add the new flag, fix a couple of hicups in creating config files, swap animation between settings and lobby
//
// MainMenuViewController.m
// hwengine
//
// Created by Vittorio on 08/01/10.
// Copyright 2010 __MyCompanyName__. All rights reserved.
//
#import "MainMenuViewController.h"
#import "CommodityFunctions.h"
#import "SDL_uikitappdelegate.h"
#import "SDL_mixer.h"
#import "PascalImports.h"
#import "GameConfigViewController.h"
#import "SplitViewRootController.h"
#import "AboutViewController.h"
@implementation MainMenuViewController
@synthesize versionLabel, gameConfigViewController, settingsViewController, aboutViewController;
-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
return rotationManager(interfaceOrientation);
}
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
if (self.settingsViewController.view.superview == nil)
self.settingsViewController = nil;
if (self.gameConfigViewController.view.superview == nil)
self.gameConfigViewController = nil;
MSG_MEMCLEAN();
}
// using a different thread for audio 'cos it's slow
-(void) initAudioThread {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
// do somthing in the future
[pool release];
}
-(void) viewDidLoad {
[NSThread detachNewThreadSelector:@selector(initAudioThread)
toTarget:self
withObject:nil];
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];
// now check if some configuration files are already set; if they are present it means that the current copy must be updated
BOOL doCreateFiles = NO;
NSString *resDir = [[NSBundle mainBundle] resourcePath];
NSString *versionFileToCheck = [NSString stringWithFormat:@"%@/version.txt",DOCUMENTS_FOLDER()];
if ([[NSFileManager defaultManager] fileExistsAtPath:versionFileToCheck]) {
NSString *currentVersion = [NSString stringWithContentsOfFile:versionFileToCheck encoding:NSUTF8StringEncoding error:nil];
NSString *newVersion = [NSString stringWithContentsOfFile:[NSString stringWithFormat:@"%@/Settings/version.txt",resDir] encoding:NSUTF8StringEncoding error:nil];
if ([currentVersion intValue] < [newVersion intValue]) {
doCreateFiles = YES;
[newVersion writeToFile:versionFileToCheck atomically:YES encoding:NSUTF8StringEncoding error:nil];
}
} else {
doCreateFiles = YES;
[[NSFileManager defaultManager] copyItemAtPath:[NSString stringWithFormat:@"%@/Settings/version.txt",resDir] toPath:versionFileToCheck error:nil];
}
if (doCreateFiles == YES) {
NSError *err = nil;
NSString *directoryToCheck, *fileToCheck, *fileToUpdate;
DLog(@"Creating necessary files");
// if the settings file is already present, we merge current preferences with the update
directoryToCheck = [NSString stringWithFormat:@"%@/Settings/settings.plist",resDir];
if ([[NSFileManager defaultManager] fileExistsAtPath:SETTINGS_FILE()]) {
NSDictionary *settings = [[NSDictionary alloc] initWithContentsOfFile:SETTINGS_FILE()];
NSMutableDictionary *update = [[NSMutableDictionary alloc] initWithContentsOfFile:directoryToCheck];
[update addEntriesFromDictionary:settings];
[settings release];
[update writeToFile:SETTINGS_FILE() atomically:YES];
[update release];
} else
[[NSFileManager defaultManager] copyItemAtPath:directoryToCheck toPath:SETTINGS_FILE() error:&err];
// if the teams are already present we merge the old teams if they still exist
directoryToCheck = [NSString stringWithFormat:@"%@/Settings/Teams",resDir];
if ([[NSFileManager defaultManager] fileExistsAtPath:TEAMS_DIRECTORY()]) {
for (NSString *str in [[NSFileManager defaultManager] contentsOfDirectoryAtPath:directoryToCheck error:nil]) {
fileToCheck = [NSString stringWithFormat:@"%@/%@",TEAMS_DIRECTORY(),str];
fileToUpdate = [NSString stringWithFormat:@"%@/Settings/Teams/%@",resDir,str];
if ([[NSFileManager defaultManager] fileExistsAtPath:fileToCheck]) {
NSDictionary *team = [[NSDictionary alloc] initWithContentsOfFile:fileToCheck];
NSMutableDictionary *update = [[NSMutableDictionary alloc] initWithContentsOfFile:fileToUpdate];
[update addEntriesFromDictionary:team];
[team release];
[update writeToFile:fileToCheck atomically:YES];
[update release];
}
}
} else
[[NSFileManager defaultManager] copyItemAtPath:directoryToCheck toPath:TEAMS_DIRECTORY() error:&err];
// the same holds for schemes (but they're arrays)
directoryToCheck = [NSString stringWithFormat:@"%@/Settings/Schemes",resDir];
if ([[NSFileManager defaultManager] fileExistsAtPath:SCHEMES_DIRECTORY()]) {
for (NSString *str in [[NSFileManager defaultManager] contentsOfDirectoryAtPath:directoryToCheck error:nil]) {
fileToCheck = [NSString stringWithFormat:@"%@/%@",SCHEMES_DIRECTORY(),str];
fileToUpdate = [NSString stringWithFormat:@"%@/Settings/Schemes/%@",resDir,str];
if ([[NSFileManager defaultManager] fileExistsAtPath:fileToCheck]) {
NSArray *scheme = [[NSArray alloc] initWithContentsOfFile:fileToCheck];
NSArray *update = [[NSArray alloc] initWithContentsOfFile:fileToUpdate];
if ([update count] > [scheme count])
[update writeToFile:fileToCheck atomically:YES];
[update release];
[scheme release];
}
}
} else
[[NSFileManager defaultManager] copyItemAtPath:directoryToCheck toPath:SCHEMES_DIRECTORY() error:&err];
// we create weapons the first time only, they are autoupdated each time
if ([[NSFileManager defaultManager] fileExistsAtPath:WEAPONS_DIRECTORY()] == NO) {
[[NSFileManager defaultManager] createDirectoryAtPath:WEAPONS_DIRECTORY()
withIntermediateDirectories:YES
attributes:nil
error:&err];
createWeaponNamed(@"Default", 0);
createWeaponNamed(@"Crazy", 1);
createWeaponNamed(@"Pro mode", 2);
createWeaponNamed(@"Shoppa", 3);
createWeaponNamed(@"Basketball", 4);
createWeaponNamed(@"Minefield", 5);
}
DLog(@"Success");
if (err != nil)
DLog(@"%@", err);
}
[super viewDidLoad];
}
#pragma mark -
-(IBAction) switchViews:(id) sender {
UIButton *button = (UIButton *)sender;
UIAlertView *alert;
NSString *xib;
switch (button.tag) {
case 0:
if (nil == self.gameConfigViewController) {
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
xib = nil;
else
xib = @"GameConfigViewController";
GameConfigViewController *gcvc = [[GameConfigViewController alloc] initWithNibName:xib bundle:nil];
gcvc.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal;
self.gameConfigViewController = gcvc;
[gcvc release];
}
[self presentModalViewController:self.gameConfigViewController animated:YES];
break;
case 2:
if (nil == self.settingsViewController) {
SplitViewRootController *svrc = [[SplitViewRootController alloc] initWithNibName:nil bundle:nil];
self.settingsViewController = svrc;
[svrc release];
}
[self presentModalViewController:self.settingsViewController animated:YES];
break;
case 3:
if (nil == self.aboutViewController) {
AboutViewController *about = [[AboutViewController alloc] initWithNibName:@"AboutViewController" bundle:nil];
about.modalTransitionStyle = UIModalPresentationFormSheet;
self.aboutViewController = about;
[about release];
}
[self presentModalViewController:self.aboutViewController animated:YES];
/*
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;
self.gameConfigViewController = nil;
self.settingsViewController = nil;
self.aboutViewController = nil;
MSG_DIDUNLOAD();
[super viewDidUnload];
}
-(void) dealloc {
[versionLabel release];
[settingsViewController release];
[gameConfigViewController release];
[aboutViewController release];
[super dealloc];
}
@end