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* Changed how door location names are formattedStar Rauchenberger2025-08-302-2/+0
| | | | | | | | | | | | | | | | | | STANDARD type doors with at most four panels in the same map area and no other trigger objects will have their location names generated from the names of the panels used to open the door, similar to Lingo 1. Other door types will use the door's name. In either case, the name can be overridden using the new location_name field. Rooms can also set a panel_display_name field, which will be used in location names for doors, and is used to group panels into areas. Panels themselves can set display names, which differentiates their locations from other panels in the same area. Many maps were updated for this, but note that the_symbolic and the_unyielding have validator failures because of duplicate panel names. This won't matter until panelsanity is implemented.
* Converted puzzle symbols to an enumStar Rauchenberger2025-08-201-1/+1
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* Maps have display names nowStar Rauchenberger2025-08-201-0/+1
| | | | Also added endings to the apworld.
* Added the_invisibleStar Rauchenberger2025-08-144-0/+37
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//
//  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 ( interfaceOrientation == UIInterfaceOrientationLandscapeRight );
	
#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