--- a/hedgewars/GSHandlers.inc Thu Oct 14 16:01:43 2010 +0200
+++ b/hedgewars/GSHandlers.inc Thu Oct 14 22:01:33 2010 +0200
@@ -422,7 +422,7 @@
begin
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 20, EXPLAutoSound);
for i:= 0 to 2 do
- AddGear(hwRound(Gear^.X) - 30 + GetRandom(60), hwRound(Gear^.Y) - 20 + GetRandom(40), gtPoisonCloud, 0, _0, _0, 0);
+ AddGear(int64(hwRound(Gear^.X)) - 30 + GetRandom(60), int64(hwRound(Gear^.Y)) - 20 + GetRandom(40), gtPoisonCloud, 0, _0, _0, 0);
end;
end;
DeleteGear(Gear);
--- a/hedgewars/VGSHandlers.inc Thu Oct 14 16:01:43 2010 +0200
+++ b/hedgewars/VGSHandlers.inc Thu Oct 14 22:01:33 2010 +0200
@@ -36,7 +36,7 @@
if (round(X) >= cLeftScreenBorder) and
(round(X) <= cRightScreenBorder) and
- (round(Y) <= (LAND_HEIGHT + 75)) and
+ (round(Y) <= (int64(LAND_HEIGHT) + 75)) and
(Timer > 0) and (Timer-Steps > 0) then
begin
if tdX > 0 then sign := 1
@@ -54,7 +54,7 @@
if round(X) < cLeftScreenBorder then X:= X + cScreenSpace else
if round(X) > cRightScreenBorder then X:= X - cScreenSpace;
// if round(Y) < (LAND_HEIGHT - 1024 - 75) then Y:= Y + float(25); // For if flag is set for flakes rising upwards?
- if round(Y) > (LAND_HEIGHT + 75) then Y:= Y - float(1024 + 150); // TODO - configure in theme (jellies for example could use limited range)
+ if round(Y) > (int64(LAND_HEIGHT) + 75) then Y:= Y - float(1024 + 150); // TODO - configure in theme (jellies for example could use limited range)
Timer:= 0;
tdX:= 0;
tdY:= 0
@@ -84,7 +84,7 @@
t := 8 * AngleSin(s mod 2048).QWordValue / 4294967296;
if (s < 2048) then t := -t;
-Gear^.Y := LAND_HEIGHT-1184 + Gear^.Timer mod 8 + t;
+Gear^.Y := int64(LAND_HEIGHT) - 1184 + Gear^.Timer mod 8 + t;
if round(Gear^.X) < cLeftScreenBorder then Gear^.X:= Gear^.X + cScreenSpace else
if round(Gear^.X) > cRightScreenBorder then Gear^.X:= Gear^.X - cScreenSpace
@@ -480,7 +480,7 @@
procedure doStepHealthTagWorkUnderWater(Gear: PVisualGear; Steps: Longword);
begin
-if round(Gear^.Y) < cWaterLine + 10 then
+if round(Gear^.Y) < int64(cWaterLine) + 10 then
DeleteVisualGear(Gear)
else
Gear^.Y:= Gear^.Y - 0.08 * Steps;
--- a/hedgewars/hwengine.pas Thu Oct 14 16:01:43 2010 +0200
+++ b/hedgewars/hwengine.pas Thu Oct 14 22:01:33 2010 +0200
@@ -175,7 +175,7 @@
if isTerminated = false then
begin
CurrTime:= SDL_GetTicks;
- if PrevTime + cTimerInterval <= CurrTime then
+ if PrevTime + longword(cTimerInterval) <= CurrTime then
begin
DoTimer(CurrTime - PrevTime);
PrevTime:= CurrTime
--- a/hedgewars/uGears.pas Thu Oct 14 16:01:43 2010 +0200
+++ b/hedgewars/uGears.pas Thu Oct 14 22:01:33 2010 +0200
@@ -534,7 +534,7 @@
end;
gtPoisonCloud: begin
gear^.Timer:= 5000;
- gear^.dY:= int2hwfloat((-4 + getRandom(8))) / 1000;
+ gear^.dY:= int2hwfloat(-4 + longint(getRandom(8))) / 1000;
end;
gtResurrector: begin
gear^.Radius := 100;
@@ -1034,8 +1034,8 @@
begin
if not (((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then
exit;
- DrawTexture(round(sx + 16), round(sy + 16), ropeIconTex);
- DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, round(sx + 30), round(sy + 30), ord(CurAmmoType) - 1, 1, 32, 32);
+ DrawTexture(round(int64(sx) + 16), round(int64(sy) + 16), ropeIconTex);
+ DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, round(int64(sx) + 30), round(int64(sy) + 30), ord(CurAmmoType) - 1, 1, 32, 32);
end;
end;
--- a/hedgewars/uLandObjects.pas Thu Oct 14 16:01:43 2010 +0200
+++ b/hedgewars/uLandObjects.pas Thu Oct 14 22:01:33 2010 +0200
@@ -292,9 +292,9 @@
end
end;
inc(y, 3);
- until y > LAND_HEIGHT - 1 - Height;
+ until y > int64(LAND_HEIGHT) - 1 - Height;
inc(x, getrandom(6) + 3)
- until x > LAND_WIDTH - 1 - Width;
+ until x > int64(LAND_WIDTH) - 1 - Width;
bRes:= cnt <> 0;
if bRes then
begin
@@ -341,9 +341,9 @@
end
end;
inc(y, 12);
- until y > LAND_HEIGHT - 1 - Height - 8;
+ until y > int64(LAND_HEIGHT) - 1 - Height - 8;
inc(x, getrandom(12) + 12)
- until x > LAND_WIDTH - 1 - Width;
+ until x > int64(LAND_WIDTH) - 1 - Width;
bRes:= cnt <> 0;
if bRes then
begin
@@ -455,7 +455,7 @@
Readln(f, vobFramesCount, vobFrameTicks, vobVelocity, vobFallSpeed);
// adjust amount of flakes scaled by screen space
-vobCount:= vobCount * cScreenSpace div LAND_WIDTH;
+vobCount:= longint(vobCount) * cScreenSpace div LAND_WIDTH;
if (cReducedQuality and rqKillFlakes) <> 0 then
vobCount:= 0;
--- a/hedgewars/uVisualGears.pas Thu Oct 14 16:01:43 2010 +0200
+++ b/hedgewars/uVisualGears.pas Thu Oct 14 22:01:33 2010 +0200
@@ -370,7 +370,7 @@
if Gear^.Kind = vgtFlake then
begin
// Damage calc from doMakeExplosion
- dmg:= min(101,Radius + cHHRadius div 2 - (round(abs(Gear^.X - float(X))+abs(Gear^.Y - float(Y))) div 5));
+ dmg:= min(101, int64(Radius) + cHHRadius div 2 - (round(abs(Gear^.X - float(X))+abs(Gear^.Y - float(Y))) div 5));
if dmg > 1 then
begin
Gear^.tdX:= 0.02 * dmg + 0.01;
--- a/hedgewars/uWorld.pas Thu Oct 14 16:01:43 2010 +0200
+++ b/hedgewars/uWorld.pas Thu Oct 14 22:01:33 2010 +0200
@@ -615,8 +615,8 @@
tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
DrawSprite(sprPower,
- hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + round(WorldDx + tdx * (24 + i * 2)) - 16,
- hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + round(WorldDy + tdy * (24 + i * 2)) - 16,
+ int64(hwRound(Gear^.X)) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + round(WorldDx + tdx * (24 + i * 2)) - 16,
+ int64(hwRound(Gear^.Y)) + GetLaunchY(CurAmmoType, Gear^.Angle) + round(WorldDy + tdy * (24 + i * 2)) - 16,
i)
end
end;
--- a/project_files/HedgewarsMobile/Classes/AmmoMenuViewController.m Thu Oct 14 16:01:43 2010 +0200
+++ b/project_files/HedgewarsMobile/Classes/AmmoMenuViewController.m Thu Oct 14 22:01:33 2010 +0200
@@ -122,7 +122,8 @@
button.layer.borderWidth = w;
[button.layer setCornerRadius:radius];
[button.layer setMasksToBounds:YES];
- [button addTarget:self action:@selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside];
+ [button addTarget:self action:@selector(buttonPressed:) forControlEvents:UIControlEventTouchDown];
+ [button addTarget:self action:@selector(buttonReleased:) forControlEvents:UIControlEventTouchUpInside];
[button setTitleColor:UICOLOR_HW_YELLOW_TEXT forState:UIControlStateNormal];
button.titleLabel.backgroundColor = [UIColor blackColor];
button.titleLabel.font = [UIFont boldSystemFontOfSize:[UIFont smallSystemFontSize]];
@@ -182,7 +183,7 @@
}
} else {
button.layer.borderColor = [UICOLOR_HW_YELLOW_TEXT CGColor];
- [button setTitle:@"" forState:UIControlStateNormal];
+ [button setTitle:nil forState:UIControlStateNormal];
if (button.currentBackgroundImage == nil || button.imageView.tag == 10000) {
int x_src = ((i*32)/(int)self.weaponsImage.size.height)*32;
int y_src = (i*32)%(int)self.weaponsImage.size.height;
@@ -211,10 +212,19 @@
#pragma mark -
#pragma mark user interaction
--(void) buttonPressed:(id) sender {
+-(void) buttonPressed:(id) sender {
UIButton *theButton = (UIButton *)sender;
- HW_setWeapon(theButton.tag);
- playSound(@"clickSound");
+ if (theButton.currentTitle != nil) {
+ DLog(@"eeee");
+ }
+}
+
+-(void) buttonReleased:(id) sender {
+ UIButton *theButton = (UIButton *)sender;
+ if (theButton.currentTitle == nil) {
+ HW_setWeapon(theButton.tag);
+ playSound(@"clickSound");
+ }
if (IS_DUALHEAD() == NO)
[self disappear];
}
--- a/project_files/HedgewarsMobile/Classes/GameSetup.m Thu Oct 14 16:01:43 2010 +0200
+++ b/project_files/HedgewarsMobile/Classes/GameSetup.m Thu Oct 14 22:01:33 2010 +0200
@@ -461,7 +461,6 @@
rotation = @"-90";
else
rotation = @"90";
-
}
NSString *horizontalSize = [[NSString alloc] initWithFormat:@"%d", width];
--- a/project_files/HedgewarsMobile/Classes/OverlayViewController.h Thu Oct 14 16:01:43 2010 +0200
+++ b/project_files/HedgewarsMobile/Classes/OverlayViewController.h Thu Oct 14 22:01:33 2010 +0200
@@ -40,6 +40,7 @@
// the objc ammomenu
AmmoMenuViewController *amvc;
+ BOOL wasVisible;
// ths touch section
CGFloat initialDistanceForPinching;
@@ -53,6 +54,7 @@
// dual head support
NSInteger initialScreenCount;
+ NSInteger a, b;
}
@property (nonatomic,retain) id popoverController;
--- a/project_files/HedgewarsMobile/Classes/OverlayViewController.m Thu Oct 14 16:01:43 2010 +0200
+++ b/project_files/HedgewarsMobile/Classes/OverlayViewController.m Thu Oct 14 22:01:33 2010 +0200
@@ -45,29 +45,56 @@
@implementation OverlayViewController
@synthesize popoverController, popupMenu, helpPage, amvc, isNetGame, useClassicMenu;
+#pragma mark -
+#pragma mark rotation
-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
- return rotationManager(interfaceOrientation);
+ if (IS_DUALHEAD())
+ return YES; ////// TEST MEEEEE
+ else
+ return rotationManager(interfaceOrientation);
}
+// pause the game and remove objc menus so that animation is smoother
+-(void) willRotateToInterfaceOrientation:(UIInterfaceOrientation) toInterfaceOrientation duration:(NSTimeInterval) duration{
+ [self dismissPopover];
+ if (HW_isPaused() == NO)
+ HW_pause();
+ if (self.amvc.isVisible && IS_DUALHEAD() == NO) {
+ [self.amvc disappear];
+ wasVisible = YES;
+ } else
+ wasVisible = NO;
+
+ [super willRotateToInterfaceOrientation:toInterfaceOrientation duration:duration];
+}
+
+// now restore previous state
+-(void) didRotateFromInterfaceOrientation:(UIInterfaceOrientation) fromInterfaceOrientation {
+ if (wasVisible || IS_DUALHEAD())
+ [self.amvc appearInView:self.view];
+ if (HW_isPaused() == YES)
+ HW_pause();
+
+ [super didRotateFromInterfaceOrientation:fromInterfaceOrientation];
+}
+
+// rotate the sdl view according to the orientation -- the uiview is autorotated
-(void) didRotate:(NSNotification *)notification {
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
- CGRect rect = [[UIScreen mainScreen] bounds];
- CGRect usefulRect = CGRectMake(0, 0, rect.size.width, rect.size.height);
UIView *sdlView = [[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG];
[UIView beginAnimations:@"rotation" context:NULL];
- [UIView setAnimationDuration:0.8f];
- [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
+ [UIView setAnimationDuration:0.7];
switch (orientation) {
case UIDeviceOrientationLandscapeLeft:
if (IS_DUALHEAD() == NO)
- sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(180));
- self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(90));
+ sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(a));
+ //self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(90));
break;
case UIDeviceOrientationLandscapeRight:
if (IS_DUALHEAD() == NO)
- sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(0));
- self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(-90));
+ sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(b));
+ //self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(-90));
break;
case UIDeviceOrientationPortrait:
if (IS_DUALHEAD())
@@ -81,63 +108,55 @@
// a debug log would spam too much
break;
}
- if (self.amvc.isVisible)
- [self.amvc appearInView:self.view];
- self.view.frame = usefulRect;
[UIView commitAnimations];
-
+
// for single screens only landscape mode is supported
// for dual screen mode the sdlview is not modified, but you can rotate the pad in any direction
}
#pragma mark -
#pragma mark View Management
--(void) viewDidLoad {
- isGameRunning = NO;
- isReplay = NO;
- cachedGrenadeTime = 2;
- isAttacking = NO;
-
- // i called it a popover even on the iphone
- isPopoverVisible = NO;
- self.view.alpha = 0;
- self.view.center = CGPointMake(self.view.frame.size.height/2.0, self.view.frame.size.width/2.0);
-
- initialScreenCount = [[UIScreen screens] count];
+-(id) initWithCoder:(NSCoder *)aDecoder {
+ if ((self = [super initWithCoder:aDecoder])) {
+ isGameRunning = NO;
+ isReplay = NO;
+ cachedGrenadeTime = 2;
+ isAttacking = NO;
+ wasVisible = NO;
+ isPopoverVisible = NO; // it is called "popover" even on the iphone
+ }
+ return self;
+}
- if (IS_DUALHEAD()) {
- // set initial orientation wrt the controller orientation
- switch (self.interfaceOrientation) {
- case UIDeviceOrientationLandscapeLeft:
- self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(90));
- break;
- case UIDeviceOrientationLandscapeRight:
- self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(-90));
- break;
- case UIDeviceOrientationPortrait:
- self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(0));
- break;
- case UIDeviceOrientationPortraitUpsideDown:
- self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(180));
- break;
- default:
- DLog(@"Nope");
- break;
- }
- }
+-(void) viewDidLoad {
CGRect screenRect = [[UIScreen mainScreen] bounds];
self.view.frame = CGRectMake(0, 0, screenRect.size.width, screenRect.size.height);
+ self.view.alpha = 0;
+ self.view.center = CGPointMake(self.view.frame.size.height/2, self.view.frame.size.width/2);
+ // get the number of screens to know the previous state whan a display is connected or detached
+ initialScreenCount = [[UIScreen screens] count];
+
+ // detrmine the quanitiy and direction of the rotation
+ if (self.interfaceOrientation == UIInterfaceOrientationLandscapeLeft) {
+ a = 180;
+ b = 0;
+ } else {
+ a = 0;
+ b = 180;
+ }
+
+ // 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];
+ // become listener of some notifications
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(didRotate:)
@@ -163,7 +182,8 @@
selector:@selector(numberOfScreensDecreased)
name:UIScreenDidDisconnectNotification
object:nil];
-
+
+ // present the overlay
[UIView beginAnimations:@"showing overlay" context:NULL];
[UIView setAnimationDuration:1];
self.view.alpha = 1;
@@ -209,6 +229,12 @@
doNotDim();
}
+-(void) cleanup {
+ [self dismissPopover];
+ HW_terminate(NO);
+ [self.view removeFromSuperview];
+}
+
-(void) didReceiveMemoryWarning {
if (self.popupMenu.view.superview == nil)
self.popupMenu = nil;
@@ -245,14 +271,8 @@
[super dealloc];
}
--(void) cleanup {
- [self dismissPopover];
- HW_terminate(NO);
- [self.view removeFromSuperview];
-}
-
#pragma mark -
-#pragma mark Overlay actions and members
+#pragma mark overlay user interaction
// nice transition for dimming, should be called only by the timer himself
-(void) dimOverlay {
if (isGameRunning) {
@@ -381,6 +401,22 @@
HW_preciseSet(NO);
}
+-(void) sendHWClick {
+ HW_click();
+ removeConfirmationInput();
+ doDim();
+}
+
+-(void) setGrenadeTime:(id) sender {
+ UISegmentedControl *theSegment = (UISegmentedControl *)sender;
+ if (cachedGrenadeTime != theSegment.selectedSegmentIndex) {
+ HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1);
+ cachedGrenadeTime = theSegment.selectedSegmentIndex;
+ }
+}
+
+#pragma mark -
+#pragma mark other menu
// present a further check before closing game
-(void) actionSheet:(UIActionSheet *)actionSheet didDismissWithButtonIndex:(NSInteger) buttonIndex {
if ([actionSheet cancelButtonIndex] != buttonIndex)
@@ -475,8 +511,6 @@
}
}
- //if (currentPosition.y < screen.size.width - 130 || (currentPosition.x > 130 && currentPosition.x < screen.size.height - 130)) {
-
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
CGRect screen = [[UIScreen mainScreen] bounds];
NSSet *allTouches = [event allTouches];
@@ -564,20 +598,6 @@
initialDistanceForPinching = 0;
}
--(void) sendHWClick {
- HW_click();
- removeConfirmationInput();
- doDim();
-}
-
--(void) setGrenadeTime:(id) sender {
- UISegmentedControl *theSegment = (UISegmentedControl *)sender;
- if (cachedGrenadeTime != theSegment.selectedSegmentIndex) {
- HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1);
- cachedGrenadeTime = theSegment.selectedSegmentIndex;
- }
-}
-
-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[self touchesEnded:touches withEvent:event];
}
@@ -642,7 +662,7 @@
}
#pragma mark -
-#pragma mark Functions called by pascal
+#pragma mark Functions called by pascal code
void inline setGameRunning(BOOL value) {
isGameRunning = value;
}
--- a/project_files/HedgewarsMobile/Hedgewars.xcodeproj/project.pbxproj Thu Oct 14 16:01:43 2010 +0200
+++ b/project_files/HedgewarsMobile/Hedgewars.xcodeproj/project.pbxproj Thu Oct 14 22:01:33 2010 +0200
@@ -1458,7 +1458,7 @@
/* End PBXGroup section */
/* Begin PBXNativeTarget section */
- 1D6058900D05DD3D006BFB54 /* Test Lua */ = {
+ 1D6058900D05DD3D006BFB54 /* Hedgewars */ = {
isa = PBXNativeTarget;
buildConfigurationList = 1D6058960D05DD3E006BFB54 /* Build configuration list for PBXNativeTarget "Hedgewars" */;
buildPhases = (
@@ -1542,7 +1542,7 @@
);
projectRoot = "";
targets = (
- 1D6058900D05DD3D006BFB54 /* Test Lua */,
+ 1D6058900D05DD3D006BFB54 /* Hedgewars */,
928301160F10CAFC00CC5A3C /* fpc */,
6179928B114AE0C800BA94A9 /* UpdateDataFolder */,
);
@@ -2696,7 +2696,7 @@
FPC_COMPILER_BINARY_DIR = /usr/local/lib/fpc/2.5.1;
FPC_MAIN_FILE = "$(PROJECT_DIR)/../../hedgewars/hwLibrary.pas";
FPC_RTL_UNITS_BASE = /usr/local/lib/fpc;
- FPC_SPECIFIC_OPTIONS = "-Ci- -Cr- -Co- -O-2 -Xs -Cfvfpv2";
+ FPC_SPECIFIC_OPTIONS = "-Ci- -Cr- -Co- -O-2 -Xs -Cfvfpv2 -dDEBUGFILE";
FPC_UNITS_PATH = "-Fu\"$(PROJECT_DIR)\"";
GCC_C_LANGUAGE_STANDARD = c99;
GCC_DEBUGGING_SYMBOLS = default;