wolf3d-ios/wolf3d/code/iphone/CreditsViewController.m

116 lines
3.4 KiB
Objective-C

/*
Copyright (C) 2011 id Software LLC, a ZeniMax Media company.
This file is part of the WOLF3D iOS v2.1 GPL Source Code.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#import "CreditsViewController.h"
#import <QuartzCore/CAAnimation.h>
#define CREDITS_ANIMATION_POINTS_PER_SECOND ( 320.0f / 6.0f ) // Six seconds to scroll up
// an iPhone screen.
@interface CreditsViewController ()
@property (nonatomic, retain) UIView* creditsRoll;
@end
@implementation CreditsViewController
@synthesize creditsRoll;
// 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 {
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// 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];
// This is the starting position of the credits text.
CGPoint startPoint = self.creditsRoll.center;
// Set up the end point. We can stop the animation as soon as the bottom of the credits
// get to the top of the screen.
CGPoint endPoint = startPoint;
endPoint.y = -self.creditsRoll.bounds.size.height;
// Start credits animation
CABasicAnimation *theAnimation;
theAnimation=[CABasicAnimation animationWithKeyPath:@"position"];
CGFloat pointDistance = endPoint.y - startPoint.y;
theAnimation.duration= fabs( pointDistance ) * ( 1.0f / CREDITS_ANIMATION_POINTS_PER_SECOND );
theAnimation.fromValue=[NSValue valueWithCGPoint:startPoint];
theAnimation.toValue=[NSValue valueWithCGPoint:endPoint];
[self.creditsRoll.layer addAnimation:theAnimation forKey:@"animatePosition"];
}
// Override to allow orientations other than the default portrait orientation.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// Return YES for supported orientations.
return UIInterfaceOrientationIsLandscape(interfaceOrientation);
}
- (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;
self.creditsRoll = nil;
}
- (void)dealloc {
[super dealloc];
}
- (IBAction)back:(id)sender {
[self.navigationController popViewControllerAnimated:YES];
}
@end