author | nemo |
Fri, 26 Mar 2010 00:39:00 +0000 | |
changeset 3068 | 04ea12322a08 |
parent 3063 | 0092dc37fbd6 |
child 3073 | c22b395b6a2e |
permissions | -rw-r--r-- |
3006 | 1 |
// |
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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 "SettingsViewController.h" |
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#import "popupMenuViewController.h" |
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@implementation overlayViewController |
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@synthesize dimTimer; |
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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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} |
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-(void) viewDidLoad { |
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self.view.alpha = 0; |
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// needed for rotation to work on os < 3.2 |
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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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self.view.transform = CGAffineTransformRotate(self.view.transform, (M_PI/2.0)); |
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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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[[NSRunLoop currentRunLoop] addTimer:dimTimer forMode:NSDefaultRunLoopMode]; |
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67483e87590c
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koda
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3027
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changeset
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[NSTimer scheduledTimerWithTimeInterval:2 target:self selector:@selector(showMenuAfterwards) userInfo:nil repeats:NO]; |
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} |
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-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation { |
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return (interfaceOrientation == UIInterfaceOrientationLandscapeRight); |
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} |
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-(void) viewDidUnload { |
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[dimTimer invalidate]; |
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} |
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-(void) dealloc { |
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// dimTimer is autoreleased |
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[super dealloc]; |
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} |
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// draws the controller overlay after the sdl window has taken control |
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-(void) showMenuAfterwards { |
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[[SDLUIKitDelegate sharedAppDelegate].uiwindow bringSubviewToFront:self.view]; |
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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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} |
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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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HW_allKeysUp(); |
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[dimTimer setFireDate:[NSDate dateWithTimeIntervalSinceNow:2.7]]; |
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} |
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// nice transition for dimming |
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-(void) dimOverlay { |
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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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// 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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[dimTimer setFireDate:[NSDate dateWithTimeIntervalSinceNow:1000]]; |
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} |
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// issue certain action based on the tag of the button |
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-(IBAction) buttonPressed:(id) sender { |
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[self activateOverlay]; |
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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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HW_walkLeft(); |
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break; |
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case 1: |
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HW_walkRight(); |
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break; |
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case 2: |
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HW_aimUp(); |
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break; |
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case 3: |
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HW_aimDown(); |
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break; |
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case 4: |
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HW_shoot(); |
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break; |
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case 5: |
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HW_jump(); |
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break; |
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case 6: |
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HW_backjump(); |
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break; |
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case 7: |
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HW_pause(); |
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break; |
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case 8: |
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HW_chat(); |
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break; |
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default: |
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NSLog(@"Nope"); |
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// HW_chat() HW_tab() HW_pause() |
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break; |
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} |
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} |
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-(IBAction) showPopover{ |
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//UIViewController *content = [[UIViewController alloc] initWithNibName: nil bundle:nil]; |
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//CGRect rectArea = CGRectMake(0, 0, 320, 480); |
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//content.view.frame = rectArea; |
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//settings.view.frame = rectArea; |
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popupMenuViewController *popupMenu = [[UIViewController alloc] initWithNibName:@"popupMenuViewController" bundle:nil]; |
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UIButton *buttonPause = [UIButton buttonWithType:UIButtonTypeRoundedRect]; |
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buttonPause.tag = 7; |
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buttonPause.frame = CGRectMake(100, 170, 170, 30); |
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[buttonPause setTitle:@"Pause Game" forState:UIControlStateNormal]; |
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[buttonPause addTarget:self action:@selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside]; |
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[popupMenu.view addSubview:buttonPause]; |
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UIButton *buttonChat = [UIButton buttonWithType:UIButtonTypeRoundedRect]; |
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buttonChat.tag = 8; |
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buttonChat.frame = CGRectMake(100, 220, 170, 30); |
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[buttonChat setTitle:@"Chat" forState:UIControlStateNormal]; |
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[buttonChat addTarget:self action:@selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside]; |
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[popupMenu.view addSubview: buttonChat]; |
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UIPopoverController* aPopover = [[UIPopoverController alloc] initWithContentViewController:popupMenu]; |
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//[aPopover setPopoverContentSize:CGSizeMake(320, 480) animated:YES]; |
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[aPopover presentPopoverFromRect: CGRectMake(1024, 0, 320, 480) inView:self.view permittedArrowDirections:UIPopoverArrowDirectionDown animated:YES]; |
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//UIBarButtonItem *sender = [[useless items] objectAtIndex:1]; |
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//[self.popoverController presentPopoverFromBarButtonItem:sender permittedArrowDirections:UIPopoverArrowDirectionDown animated:YES]; |
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//aPopover.popoverContentSize = CGSizeMake(320, 480); |
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/*SettingsViewController *settings = [[SettingsViewController alloc] initWithNibName:@"SettingsViewController" bundle:nil]; |
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UIPopoverController *popover = [[UIPopoverController alloc] initWithContentViewController:settings]; |
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[self.view addSubview:popover.contentViewController.view];*/ |
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} |
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#pragma mark - |
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#pragma mark Custom SDL_UIView input handling |
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#define kMinimumPinchDelta 50 |
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#define kMinimumGestureLength 10 |
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#define kMaximumVariance 3 |
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// we override default touch input to implement our own gestures |
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-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { |
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NSArray *twoTouches; |
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UITouch *touch = [touches anyObject]; |
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switch ([touches count]) { |
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case 1: |
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gestureStartPoint = [touch locationInView:self.view]; |
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initialDistanceForPinching = 0; |
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switch ([touch tapCount]) { |
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case 1: |
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NSLog(@"X:%d Y:%d", (int)gestureStartPoint.x, (int)gestureStartPoint.y ); |
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SDL_WarpMouseInWindow([SDLUIKitDelegate sharedAppDelegate].window, |
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(int)gestureStartPoint.y, 320 - (int)gestureStartPoint.x); |
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HW_click(); |
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break; |
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case 2: |
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HW_ammoMenu(); |
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break; |
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default: |
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break; |
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} |
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break; |
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case 2: |
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if (2 == [touch tapCount]) { |
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HW_zoomReset(); |
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} |
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// pinching |
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twoTouches = [touches allObjects]; |
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UITouch *first = [twoTouches objectAtIndex:0]; |
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UITouch *second = [twoTouches objectAtIndex:1]; |
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initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]); |
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break; |
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default: |
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break; |
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} |
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} |
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-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { |
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initialDistanceForPinching = 0; |
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gestureStartPoint.x = 0; |
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gestureStartPoint.y = 0; |
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HW_allKeysUp(); |
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} |
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-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { |
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// this can happen if the user puts more than 5 touches on the screen at once, or perhaps in other circumstances. |
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[self touchesEnded:touches withEvent:event]; |
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} |
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-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { |
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NSArray *twoTouches; |
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CGPoint currentPosition; |
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UITouch *touch = [touches anyObject]; |
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switch ([touches count]) { |
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case 1: |
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currentPosition = [touch locationInView:self.view]; |
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// panning |
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SDL_WarpMouseInWindow([SDLUIKitDelegate sharedAppDelegate].window, |
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(int)gestureStartPoint.y, 320 - (int)gestureStartPoint.x); |
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// remember that we have x and y inverted |
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/* temporarily disabling hog movements for camera panning testing |
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CGFloat vertDiff = gestureStartPoint.x - currentPosition.x; |
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CGFloat horizDiff = gestureStartPoint.y - currentPosition.y; |
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CGFloat deltaX = fabsf(vertDiff); |
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CGFloat deltaY = fabsf(horizDiff); |
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if (deltaY >= kMinimumGestureLength && deltaX <= kMaximumVariance) { |
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NSLog(@"Horizontal swipe detected, begX:%f curX:%f", gestureStartPoint.x, currentPosition.x); |
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if (horizDiff > 0) HW_walkLeft(); |
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else HW_walkRight(); |
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} else if (deltaX >= kMinimumGestureLength && deltaY <= kMaximumVariance){ |
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NSLog(@"Vertical swipe detected, begY:%f curY:%f", gestureStartPoint.y, currentPosition.y); |
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if (vertDiff < 0) HW_aimUp(); |
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else HW_aimDown(); |
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} |
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*/ |
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break; |
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case 2: |
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twoTouches = [touches allObjects]; |
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UITouch *first = [twoTouches objectAtIndex:0]; |
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UITouch *second = [twoTouches objectAtIndex:1]; |
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CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]); |
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if (0 == initialDistanceForPinching) |
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initialDistanceForPinching = currentDistanceOfPinching; |
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if (currentDistanceOfPinching < initialDistanceForPinching + kMinimumPinchDelta) |
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HW_zoomOut(); |
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else if (currentDistanceOfPinching > initialDistanceForPinching + kMinimumPinchDelta) |
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HW_zoomIn(); |
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currentDistanceOfPinching = initialDistanceForPinching; |
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break; |
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default: |
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break; |
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} |
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} |
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@end |