project_files/HedgewarsMobile/Classes/OverlayViewController.m
author koda
Fri, 13 Aug 2010 02:13:18 +0200
changeset 3737 2ba6ac8a114b
parent 3701 8c449776ebe6
child 3739 97cf933e5bd2
permissions -rw-r--r--
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch adjusted default zoom value polished lobby interface updated ammosets to new weapons
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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(degreesToRadians(0));
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            self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(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(degreesToRadians(180));
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            self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(-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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            // a debug log would spam too much
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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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    isAttacking = NO;
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    // i called it a popover even on the iphone
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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 wrt the controller orientation
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    UIDeviceOrientation orientation = self.interfaceOrientation;
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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(degreesToRadians(0));
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            self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(90));
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            break;
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        case UIDeviceOrientationLandscapeRight:
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            sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(180));
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            self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(-90));
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            break;
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        default:
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            DLog(@"unknown orientation");
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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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    doDim();
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}
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-(void) viewDidUnload {
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    // only object initialized in viewDidLoad should be here
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    dimTimer = nil;
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    MSG_DIDUNLOAD();
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    [super viewDidUnload];
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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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-(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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        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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            break;
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        case 4:
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        case 5:
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        case 6:
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            HW_otherKeysUp();
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            break;
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   204
        default:
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            DLog(@"Nope");
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            break;
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   207
    }
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   208
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    isAttacking = NO;
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    doDim();
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}
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   213
// issue certain action based on the tag of the button
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-(IBAction) buttonPressed:(id) sender {
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   215
    [self activateOverlay];
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   216
    if (isPopoverVisible) {
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        [self dismissPopover];
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    }
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    if (!isGameRunning)
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        return;
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   222
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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 (isAttacking == NO)
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   228
                HW_walkLeft();
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   229
            break;
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   230
        case 1:
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            if (isAttacking == NO)
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   232
                HW_walkRight();
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   233
            break;
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   234
        case 2:
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            [self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
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            HW_preciseSet(!HW_isWeaponRope());
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   237
            HW_aimUp();
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   238
            break;
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   239
        case 3:
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   240
            [self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
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            HW_preciseSet(!HW_isWeaponRope());
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   242
            HW_aimDown();
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   243
            break;
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   244
        case 4:
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   245
            HW_shoot();
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   246
            isAttacking = YES;
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   247
            break;
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   248
        case 5:
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   249
            HW_jump();
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   250
            break;
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   251
        case 6:
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   252
            HW_backjump();
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   253
            break;
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   254
        case 10:
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   255
            HW_pause();
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   256
            removeConfirmationInput();
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   257
            [self showPopover];
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   258
            break;
3624
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   259
        case 11:
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   260
            removeConfirmationInput();
3624
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   261
            HW_ammoMenu();
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   262
            break;
3547
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   263
        default:
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   264
            DLog(@"Nope");
3547
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   265
            break;
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diff changeset
   266
    }
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   267
}
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   268
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   269
-(void) unsetPreciseStatus {
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   270
    HW_preciseSet(NO);
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   271
}
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   272
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   273
// present a further check before closing game
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   274
-(void) actionSheet:(UIActionSheet *)actionSheet didDismissWithButtonIndex:(NSInteger) buttonIndex {
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   275
    if ([actionSheet cancelButtonIndex] != buttonIndex)
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   276
        HW_terminate(NO);
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   277
    else
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   278
        HW_pause();
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   279
}
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   280
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   281
// show up a popover containing a popupMenuViewController; we hook it with setPopoverContentSize
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   282
// on iphone instead just use the tableViewController directly (and implement manually all animations)
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   283
-(IBAction) showPopover{
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   284
    CGRect screen = [[UIScreen mainScreen] bounds];
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   285
    isPopoverVisible = YES;
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   286
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   287
    if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
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   288
        if (popupMenu == nil)
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   289
            popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStylePlain];
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   290
        if (popoverController == nil) {
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   291
            popoverController = [[UIPopoverController alloc] initWithContentViewController:popupMenu];
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   292
            [popoverController setPopoverContentSize:CGSizeMake(220, 170) animated:YES];
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diff changeset
   293
            [popoverController setPassthroughViews:[NSArray arrayWithObject:self.view]];
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diff changeset
   294
        }
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   295
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   296
        [popoverController presentPopoverFromRect:CGRectMake(screen.size.height / 2, screen.size.width / 2, 1, 1)
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   297
                                           inView:self.view
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   298
                         permittedArrowDirections:UIPopoverArrowDirectionAny
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   299
                                         animated:YES];
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diff changeset
   300
    } else {
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   301
        if (popupMenu == nil)
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0d0df215fb52 making chat work... (keyboard support is heavily broken in sdl upstream)
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   302
            popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStyleGrouped];
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diff changeset
   303
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   304
        [self.view addSubview:popupMenu.view];
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diff changeset
   305
        [popupMenu present];
3547
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diff changeset
   306
    }
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diff changeset
   307
    popupMenu.tableView.scrollEnabled = NO;
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diff changeset
   308
}
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   309
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   310
// on ipad just dismiss it, on iphone transtion to the right
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diff changeset
   311
-(void) dismissPopover {
02875b1145b7 i <3 mercurial
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diff changeset
   312
    if (YES == isPopoverVisible) {
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diff changeset
   313
        isPopoverVisible = NO;
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diff changeset
   314
        if (HW_isPaused())
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   315
            HW_pause();
3697
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diff changeset
   316
3547
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diff changeset
   317
        if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
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diff changeset
   318
            [(InGameMenuViewController *)popoverController.contentViewController removeChat];
3547
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diff changeset
   319
            [popoverController dismissPopoverAnimated:YES];
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diff changeset
   320
        } else {
3648
2477029463ed some further chat polishing
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diff changeset
   321
            [popupMenu dismiss];
3547
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diff changeset
   322
        }
02875b1145b7 i <3 mercurial
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diff changeset
   323
        [self buttonReleased:nil];
02875b1145b7 i <3 mercurial
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diff changeset
   324
    }
02875b1145b7 i <3 mercurial
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diff changeset
   325
}
02875b1145b7 i <3 mercurial
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diff changeset
   326
02875b1145b7 i <3 mercurial
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diff changeset
   327
#pragma mark -
02875b1145b7 i <3 mercurial
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diff changeset
   328
#pragma mark Custom touch event handling
02875b1145b7 i <3 mercurial
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diff changeset
   329
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
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diff changeset
   330
    NSSet *allTouches = [event allTouches];
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
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diff changeset
   331
    UITouch *first, *second;
3697
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diff changeset
   332
3647
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diff changeset
   333
    // hide in-game menu
0d0df215fb52 making chat work... (keyboard support is heavily broken in sdl upstream)
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diff changeset
   334
    if (isPopoverVisible)
3547
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parents: 3546
diff changeset
   335
        [self dismissPopover];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   336
3646
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   337
    // reset default dimming
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   338
    doDim();
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   339
3668
3f7a95234d8a tap to play piano notes, fix for audio and pause glitch
koda
parents: 3667
diff changeset
   340
    HW_setPianoSound([allTouches count]);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   341
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   342
    switch ([allTouches count]) {
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   343
        case 1:
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   344
            removeConfirmationInput();
3651
7058ca178f3b switching hogs now works
koda
parents: 3650
diff changeset
   345
            startingPoint = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   346
            if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount])
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   347
                HW_zoomReset();
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   348
            break;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   349
        case 2:
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   350
            // pinching
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   351
            first = [[allTouches allObjects] objectAtIndex:0];
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   352
            second = [[allTouches allObjects] objectAtIndex:1];
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   353
            initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   354
            break;
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   355
        default:
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   356
            break;
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   357
    }
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   358
}
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   359
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   360
    //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
   361
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   362
-(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
   363
    CGRect screen = [[UIScreen mainScreen] bounds];
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   364
    NSSet *allTouches = [event allTouches];
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   365
    CGPoint currentPosition = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   366
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   367
    switch ([allTouches count]) {
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   368
        case 1:
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   369
            // 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
   370
            if (HW_isAmmoOpen()) {
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   371
                HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y));
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   372
                // 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
   373
                HW_click();
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   374
            } else
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   375
                // 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
   376
                if (HW_isWeaponRequiringClick()) {
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   377
                    // 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
   378
                    HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   379
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   380
                    // 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
   381
                    UIButton *tapAgain = [UIButton buttonWithType:UIButtonTypeRoundedRect];
3672
f225b94a4411 shrink confirmation button, double tap resets zoom and centers hog
koda
parents: 3668
diff changeset
   382
                    tapAgain.frame = CGRectMake(currentPosition.x - 75, currentPosition.y + 25, 150, 40);
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   383
                    tapAgain.tag = CONFIRMATION_TAG;
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   384
                    tapAgain.alpha = 0;
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   385
                    [tapAgain addTarget:self action:@selector(sendHWClick) forControlEvents:UIControlEventTouchUpInside];
3672
f225b94a4411 shrink confirmation button, double tap resets zoom and centers hog
koda
parents: 3668
diff changeset
   386
                    [tapAgain setTitle:NSLocalizedString(@"Tap to set!",@"from the overlay") forState:UIControlStateNormal];
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   387
                    [self.view addSubview:tapAgain];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   388
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   389
                    // animation ftw!
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   390
                    [UIView beginAnimations:@"inserting button" context:NULL];
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   391
                    [UIView setAnimationDuration:ANIMATION_DURATION];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   392
                    [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
   393
                    [UIView commitAnimations];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   394
3646
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   395
                    // keep the overlay active, or the button will fade
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   396
                    [self activateOverlay];
3646
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   397
                    doNotDim();
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   398
                } else
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   399
                    if (HW_isWeaponTimerable()) {
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   400
                        if (isSegmentVisible) {
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   401
                            UISegmentedControl *grenadeTime = (UISegmentedControl *)[self.view viewWithTag:GRENADE_TAG];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   402
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   403
                            [UIView beginAnimations:@"removing segmented control" context:NULL];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   404
                            [UIView setAnimationDuration:ANIMATION_DURATION];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   405
                            [UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   406
                            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
   407
                            [UIView commitAnimations];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   408
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   409
                            [grenadeTime performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   410
                        } else {
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   411
                            NSArray *items = [[NSArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",nil];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   412
                            UISegmentedControl *grenadeTime = [[UISegmentedControl alloc] initWithItems:items];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   413
                            [items release];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   414
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   415
                            [grenadeTime addTarget:self action:@selector(setGrenadeTime:) forControlEvents:UIControlEventValueChanged];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   416
                            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
   417
                            grenadeTime.selectedSegmentIndex = 2;
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   418
                            grenadeTime.tag = GRENADE_TAG;
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   419
                            [self.view addSubview:grenadeTime];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   420
                            [grenadeTime release];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   421
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   422
                            [UIView beginAnimations:@"inserting segmented control" context:NULL];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   423
                            [UIView setAnimationDuration:ANIMATION_DURATION];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   424
                            [UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   425
                            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
   426
                            [UIView commitAnimations];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   427
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   428
                            [self activateOverlay];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   429
                            doNotDim();
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   430
                        }
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   431
                        isSegmentVisible = !isSegmentVisible;
3661
2378ada8a6ee i can haz panning
koda
parents: 3660
diff changeset
   432
                    } else
2378ada8a6ee i can haz panning
koda
parents: 3660
diff changeset
   433
                        if (HW_isWeaponSwitch())
2378ada8a6ee i can haz panning
koda
parents: 3660
diff changeset
   434
                            HW_tab();
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   435
            break;
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   436
        case 2:
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   437
            HW_allKeysUp();
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   438
            break;
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   439
        default:
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   440
            break;
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   441
    }
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   442
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
   443
    initialDistanceForPinching = 0;
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   444
}
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   445
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   446
-(void) sendHWClick {
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   447
    HW_click();
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   448
    removeConfirmationInput();
3646
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   449
    doDim();
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   450
}
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   451
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   452
-(void) setGrenadeTime:(id) sender {
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   453
    UISegmentedControl *theSegment = (UISegmentedControl *)sender;
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   454
    HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1);
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   455
}
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   456
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   457
-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   458
    [self touchesEnded:touches withEvent:event];
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   459
}
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   460
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   461
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3547
diff changeset
   462
    CGRect screen = [[UIScreen mainScreen] bounds];
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   463
    NSSet *allTouches = [event allTouches];
3662
a44406f4369b polish polish polish polish (also: panning horizontal fix, panning momentum, settings page reworked yet again, memory leaks, crashes, segfaults)
koda
parents: 3661
diff changeset
   464
    int x, y, dx, dy;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   465
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   466
    UITouch *touch, *first, *second;
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   467
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   468
    switch ([allTouches count]) {
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3547
diff changeset
   469
        case 1:
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   470
            touch = [[allTouches allObjects] objectAtIndex:0];
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   471
            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
   472
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   473
            if (HW_isAmmoOpen()) {
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   474
                // no zoom consideration for this
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   475
                HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y));
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   476
            } else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   477
                if (HW_isWeaponRequiringClick()) {
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   478
                    // moves the cursor around wrt zoom
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   479
                    HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   480
                } else {
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   481
                    // panning \o/
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   482
                    dx = startingPoint.x - currentPosition.x;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   483
                    dy = currentPosition.y - startingPoint.y;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   484
                    HW_getCursor(&x, &y);
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   485
                    // momentum (or something like that)
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   486
                    /*if (abs(dx) > 40)
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   487
                        dx *= log(abs(dx)/4);
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   488
                    if (abs(dy) > 40)
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   489
                        dy *= log(abs(dy)/4);*/
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   490
                    HW_setCursor(x + dx/HW_zoomFactor(), y + dy/HW_zoomFactor());
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   491
                    startingPoint = currentPosition;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   492
                }
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3547
diff changeset
   493
            break;
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   494
        case 2:
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   495
            first = [[allTouches allObjects] objectAtIndex:0];
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   496
            second = [[allTouches allObjects] objectAtIndex:1];
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   497
            CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   498
            const int pinchDelta = 40;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   499
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   500
            if (0 != initialDistanceForPinching) {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   501
                if (currentDistanceOfPinching - initialDistanceForPinching > pinchDelta) {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   502
                    HW_zoomIn();
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   503
                    initialDistanceForPinching = currentDistanceOfPinching;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   504
                }
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   505
                else if (initialDistanceForPinching - currentDistanceOfPinching > pinchDelta) {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   506
                    HW_zoomOut();
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   507
                    initialDistanceForPinching = currentDistanceOfPinching;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   508
                }
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   509
            } else
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   510
                initialDistanceForPinching = currentDistanceOfPinching;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   511
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   512
            break;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   513
        default:
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   514
            break;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   515
    }
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   516
}
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   517
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   518
#pragma mark -
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   519
#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
   520
// 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
   521
void startSpinning() {
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   522
    isGameRunning = NO;
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   523
    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
   524
    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
   525
    indicator.tag = 987654;
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   526
    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
   527
    indicator.hidesWhenStopped = YES;
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   528
    [indicator startAnimating];
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   529
    [[[[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
   530
    [indicator release];
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   531
}
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   532
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   533
void stopSpinning() {
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   534
    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
   535
    [indicator stopAnimating];
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   536
    isGameRunning = YES;
3737
2ba6ac8a114b reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents: 3701
diff changeset
   537
    HW_zoomSet(1.7);
3629
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   538
}
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   539
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   540
void clearView() {
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   541
    UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   542
    UIButton *theButton = (UIButton *)[theWindow viewWithTag:CONFIRMATION_TAG];
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   543
    UISegmentedControl *theSegment = (UISegmentedControl *)[theWindow viewWithTag:GRENADE_TAG];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   544
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   545
    [UIView beginAnimations:@"remove button" context:NULL];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   546
    [UIView setAnimationDuration:ANIMATION_DURATION];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   547
    theButton.alpha = 0;
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   548
    theSegment.alpha = 0;
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   549
    [UIView commitAnimations];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   550
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   551
    [theWindow performSelector:@selector(removeFromSuperview) withObject:theButton afterDelay:0.3];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   552
    [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
   553
}
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   554
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   555
@end