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authorStarla Insigna <starla4444@gmail.com>2011-07-30 11:19:14 -0400
committerStarla Insigna <starla4444@gmail.com>2011-07-30 11:19:14 -0400
commit9cd57b731ab1c666d4a1cb725538fdc137763d12 (patch)
tree5bac45ae5157a1cb10c6e45500cbf72789917980 /Classes/RootViewController.m
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Initial commit (version 0.2.1)
Diffstat (limited to 'Classes/RootViewController.m')
-rwxr-xr-xClasses/RootViewController.m152
1 files changed, 152 insertions, 0 deletions
diff --git a/Classes/RootViewController.m b/Classes/RootViewController.m new file mode 100755 index 0000000..edd67cb --- /dev/null +++ b/Classes/RootViewController.m
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1//
2// RootViewController.m
3// Cart Collect
4//
5// Created by iD Student Account on 7/18/11.
6// Copyright __MyCompanyName__ 2011. All rights reserved.
7//
8
9//
10// RootViewController + iAd
11// If you want to support iAd, use this class as the controller of your iAd
12//
13
14#import "cocos2d.h"
15
16#import "RootViewController.h"
17#import "GameConfig.h"
18
19@implementation RootViewController
20
21/*
22 // The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
23 - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
24 if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
25 // Custom initialization
26 }
27 return self;
28 }
29 */
30
31/*
32 // Implement loadView to create a view hierarchy programmatically, without using a nib.
33 - (void)loadView {
34 }
35 */
36
37/*
38 // Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
39 - (void)viewDidLoad {
40 [super viewDidLoad];
41 }
42 */
43
44
45// Override to allow orientations other than the default portrait orientation.
46- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
47
48 //
49 // There are 2 ways to support auto-rotation:
50 // - The OpenGL / cocos2d way
51 // - Faster, but doesn't rotate the UIKit objects
52 // - The ViewController way
53 // - A bit slower, but the UiKit objects are placed in the right place
54 //
55
56#if GAME_AUTOROTATION==kGameAutorotationNone
57 //
58 // EAGLView won't be autorotated.
59 // Since this method should return YES in at least 1 orientation,
60 // we return YES only in the Portrait orientation
61 //
62 return ( interfaceOrientation == kCCDeviceOrientationLandscapeLeft );
63
64#elif GAME_AUTOROTATION==kGameAutorotationCCDirector
65 //
66 // EAGLView will be rotated by cocos2d
67 //
68 // Sample: Autorotate only in landscape mode
69 //
70 if( interfaceOrientation == UIInterfaceOrientationLandscapeLeft ) {
71 [[CCDirector sharedDirector] setDeviceOrientation: kCCDeviceOrientationLandscapeRight];
72 } else if( interfaceOrientation == UIInterfaceOrientationLandscapeRight) {
73 [[CCDirector sharedDirector] setDeviceOrientation: kCCDeviceOrientationLandscapeLeft];
74 }
75
76 // Since this method should return YES in at least 1 orientation,
77 // we return YES only in the Portrait orientation
78 return ( interfaceOrientation == UIInterfaceOrientationPortrait );
79
80#elif GAME_AUTOROTATION == kGameAutorotationUIViewController
81 //
82 // EAGLView will be rotated by the UIViewController
83 //
84 // Sample: Autorotate only in landscpe mode
85 //
86 // return YES for the supported orientations
87
88 return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) );
89
90#else
91#error Unknown value in GAME_AUTOROTATION
92
93#endif // GAME_AUTOROTATION
94
95
96 // Shold not happen
97 return NO;
98}
99
100//
101// This callback only will be called when GAME_AUTOROTATION == kGameAutorotationUIViewController
102//
103#if GAME_AUTOROTATION == kGameAutorotationUIViewController
104-(void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
105{
106 //
107 // Assuming that the main window has the size of the screen
108 // BUG: This won't work if the EAGLView is not fullscreen
109 ///
110 CGRect screenRect = [[UIScreen mainScreen] bounds];
111 CGRect rect;
112
113 if(toInterfaceOrientation == UIInterfaceOrientationPortrait || toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)
114 rect = screenRect;
115
116 else if(toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft || toInterfaceOrientation == UIInterfaceOrientationLandscapeRight)
117 rect.size = CGSizeMake( screenRect.size.height, screenRect.size.width );
118
119 CCDirector *director = [CCDirector sharedDirector];
120 EAGLView *glView = [director openGLView];
121 float contentScaleFactor = [director contentScaleFactor];
122
123 if( contentScaleFactor != 1 ) {
124 rect.size.width *= contentScaleFactor;
125 rect.size.height *= contentScaleFactor;
126 }
127 glView.frame = rect;
128}
129#endif // GAME_AUTOROTATION == kGameAutorotationUIViewController
130
131
132- (void)didReceiveMemoryWarning {
133 // Releases the view if it doesn't have a superview.
134 [super didReceiveMemoryWarning];
135
136 // Release any cached data, images, etc that aren't in use.
137}
138
139- (void)viewDidUnload {
140 [super viewDidUnload];
141 // Release any retained subviews of the main view.
142 // e.g. self.myOutlet = nil;
143}
144
145
146- (void)dealloc {
147 [super dealloc];
148}
149
150
151@end
152