summary refs log tree commit diff stats
path: root/Classes/RootViewController.m
blob: edd67cb88761fc13629e120c98758d4587ca3524 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
//
//  RootViewController.m
//  Cart Collect
//
//  Created by iD Student Account on 7/18/11.
//  Copyright __MyCompanyName__ 2011. All rights reserved.
//

//
// RootViewController + iAd
// If you want to support iAd, use this class as the controller of your iAd
//

#import "cocos2d.h"

#import "RootViewController.h"
#import "GameConfig.h"

@implementation RootViewController

/*
 // The designated initializer.  Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
 - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
	if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
	// Custom initialization
	}
	return self;
 }
 */

/*
 // Implement loadView to create a view hierarchy programmatically, without using a nib.
 - (void)loadView {
 }
 */

/*
 // Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
 - (void)viewDidLoad {
	[super viewDidLoad];
 }
 */


// Override to allow orientations other than the default portrait orientation.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
	
	//
	// There are 2 ways to support auto-rotation:
	//  - The OpenGL / cocos2d way
	//     - Faster, but doesn't rotate the UIKit objects
	//  - The ViewController way
	//    - A bit slower, but the UiKit objects are placed in the right place
	//
	
#if GAME_AUTOROTATION==kGameAutorotationNone
	//
	// EAGLView won't be autorotated.
	// Since this method should return YES in at least 1 orientation, 
	// we return YES only in the Portrait orientation
	//
	return ( interfaceOrientation == kCCDeviceOrientationLandscapeLeft );
	
#elif GAME_AUTOROTATION==kGameAutorotationCCDirector
	//
	// EAGLView will be rotated by cocos2d
	//
	// Sample: Autorotate only in landscape mode
	//
	if( interfaceOrientation == UIInterfaceOrientationLandscapeLeft ) {
		[[CCDirector sharedDirector] setDeviceOrientation: kCCDeviceOrientationLandscapeRight];
	} else if( interfaceOrientation == UIInterfaceOrientationLandscapeRight) {
		[[CCDirector sharedDirector] setDeviceOrientation: kCCDeviceOrientationLandscapeLeft];
	}
	
	// Since this method should return YES in at least 1 orientation, 
	// we return YES only in the Portrait orientation
	return ( interfaceOrientation == UIInterfaceOrientationPortrait );
	
#elif GAME_AUTOROTATION == kGameAutorotationUIViewController
	//
	// EAGLView will be rotated by the UIViewController
	//
	// Sample: Autorotate only in landscpe mode
	//
	// return YES for the supported orientations
	
	return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) );
	
#else
#error Unknown value in GAME_AUTOROTATION
	
#endif // GAME_AUTOROTATION
	
	
	// Shold not happen
	return NO;
}

//
// This callback only will be called when GAME_AUTOROTATION == kGameAutorotationUIViewController
//
#if GAME_AUTOROTATION == kGameAutorotationUIViewController
-(void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
	//
	// Assuming that the main window has the size of the screen
	// BUG: This won't work if the EAGLView is not fullscreen
	///
	CGRect screenRect = [[UIScreen mainScreen] bounds];
	CGRect rect;
	
	if(toInterfaceOrientation == UIInterfaceOrientationPortrait || toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)		
		rect = screenRect;
	
	else if(toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft || toInterfaceOrientation == UIInterfaceOrientationLandscapeRight)
		rect.size = CGSizeMake( screenRect.size.height, screenRect.size.width );
	
	CCDirector *director = [CCDirector sharedDirector];
	EAGLView *glView = [director openGLView];
	float contentScaleFactor = [director contentScaleFactor];
	
	if( contentScaleFactor != 1 ) {
		rect.size.width *= contentScaleFactor;
		rect.size.height *= contentScaleFactor;
	}
	glView.frame = rect;
}
#endif // GAME_AUTOROTATION == kGameAutorotationUIViewController


- (void)didReceiveMemoryWarning {
    // Releases the view if it doesn't have a superview.
    [super didReceiveMemoryWarning];
    
    // Release any cached data, images, etc that aren't in use.
}

- (void)viewDidUnload {
    [super viewDidUnload];
    // Release any retained subviews of the main view.
    // e.g. self.myOutlet = nil;
}


- (void)dealloc {
    [super dealloc];
}


@end