user take control
[alert dismissWithClickedButtonIndex:0 animated:YES];
[alert release];
[pool release];
[NSThread exit];
}
#pragma mark -
-(IBAction) switchViews:(id) sender {
UIButton *button = (UIButton *)sender;
UIAlertView *alert;
NSString *debugStr, *configNibName;
switch (button.tag) {
case 0:
// bug in UIModalTransitionStylePartialCurl, displays the controller awkwardly if it is not allocated every time
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
configNibName = @"GameConfigViewController-iPad";
else
configNibName = @"GameConfigViewController-iPhone";
gameConfigViewController = [[GameConfigViewController alloc] initWithNibName:configNibName bundle:nil];
#ifdef __IPHONE_3_2
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
gameConfigViewController.modalTransitionStyle = UIModalTransitionStylePartialCurl;
#endif
[self presentModalViewController:gameConfigViewController animated:YES];
break;
case 2:
if (nil == settingsViewController) {
settingsViewController = [[SplitViewRootController alloc] initWithNibName:nil bundle:nil];
settingsViewController.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal;
}
[self presentModalViewController:settingsViewController animated:YES];
break;
case 3:
debugStr = [[NSString alloc] initWithContentsOfFile:DEBUG_FILE()];
UITextView *scroll = [[UITextView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.height, self.view.frame.size.width)];
scroll.text = debugStr;
[debugStr release];
scroll.editable = NO;
UIButton *btn = [UIButton buttonWithType:UIButtonTypeCustom];
[btn addTarget:scroll action:@selector(removeFromSuperview) forControlEvents:UIControlEventTouchUpInside];
btn.backgroundColor = [UIColor blackColor];
btn.frame = CGRectMake(self.view.frame.size.height-70, 0, 70, 70);
[scroll addSubview:btn];
[self.view addSubview:scroll];
[scroll release];
break;
default:
alert = [[UIAlertView alloc] initWithTitle:@"Not Yet Implemented"
message:@"Sorry, this feature is not yet implemented"
delegate:nil
cancelButtonTitle:@"Well, don't worry"
otherButtonTitles:nil];
[alert show];
[alert release];
break;
}
}
// allows child controllers to return to the main controller
-(void) dismissModalViewController {
[self dismissModalViewControllerAnimated:YES];
}
-(void) viewDidUnload {
self.versionLabel = nil;
gameConfigViewController = nil;
settingsViewController = nil;
[super viewDidUnload];
}
-(void) dealloc {
[versionLabel release];
[settingsViewController release];
[gameConfigViewController release];
[super dealloc];
}
@end