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GameTypeController.m
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GameTypeController.m
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//
// GameTypeController.m
// Puzzles
//
// Created by Greg Hewgill on 11/03/13.
// Copyright (c) 2013 Greg Hewgill. All rights reserved.
//
#import "GameTypeController.h"
#import "GameHelpController.h"
@interface GameTypeController ()
@end
@implementation GameTypeController {
const game *thegame;
midend *me;
GameView *gameview;
}
- (id)initWithGame:(const game *)game midend:(midend *)m gameview:(GameView *)gv
{
self = [super initWithStyle:UITableViewStyleGrouped];
if (self) {
// Custom initialization
thegame = game;
me = m;
gameview = gv;
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
self.title = @"Game Type";
// Uncomment the following line to preserve selection between presentations.
// self.clearsSelectionOnViewWillAppear = NO;
// Uncomment the following line to display an Edit button in the navigation bar for this view controller.
// self.navigationItem.rightBarButtonItem = self.editButtonItem;
self.navigationItem.rightBarButtonItem = [[UIBarButtonItem alloc] initWithTitle:@"Help" style:UIBarButtonItemStylePlain target:self action:@selector(showHelp)];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation
{
return YES;
}
#pragma mark - Table view data source
- (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView
{
// Return the number of sections.
return 1;
}
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section
{
// Return the number of rows in the section.
return midend_num_presets(me) + 1;
}
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = @"Cell";
//UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier forIndexPath:indexPath];
UITableViewCell *cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier];
// Configure the cell...
if (indexPath.row < midend_num_presets(me)) {
char *name;
game_params *params;
midend_fetch_preset(me, indexPath.row, &name, ¶ms);
cell.textLabel.text = [NSString stringWithUTF8String:name];
if (indexPath.row == midend_which_preset(me)) {
cell.accessoryType = UITableViewCellAccessoryCheckmark;
}
} else {
cell.textLabel.text = @"Custom";
if (midend_which_preset(me) < 0) {
cell.accessoryType = UITableViewCellAccessoryCheckmark;
} else {
cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator;
}
}
return cell;
}
/*
// Override to support conditional editing of the table view.
- (BOOL)tableView:(UITableView *)tableView canEditRowAtIndexPath:(NSIndexPath *)indexPath
{
// Return NO if you do not want the specified item to be editable.
return YES;
}
*/
/*
// Override to support editing the table view.
- (void)tableView:(UITableView *)tableView commitEditingStyle:(UITableViewCellEditingStyle)editingStyle forRowAtIndexPath:(NSIndexPath *)indexPath
{
if (editingStyle == UITableViewCellEditingStyleDelete) {
// Delete the row from the data source
[tableView deleteRowsAtIndexPaths:@[indexPath] withRowAnimation:UITableViewRowAnimationFade];
}
else if (editingStyle == UITableViewCellEditingStyleInsert) {
// Create a new instance of the appropriate class, insert it into the array, and add a new row to the table view
}
}
*/
/*
// Override to support rearranging the table view.
- (void)tableView:(UITableView *)tableView moveRowAtIndexPath:(NSIndexPath *)fromIndexPath toIndexPath:(NSIndexPath *)toIndexPath
{
}
*/
/*
// Override to support conditional rearranging of the table view.
- (BOOL)tableView:(UITableView *)tableView canMoveRowAtIndexPath:(NSIndexPath *)indexPath
{
// Return NO if you do not want the item to be re-orderable.
return YES;
}
*/
- (void)showHelp
{
[self.navigationController pushViewController:[[GameHelpController alloc] initWithFile:[NSString stringWithFormat:@"%s.html", thegame->htmlhelp_topic]] animated:YES];
}
#pragma mark - Table view delegate
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
// Navigation logic may go here. Create and push another view controller.
/*
<#DetailViewController#> *detailViewController = [[<#DetailViewController#> alloc] initWithNibName:@"<#Nib name#>" bundle:nil];
// ...
// Pass the selected object to the new view controller.
[self.navigationController pushViewController:detailViewController animated:YES];
*/
if (indexPath.row < midend_num_presets(me)) {
char *name;
game_params *params;
midend_fetch_preset(me, indexPath.row, &name, ¶ms);
midend_set_params(me, params);
[gameview startNewGame];
// bit of a hack here, gameview.nextResponder is actually the view controller we want
[self.navigationController popToViewController:(UIViewController *)gameview.nextResponder animated:YES];
} else {
char *wintitle;
config_item *config = midend_get_config(me, CFG_SETTINGS, &wintitle);
[self.navigationController pushViewController:[[GameSettingsController alloc] initWithGame:thegame config:config type:CFG_SETTINGS title:[NSString stringWithUTF8String:wintitle] delegate:self] animated:YES];
free(wintitle);
}
}
- (void)didApply:(config_item *)config
{
char *msg = midend_set_config(me, CFG_SETTINGS, config);
if (msg) {
[[[UIAlertView alloc] initWithTitle:@"Puzzles" message:[NSString stringWithUTF8String:msg] delegate:nil cancelButtonTitle:@"Close" otherButtonTitles:nil] show];
} else {
[gameview startNewGame];
// bit of a hack here, gameview.nextResponder is actually the view controller we want
[self.navigationController popToViewController:(UIViewController *)gameview.nextResponder animated:YES];
}
}
@end