diff -r 3f605cca9215 -r abaf741a4e21 project_files/HedgewarsMobile/Classes/OverlayViewController.m --- 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; }