project_files/HedgewarsMobile/Classes/OverlayViewController.m
author koda
Sun, 18 Jul 2010 03:26:15 +0200
changeset 3650 ec90e573f47a
parent 3649 bc35f8fee587
child 3651 7058ca178f3b
permissions -rw-r--r--
add a timer selection for grenades
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//
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//  overlayViewController.m
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//  HedgewarsMobile
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//
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//  Created by Vittorio on 16/03/10.
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//  Copyright 2010 __MyCompanyName__. All rights reserved.
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//
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#import "OverlayViewController.h"
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#import "SDL_uikitappdelegate.h"
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#import "PascalImports.h"
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#import "CGPointUtils.h"
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#import "SDL_mouse.h"
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#import "InGameMenuViewController.h"
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#import "CommodityFunctions.h"
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#import "SDL_config_iphoneos.h"
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#define HIDING_TIME_DEFAULT [NSDate dateWithTimeIntervalSinceNow:2.7]
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#define HIDING_TIME_NEVER   [NSDate dateWithTimeIntervalSinceNow:10000]
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#define doDim()             [dimTimer setFireDate:HIDING_TIME_DEFAULT]
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#define doNotDim()          [dimTimer setFireDate:HIDING_TIME_NEVER]
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#define CONFIRMATION_TAG 5959
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#define GRENADE_TAG 9595
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#define ANIMATION_DURATION 0.25
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#define removeConfirmationInput()   [[self.view viewWithTag:CONFIRMATION_TAG] removeFromSuperview]; 
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@implementation OverlayViewController
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@synthesize popoverController, popupMenu;
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-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
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    return rotationManager(interfaceOrientation);
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}
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-(void) didRotate:(NSNotification *)notification {  
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    UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
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    CGRect rect = [[UIScreen mainScreen] bounds];
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    CGRect usefulRect = CGRectMake(0, 0, rect.size.width, rect.size.height);
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    UIView *sdlView = [[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG];
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    [UIView beginAnimations:@"rotation" context:NULL];
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    [UIView setAnimationDuration:0.8f];
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    [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
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    switch (orientation) {
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        case UIDeviceOrientationLandscapeLeft:
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            sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(0));
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            self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90));
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            HW_setLandscape(YES);
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            break;
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        case UIDeviceOrientationLandscapeRight:
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            sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(180));
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            self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(-90));
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            HW_setLandscape(YES);
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            break;
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        /*
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        case UIDeviceOrientationPortrait:
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            if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
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                sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(270));
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                self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(0));
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                [self chatAppear];
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                HW_setLandscape(NO);
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            }
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            break;
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        case UIDeviceOrientationPortraitUpsideDown:
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            if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
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                sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(90));
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                self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(180));
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                [self chatAppear];
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                HW_setLandscape(NO);
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            }
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            break;
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        */
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        default:
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            break;
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    }
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    self.view.frame = usefulRect;
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    //sdlView.frame = usefulRect;
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    [UIView commitAnimations];
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}
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#pragma mark -
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#pragma mark View Management
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-(void) viewDidLoad {
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    isPopoverVisible = NO;
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    self.view.alpha = 0;
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    self.view.center = CGPointMake(self.view.frame.size.height/2.0, self.view.frame.size.width/2.0);
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    // set initial orientation
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    UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
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    UIView *sdlView = [[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG];
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    switch (orientation) {
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        case UIDeviceOrientationLandscapeLeft:
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            sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(0));
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            self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90));
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            break;
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        case UIDeviceOrientationLandscapeRight:
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            sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(180));
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            self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(-90));
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            break;
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    }
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    CGRect rect = [[UIScreen mainScreen] bounds];
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    self.view.frame = CGRectMake(0, 0, rect.size.width, rect.size.height);
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    dimTimer = [[NSTimer alloc] initWithFireDate:[NSDate dateWithTimeIntervalSinceNow:6]
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                                        interval:1000
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                                          target:self
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                                        selector:@selector(dimOverlay)
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                                        userInfo:nil
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                                         repeats:YES];
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    // add timer too runloop, otherwise it doesn't work
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    [[NSRunLoop currentRunLoop] addTimer:dimTimer forMode:NSDefaultRunLoopMode];
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    [[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];   
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    [[NSNotificationCenter defaultCenter] addObserver:self
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                                             selector:@selector(didRotate:)
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                                                 name:UIDeviceOrientationDidChangeNotification
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                                               object:nil];
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    [UIView beginAnimations:@"showing overlay" context:NULL];
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    [UIView setAnimationDuration:1];
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    self.view.alpha = 1;
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    [UIView commitAnimations];
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    // find the sdl window we're on
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    SDL_VideoDevice *_this = SDL_GetVideoDevice();
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    SDL_VideoDisplay *display = &_this->displays[0];
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    sdlwindow = display->windows;
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}
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/* these are causing problems at reloading so let's remove 'em
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-(void) viewDidUnload {
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    [dimTimer invalidate];
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    self.popoverController = nil;
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    self.popupMenu = nil;
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    [super viewDidUnload];
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    MSG_DIDUNLOAD();
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}
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-(void) didReceiveMemoryWarning {
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    // Releases the view if it doesn't have a superview.
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    [super didReceiveMemoryWarning];
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    // Release any cached data, images, etc that aren't in use.
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    if (popupMenu.view.superview == nil) 
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        popupMenu = nil;
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    MSG_MEMCLEAN();
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}
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*/
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-(void) dealloc {
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    [popupMenu release];
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    [popoverController release];
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    // dimTimer is autoreleased
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    [super dealloc];
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}
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#pragma mark -
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#pragma mark Overlay actions and members
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// nice transition for dimming, should be called only by the timer himself
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-(void) dimOverlay {
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    if (isGameRunning) {
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        [UIView beginAnimations:@"overlay dim" context:NULL];
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        [UIView setAnimationDuration:0.6];
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        self.view.alpha = 0.2;
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        [UIView commitAnimations];
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    }
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}
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// set the overlay visible and put off the timer for enough time
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-(void) activateOverlay {
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    self.view.alpha = 1;
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    doNotDim();
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}
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// dim the overlay when there's no more input for a certain amount of time
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-(IBAction) buttonReleased:(id) sender {
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    if (!isGameRunning)
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        return;
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    UIButton *theButton = (UIButton *)sender;
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    switch (theButton.tag) {
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        case 0:
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        case 1:
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        case 2:
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   186
        case 3:
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            [NSObject cancelPreviousPerformRequestsWithTarget:self
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                                                     selector:@selector(unsetPreciseStatus)
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                                                       object:nil];
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            HW_walkingKeysUp();
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   191
            break;
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   192
        case 4:
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   193
        case 5:
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        case 6:
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            HW_otherKeysUp();
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            break;
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   197
        default:
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            NSLog(@"Nope");
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   199
            break;
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   200
    }
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   201
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    doDim();
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   203
}
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   204
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   205
// issue certain action based on the tag of the button 
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   206
-(IBAction) buttonPressed:(id) sender {
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   207
    [self activateOverlay];
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   208
    if (isPopoverVisible) {
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   209
        [self dismissPopover];
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   210
    }
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   211
    
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   212
    if (!isGameRunning)
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   213
        return;
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   214
    
3547
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   215
    UIButton *theButton = (UIButton *)sender;
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   216
    
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   217
    switch (theButton.tag) {
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   218
        case 0:
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   219
            HW_walkLeft();
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   220
            break;
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   221
        case 1:
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   222
            HW_walkRight();
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   223
            break;
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   224
        case 2:
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   225
            [self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
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   226
            HW_preciseSet(YES);
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   227
            HW_aimUp();
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   228
            break;
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   229
        case 3:
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   230
            [self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
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   231
            HW_preciseSet(YES);
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   232
            HW_aimDown();
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   233
            break;
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   234
        case 4:
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   235
            HW_shoot();
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   236
            break;
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   237
        case 5:
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   238
            HW_jump();
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   239
            break;
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   240
        case 6:
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   241
            HW_backjump();
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   242
            break;
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diff changeset
   243
        case 7:
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   244
            HW_tab();
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   245
            break;
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diff changeset
   246
        case 10:
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   247
            removeConfirmationInput();
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   248
            [self showPopover];
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   249
            break;
3624
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   250
        case 11:
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   251
            removeConfirmationInput();
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   252
            HW_ammoMenu();
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   253
            break;
3547
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   254
        default:
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   255
            DLog(@"Nope");
3547
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diff changeset
   256
            break;
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diff changeset
   257
    }
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diff changeset
   258
}
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diff changeset
   259
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   260
-(void) unsetPreciseStatus {
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diff changeset
   261
    HW_preciseSet(NO);
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diff changeset
   262
}
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diff changeset
   263
3547
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   264
// present a further check before closing game
02875b1145b7 i <3 mercurial
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   265
-(void) actionSheet:(UIActionSheet *)actionSheet didDismissWithButtonIndex:(NSInteger) buttonIndex {
02875b1145b7 i <3 mercurial
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diff changeset
   266
    if ([actionSheet cancelButtonIndex] != buttonIndex)
02875b1145b7 i <3 mercurial
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diff changeset
   267
        HW_terminate(NO);
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diff changeset
   268
    else
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   269
        HW_pause();     
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   270
}
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diff changeset
   271
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   272
// show up a popover containing a popupMenuViewController; we hook it with setPopoverContentSize
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diff changeset
   273
// on iphone instead just use the tableViewController directly (and implement manually all animations)
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   274
-(IBAction) showPopover{
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   275
    isPopoverVisible = YES;
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   276
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   277
    if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
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   278
        if (popupMenu == nil) 
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   279
            popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStylePlain];
3547
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diff changeset
   280
        if (popoverController == nil) {
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diff changeset
   281
            popoverController = [[UIPopoverController alloc] initWithContentViewController:popupMenu];
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   282
            [popoverController setPopoverContentSize:CGSizeMake(220, 170) animated:YES];
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diff changeset
   283
            [popoverController setPassthroughViews:[NSArray arrayWithObject:self.view]];
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diff changeset
   284
        }
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   285
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   286
        [popoverController presentPopoverFromRect:CGRectMake(1000, 0, 220, 32)
3547
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   287
                                           inView:self.view
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   288
                         permittedArrowDirections:UIPopoverArrowDirectionUp
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   289
                                         animated:YES];
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diff changeset
   290
    } else {
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diff changeset
   291
        if (popupMenu == nil)
3647
0d0df215fb52 making chat work... (keyboard support is heavily broken in sdl upstream)
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   292
            popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStyleGrouped];
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diff changeset
   293
        
3547
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diff changeset
   294
        [self.view addSubview:popupMenu.view];
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diff changeset
   295
        [popupMenu present];
3547
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diff changeset
   296
    }
02875b1145b7 i <3 mercurial
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diff changeset
   297
    popupMenu.tableView.scrollEnabled = NO;
02875b1145b7 i <3 mercurial
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diff changeset
   298
}
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diff changeset
   299
02875b1145b7 i <3 mercurial
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diff changeset
   300
// on ipad just dismiss it, on iphone transtion to the right
02875b1145b7 i <3 mercurial
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diff changeset
   301
-(void) dismissPopover {
02875b1145b7 i <3 mercurial
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diff changeset
   302
    if (YES == isPopoverVisible) {
02875b1145b7 i <3 mercurial
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diff changeset
   303
        isPopoverVisible = NO;
02875b1145b7 i <3 mercurial
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diff changeset
   304
        
02875b1145b7 i <3 mercurial
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diff changeset
   305
        if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
3648
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diff changeset
   306
            [(InGameMenuViewController *)popoverController.contentViewController removeChat];
3547
02875b1145b7 i <3 mercurial
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parents: 3546
diff changeset
   307
            [popoverController dismissPopoverAnimated:YES];
02875b1145b7 i <3 mercurial
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parents: 3546
diff changeset
   308
        } else {
3648
2477029463ed some further chat polishing
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diff changeset
   309
            [popupMenu dismiss];
3547
02875b1145b7 i <3 mercurial
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diff changeset
   310
        }
02875b1145b7 i <3 mercurial
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diff changeset
   311
        [self buttonReleased:nil];
02875b1145b7 i <3 mercurial
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diff changeset
   312
    }
02875b1145b7 i <3 mercurial
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diff changeset
   313
}
02875b1145b7 i <3 mercurial
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diff changeset
   314
02875b1145b7 i <3 mercurial
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diff changeset
   315
#pragma mark -
02875b1145b7 i <3 mercurial
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diff changeset
   316
#pragma mark Custom touch event handling
02875b1145b7 i <3 mercurial
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diff changeset
   317
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
3638
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diff changeset
   318
    NSSet *allTouches = [event allTouches];
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
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diff changeset
   319
    UITouch *first, *second;
3547
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diff changeset
   320
    
3647
0d0df215fb52 making chat work... (keyboard support is heavily broken in sdl upstream)
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diff changeset
   321
    // hide in-game menu
0d0df215fb52 making chat work... (keyboard support is heavily broken in sdl upstream)
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diff changeset
   322
    if (isPopoverVisible)
3547
02875b1145b7 i <3 mercurial
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diff changeset
   323
        [self dismissPopover];
3647
0d0df215fb52 making chat work... (keyboard support is heavily broken in sdl upstream)
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diff changeset
   324
    
3646
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
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diff changeset
   325
    // reset default dimming
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
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diff changeset
   326
    doDim();
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
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diff changeset
   327
    
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
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diff changeset
   328
    switch ([allTouches count]) {
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
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diff changeset
   329
        case 1:            
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
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diff changeset
   330
            removeConfirmationInput();
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
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diff changeset
   331
            if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount])
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
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diff changeset
   332
                HW_zoomReset();
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
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diff changeset
   333
            break;
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
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parents: 3637
diff changeset
   334
        case 2:                
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
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diff changeset
   335
            // pinching
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
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diff changeset
   336
            first = [[allTouches allObjects] objectAtIndex:0];
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
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diff changeset
   337
            second = [[allTouches allObjects] objectAtIndex:1];
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
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diff changeset
   338
            initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
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diff changeset
   339
            break;
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
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diff changeset
   340
        default:
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
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diff changeset
   341
            break;
3547
02875b1145b7 i <3 mercurial
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parents: 3546
diff changeset
   342
    }
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   343
}
02875b1145b7 i <3 mercurial
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parents: 3546
diff changeset
   344
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
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diff changeset
   345
    //if (currentPosition.y < screen.size.width - 130 || (currentPosition.x > 130 && currentPosition.x < screen.size.height - 130)) {
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   346
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   347
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
3635
38d3e31556d3 improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
koda
parents: 3629
diff changeset
   348
    CGRect screen = [[UIScreen mainScreen] bounds];
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   349
    NSSet *allTouches = [event allTouches];
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   350
    CGPoint currentPosition = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   351
    
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   352
    switch ([allTouches count]) {
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   353
        case 1:
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   354
            // if we're in the menu we just click in the point
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   355
            if (HW_isAmmoOpen()) {
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   356
                HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   357
                // this click doesn't need any wrapping because the ammoMenu already limits the cursor
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   358
                HW_click();
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   359
            } else 
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   360
                // if weapon requires a further click, ask for tapping again
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   361
                if (HW_isWeaponRequiringClick()) {
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   362
                    // here don't have to wrap thanks to isCursorVisible magic
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   363
                    HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   364
                    
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   365
                    // draw the button at the last touched point (which is the current position)
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   366
                    UIButton *tapAgain = [UIButton buttonWithType:UIButtonTypeRoundedRect];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   367
                    tapAgain.frame = CGRectMake(currentPosition.x - 90, currentPosition.y + 15, 180, 30);
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   368
                    tapAgain.tag = CONFIRMATION_TAG;
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   369
                    tapAgain.alpha = 0;
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   370
                    [tapAgain addTarget:self action:@selector(sendHWClick) forControlEvents:UIControlEventTouchUpInside];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   371
                    [tapAgain setTitle:NSLocalizedString(@"Tap again to confirm",@"from the overlay") forState:UIControlStateNormal];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   372
                    [self.view addSubview:tapAgain];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   373
                    
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   374
                    // animation ftw!
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   375
                    [UIView beginAnimations:@"inserting button" context:NULL]; 
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   376
                    [UIView setAnimationDuration:ANIMATION_DURATION];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   377
                    [self.view viewWithTag:CONFIRMATION_TAG].alpha = 1;
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   378
                    [UIView commitAnimations];
3646
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   379
                    
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   380
                    // keep the overlay active, or the button will fade
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   381
                    [self activateOverlay];
3646
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   382
                    doNotDim();
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   383
                } else
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   384
                    if (HW_isWeaponTimerable()) {
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   385
                        if (isSegmentVisible) {
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   386
                            UISegmentedControl *grenadeTime = (UISegmentedControl *)[self.view viewWithTag:GRENADE_TAG];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   387
                            
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   388
                            [UIView beginAnimations:@"removing segmented control" context:NULL];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   389
                            [UIView setAnimationDuration:ANIMATION_DURATION];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   390
                            [UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   391
                            grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50);
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   392
                            [UIView commitAnimations];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   393
                            
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   394
                            [grenadeTime performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   395
                        } else {
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   396
                            NSArray *items = [[NSArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",nil];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   397
                            UISegmentedControl *grenadeTime = [[UISegmentedControl alloc] initWithItems:items];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   398
                            [items release];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   399
                            
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   400
                            [grenadeTime addTarget:self action:@selector(setGrenadeTime:) forControlEvents:UIControlEventValueChanged];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   401
                            grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50);
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   402
                            grenadeTime.selectedSegmentIndex = 2;
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   403
                            grenadeTime.tag = GRENADE_TAG;
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   404
                            [self.view addSubview:grenadeTime];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   405
                            [grenadeTime release];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   406
                            
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   407
                            [UIView beginAnimations:@"inserting segmented control" context:NULL];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   408
                            [UIView setAnimationDuration:ANIMATION_DURATION];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   409
                            [UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   410
                            grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width - 100, 250, 50);
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   411
                            [UIView commitAnimations];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   412
                            
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   413
                            [self activateOverlay];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   414
                            doNotDim();
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   415
                        }
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   416
                        isSegmentVisible = !isSegmentVisible;
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   417
                    }
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   418
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   419
            break;
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   420
        case 2:
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   421
            HW_allKeysUp();
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   422
            break;
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   423
        default:
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   424
            DLog(@"too many touches");
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   425
            break;
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   426
    }
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   427
    
3635
38d3e31556d3 improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
koda
parents: 3629
diff changeset
   428
    initialDistanceForPinching = 0;
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   429
}
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   430
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   431
-(void) sendHWClick {
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   432
    HW_click();
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   433
    removeConfirmationInput();
3646
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   434
    doDim();
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   435
}
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   436
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   437
-(void) setGrenadeTime:(id) sender {
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   438
    UISegmentedControl *theSegment = (UISegmentedControl *)sender;
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   439
    HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1);
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   440
}
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   441
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   442
-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   443
    [self touchesEnded:touches withEvent:event];
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   444
}
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   445
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   446
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3547
diff changeset
   447
    CGRect screen = [[UIScreen mainScreen] bounds];
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   448
    NSSet *allTouches = [event allTouches];
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   449
    
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   450
    UITouch *touch, *first, *second;
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   451
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   452
    switch ([allTouches count]) {
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3547
diff changeset
   453
        case 1:
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   454
            touch = [[allTouches allObjects] objectAtIndex:0];
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   455
            CGPoint currentPosition = [touch locationInView:self.view];
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   456
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3547
diff changeset
   457
            if (HW_isAmmoOpen()) {
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   458
                // moves the cursor around
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3547
diff changeset
   459
                HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
3635
38d3e31556d3 improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
koda
parents: 3629
diff changeset
   460
            } else {
38d3e31556d3 improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
koda
parents: 3629
diff changeset
   461
                DLog(@"x: %f y: %f -> X:%d Y:%d", currentPosition.x, currentPosition.y, HWX(currentPosition.x), HWY(currentPosition.y));
38d3e31556d3 improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
koda
parents: 3629
diff changeset
   462
                HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   463
            }
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3547
diff changeset
   464
            break;
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   465
        case 2:
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   466
            first = [[allTouches allObjects] objectAtIndex:0];
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   467
            second = [[allTouches allObjects] objectAtIndex:1];
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   468
            CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   469
            const int pinchDelta = 40;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   470
            
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   471
            if (0 != initialDistanceForPinching) {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   472
                if (currentDistanceOfPinching - initialDistanceForPinching > pinchDelta) {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   473
                    HW_zoomIn();
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   474
                    initialDistanceForPinching = currentDistanceOfPinching;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   475
                }
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   476
                else if (initialDistanceForPinching - currentDistanceOfPinching > pinchDelta) {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   477
                    HW_zoomOut();
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   478
                    initialDistanceForPinching = currentDistanceOfPinching;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   479
                }
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   480
            } else 
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   481
                initialDistanceForPinching = currentDistanceOfPinching;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   482
            
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   483
            break;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   484
        default:
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   485
            break;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   486
    }
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   487
}
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   488
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   489
#pragma mark -
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   490
#pragma mark Functions called by pascal
3629
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   491
// called from AddProgress and FinishProgress (respectively)
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   492
void startSpinning() {
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   493
    isGameRunning = NO;
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   494
    CGRect screen = [[UIScreen mainScreen] bounds];
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   495
    UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   496
    indicator.tag = 987654;
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   497
    indicator.center = CGPointMake(screen.size.width/2 - 118, screen.size.height/2);
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   498
    indicator.hidesWhenStopped = YES;
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   499
    [indicator startAnimating];
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   500
    [[[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG] addSubview:indicator];
3629
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   501
    [indicator release];
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   502
}
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   503
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   504
void stopSpinning() {
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   505
    UIActivityIndicatorView *indicator = (UIActivityIndicatorView *)[[[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG] viewWithTag:987654];
3629
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   506
    [indicator stopAnimating];
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   507
    isGameRunning = YES;
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   508
}
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   509
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   510
void clearView() {
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   511
    UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   512
    UIButton *theButton = (UIButton *)[theWindow viewWithTag:CONFIRMATION_TAG];
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   513
    UISegmentedControl *theSegment = (UISegmentedControl *)[theWindow viewWithTag:GRENADE_TAG];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   514
    
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   515
    [UIView beginAnimations:@"remove button" context:NULL];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   516
    [UIView setAnimationDuration:ANIMATION_DURATION];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   517
    theButton.alpha = 0;
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   518
    theSegment.alpha = 0;
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   519
    [UIView commitAnimations];
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   520
    
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   521
    [theWindow performSelector:@selector(removeFromSuperview) withObject:theButton afterDelay:0.3];
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   522
    [theWindow performSelector:@selector(removeFromSuperview) withObject:theSegment afterDelay:0.3];    
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   523
}
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   524
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   525
@end