enabled OK button on GuiCombat screen when choosing defenders/attackers. iOS solution only currently. To implement in Android, we need to create a mask/invisible button above the OK button coordinates and add a listener to activate when a user touches the appropriate area. Not ideal, but it works for now.
TODO: translate functionality into core of engine.
This commit is contained in:
@@ -6,8 +6,11 @@
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BOOL bannerIsVisible;
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}
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- (void)addOkButtonListener: (CGRect) frame;
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@property (nonatomic, retain) id eaglView;
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@property (nonatomic, retain) UITextField *inputField;
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@property (nonatomic, retain) UIButton *okButtonView;
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@property (nonatomic, assign) BOOL bannerIsVisible;
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@end
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@@ -10,6 +10,7 @@
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@synthesize bannerIsVisible;
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@synthesize eaglView;
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@synthesize okButtonView;
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@synthesize inputField;
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#pragma mark initialization / deallocation methods
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@@ -38,6 +39,7 @@
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[eaglView setDelegate: nil];
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[eaglView release], eaglView = nil;
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[inputField release], inputField = nil;
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[okButtonView release], okButtonView = nil;
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[super dealloc];
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}
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@@ -86,10 +88,32 @@
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// e.g. self.myOutlet = nil;
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}
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#pragma mark - UIView Creation
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- (void)addOkButtonListener: (CGRect) frame
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{
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// create an invisible view to handle the pressing of the OK button.
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if ( okButtonView == nil )
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{
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okButtonView = [[UIButton alloc] initWithFrame: frame];
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[okButtonView setBackgroundColor: [UIColor clearColor]];
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[okButtonView setEnabled: YES];
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[okButtonView addTarget: self.view action:@selector(handleOK:) forControlEvents: UIControlEventTouchUpInside];
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[self.view addSubview: okButtonView];
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}
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else
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{
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[self.view bringSubviewToFront: okButtonView];
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}
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}
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#pragma mark -
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- (void)removeOkButtonListener
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{
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[[self.view.subviews lastObject] removeFromSuperview];
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[okButtonView release], okButtonView = nil;
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}
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#pragma mark device orientation handlers
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#pragma mark - device orientation handlers
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- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
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// Overriden to allow any orientation.
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@@ -14,6 +14,7 @@
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- (void) rotateBackgroundImage:(UIInterfaceOrientation)fromInterfaceOrientation toInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation;
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- (void) handleWEngineCommand:(NSString *) command withParameter: (NSString *) parameter;
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- (void) handleWEngineCommand:(NSString *) command withUIParameters: (CGFloat) x yCoordinate: (CGFloat) y width: (CGFloat) width height: (CGFloat) height;
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@property (nonatomic, retain) IBOutlet UIWindow *window;
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@property (nonatomic, retain) EAGLViewController *glViewController;
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@@ -144,6 +144,16 @@
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[self.glViewController toggleKeyboardWithState: initialState];
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}
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- (void) handleWEngineCommand:(NSString *) command
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withUIParameters: (CGFloat) x
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yCoordinate: (CGFloat) y
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width: (CGFloat) width
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height: (CGFloat) height
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{
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CGRect uiFrame = CGRectMake(x, y, width, height);
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if ( [command isEqualToString: @"okbuttoncreated"] )
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[glViewController addOkButtonListener: uiFrame];
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}
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- (void)handleWEngineCommand:(NSString *) command withParameter: (NSString *) parameter
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{
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@@ -165,6 +175,10 @@
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{
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[self initializeKeyboard: parameter];
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}
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else if ([command isEqualToString: @"combatGuiEndDamage"])
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{
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[glViewController removeOkButtonListener];
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}
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}
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