project_files/HedgewarsMobile/Classes/GameConfigViewController.m
author koda
Wed, 07 Jul 2010 02:52:11 +0200
changeset 3626 19f78afa0188
parent 3625 9f1d79e01a60
child 3629 86212d2b116a
permissions -rw-r--r--
fix the multitouch shooting and moving fix a crash (unknown) when reloading leave the lobby open after returing from game
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    //
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//  GameConfigViewController.m
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//  HedgewarsMobile
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//
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//  Created by Vittorio on 18/04/10.
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//  Copyright 2010 __MyCompanyName__. All rights reserved.
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//
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#import "GameConfigViewController.h"
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#import "SDL_uikitappdelegate.h"
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#import "CommodityFunctions.h"
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#import "MapConfigViewController.h"
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#import "TeamConfigViewController.h"
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#import "SchemeWeaponConfigViewController.h"
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// draw background image in uitoolbar
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/*@implementation UIToolbar (CustomImage)
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-(void) drawRect:(CGRect)rect {
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    UIImage *image = [UIImage imageWithContentsOfFile:@"toolbarBackground.png"];
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    [image drawInRect:CGRectMake(0, 0, self.frame.size.width, self.frame.size.height)];
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}
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@end
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*/
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@implementation GameConfigViewController
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-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
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    return rotationManager(interfaceOrientation);
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}
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-(IBAction) buttonPressed:(id) sender {
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    // works even if it's not actually a button
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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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            if ([mapConfigViewController busy]) {
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                UIAlertView *alert = [[UIAlertView alloc] initWithTitle:NSLocalizedString(@"Wait for the Preview",@"")
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                                                                message:NSLocalizedString(@"Before returning the preview needs to be generated",@"")
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                                                               delegate:nil
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                                                      cancelButtonTitle:NSLocalizedString(@"Ok, got it",@"")
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                                                      otherButtonTitles:nil];
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                [alert show];
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                [alert release];
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            } else {
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                [[self parentViewController] dismissModalViewControllerAnimated:YES];
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            }
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            break;
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        case 1:
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            theButton.enabled = NO;
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            [self startGame:theButton];
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//            [self performSelector:@selector(startGame:)
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//                       withObject:theButton
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//                       afterDelay:0.25];
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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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-(IBAction) segmentPressed:(id) sender {
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    UISegmentedControl *theSegment = (UISegmentedControl *)sender;
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    switch (theSegment.selectedSegmentIndex) {
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        case 0:
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            // this init here is just aestetic as this controller was already set up in viewDidLoad
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            if (mapConfigViewController == nil) {
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                mapConfigViewController = [[MapConfigViewController alloc] initWithNibName:@"MapConfigViewController-iPhone" bundle:nil];
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            }
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            activeController = mapConfigViewController;
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            break;
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        case 1:
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            if (teamConfigViewController == nil) {
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                teamConfigViewController = [[TeamConfigViewController alloc] initWithStyle:UITableViewStyleGrouped];
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                // this message is compulsory otherwise the table won't be loaded at all
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            }
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            activeController = teamConfigViewController;
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            break;
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        case 2:
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            if (schemeWeaponConfigViewController == nil) {
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                schemeWeaponConfigViewController = [[SchemeWeaponConfigViewController alloc] initWithStyle:UITableViewStyleGrouped];
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            }
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            activeController = schemeWeaponConfigViewController;
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            break;
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    }
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    // this message is compulsory otherwise the table won't be loaded at all
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    [activeController viewWillAppear:NO];      
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    [self.view addSubview:activeController.view];
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}
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-(void) startGame:(UIButton *)button {
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    button.enabled = YES;
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    // don't start playing if the preview is in progress
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    if ([mapConfigViewController busy]) {
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        UIAlertView *alert = [[UIAlertView alloc] initWithTitle:NSLocalizedString(@"Wait for the Preview",@"")
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                                                        message:NSLocalizedString(@"Before playing the preview needs to be generated",@"")
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                                                       delegate:nil
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                                              cancelButtonTitle:NSLocalizedString(@"Ok, got it",@"")
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                                              otherButtonTitles:nil];
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        [alert show];
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        [alert release];
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        return;
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    }
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    // play only if there is more than one team
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    if ([teamConfigViewController.listOfSelectedTeams count] < 2) {
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        UIAlertView *alert = [[UIAlertView alloc] initWithTitle:NSLocalizedString(@"Too few teams playing",@"")
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                                                        message:NSLocalizedString(@"Select at least two teams to play a game",@"")
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                                                       delegate:nil
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                                              cancelButtonTitle:NSLocalizedString(@"Ok, got it",@"")
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                                              otherButtonTitles:nil];
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        [alert show];
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        [alert release];
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        return;
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    }
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    // play if there's room for enough hogs in the selected map
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    int hogs = 0;
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    for (NSDictionary *teamData in teamConfigViewController.listOfSelectedTeams)
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        hogs += [[teamData objectForKey:@"number"] intValue];
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    if (hogs > mapConfigViewController.maxHogs) {
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        UIAlertView *alert = [[UIAlertView alloc] initWithTitle:NSLocalizedString(@"Too many hogs",@"")
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                                                        message:NSLocalizedString(@"The map is too small for that many hogs",@"")
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                                                       delegate:nil
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                                              cancelButtonTitle:NSLocalizedString(@"Ok, got it",@"")
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                                              otherButtonTitles:nil];
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        [alert show];
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        [alert release];
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        return;
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    }
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    if ([schemeWeaponConfigViewController.selectedScheme length] == 0 || [schemeWeaponConfigViewController.selectedWeapon length] == 0 ) {
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        UIAlertView *alert = [[UIAlertView alloc] initWithTitle:NSLocalizedString(@"Missing detail",@"")
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                                                        message:NSLocalizedString(@"Select one Scheme and one Weapon for this game",@"")
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                                                       delegate:nil
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                                              cancelButtonTitle:NSLocalizedString(@"Ok, got it",@"")
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                                              otherButtonTitles:nil];
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        [alert show];
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        [alert release];
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        return;
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    }
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    // create the configuration file that is going to be sent to engine
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    NSDictionary *gameDictionary = [[NSDictionary alloc] initWithObjectsAndKeys:mapConfigViewController.seedCommand,@"seed_command",
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                                                                      mapConfigViewController.templateFilterCommand,@"templatefilter_command",
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                                                                      mapConfigViewController.mapGenCommand,@"mapgen_command",
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                                                                      mapConfigViewController.mazeSizeCommand,@"mazesize_command",
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                                                                      mapConfigViewController.themeCommand,@"theme_command",
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                                                                      teamConfigViewController.listOfSelectedTeams,@"teams_list",
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                                                                      schemeWeaponConfigViewController.selectedScheme,@"scheme",
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                                                                      schemeWeaponConfigViewController.selectedWeapon,@"weapon",
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                                                                      nil];
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    // finally launch game and remove this controller
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    [[SDLUIKitDelegate sharedAppDelegate] startSDLgame:gameDictionary];
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    [gameDictionary release];
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    //[[self parentViewController] dismissModalViewControllerAnimated:YES];
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}
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-(void) viewDidLoad {
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    CGRect screen = [[UIScreen mainScreen] bounds];
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    self.view.frame = CGRectMake(0, 0, screen.size.height, screen.size.width);
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    if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
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        if (mapConfigViewController == nil)
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            mapConfigViewController = [[MapConfigViewController alloc] initWithNibName:@"MapConfigViewController-iPad" bundle:nil];
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        if (teamConfigViewController == nil)
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            teamConfigViewController = [[TeamConfigViewController alloc] initWithStyle:UITableViewStylePlain];
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        teamConfigViewController.view.frame = CGRectMake(0, 224, 300, 472);
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        teamConfigViewController.view.backgroundColor = [UIColor clearColor];
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        [mapConfigViewController.view addSubview:teamConfigViewController.view];
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        if (schemeWeaponConfigViewController == nil)
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            schemeWeaponConfigViewController = [[SchemeWeaponConfigViewController alloc] initWithStyle:UITableViewStyleGrouped];
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        schemeWeaponConfigViewController.view.frame = CGRectMake(362, 224, 300, 472);
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        [mapConfigViewController.view addSubview:schemeWeaponConfigViewController.view];
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        for (UIView *oneView in self.view.subviews) {
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            if ([oneView isMemberOfClass:[UIToolbar class]]) {
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                [[oneView viewWithTag:12345] setHidden:YES];
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                break;
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            }
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        }
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    } else {
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        // this is the visible controller
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        mapConfigViewController = [[MapConfigViewController alloc] initWithNibName:@"MapConfigViewController-iPhone" bundle:nil];
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        // this must be loaded to auto set default scheme and ammo
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        schemeWeaponConfigViewController = [[SchemeWeaponConfigViewController alloc] initWithStyle:UITableViewStyleGrouped];
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    }
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    activeController = mapConfigViewController;
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    [self.view addSubview:mapConfigViewController.view];
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    [super viewDidLoad];
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}
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-(void) viewWillAppear:(BOOL)animated {
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    [mapConfigViewController viewWillAppear:animated];
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    [teamConfigViewController viewWillAppear:animated];
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    [schemeWeaponConfigViewController viewWillAppear:animated];
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    // ADD other controllers here
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    [super viewWillAppear:animated];
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}
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-(void) viewDidAppear:(BOOL)animated {
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    [mapConfigViewController viewDidAppear:animated];
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    [teamConfigViewController viewDidAppear:animated];
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    [schemeWeaponConfigViewController viewDidAppear:animated];
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    [super viewDidAppear:animated];
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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 (mapConfigViewController.view.superview == nil) 
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        mapConfigViewController = nil;
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    if (teamConfigViewController.view.superview == nil)
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        teamConfigViewController = nil;
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    if (schemeWeaponConfigViewController.view.superview == nil)
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        schemeWeaponConfigViewController = nil;
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    activeController = nil;
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    MSG_MEMCLEAN();
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}
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-(void) viewDidUnload {
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    activeController = nil;
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    mapConfigViewController = nil;
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    teamConfigViewController = nil;
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    schemeWeaponConfigViewController = nil;
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    [super viewDidUnload];
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    MSG_DIDUNLOAD();
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}
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-(void) dealloc {
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    [activeController release];
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    [mapConfigViewController release];
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    [teamConfigViewController release];
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    [schemeWeaponConfigViewController release];
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    [super dealloc];
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}
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@end