project_files/HedgewarsMobile/Classes/OverlayViewController.m
author koda
Sat, 11 Feb 2012 06:11:19 +0100
changeset 6669 3933198e2b28
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child 6700 e04da46ee43c
permissions -rw-r--r--
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/*
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 * Hedgewars-iOS, a Hedgewars port for iOS devices
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 * Copyright (c) 2009-2011 Vittorio Giovara <vittorio.giovara@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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 *
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 * File created on 16/03/2010.
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 */
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#import "OverlayViewController.h"
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#import "InGameMenuViewController.h"
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#import "HelpPageViewController.h"
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#import "CGPointUtils.h"
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#import "ObjcExports.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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static OverlayViewController *mainOverlay;
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@implementation OverlayViewController
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@synthesize popoverController, popupMenu, helpPage, loadingIndicator, confirmButton, grenadeTimeSegment;
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#pragma mark -
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#pragma mark rotation
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-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
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    return rotationManager(interfaceOrientation);
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}
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#pragma mark -
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#pragma mark View Management
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-(id) initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
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    if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
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        isAttacking = NO;
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        isPopoverVisible = NO;
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        loadingIndicator = nil;
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        mainOverlay = self;
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    }
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    return self;
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}
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+(OverlayViewController *)mainOverlay {
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    return mainOverlay;
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}
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-(void) viewDidLoad {
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    // fill all the screen available as sdlview disables autoresizing
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    self.view.frame = [[UIScreen mainScreen] safeBounds];
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    // the timer used to dim the overlay
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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 to runloop, otherwise it doesn't work
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    [[NSRunLoop currentRunLoop] addTimer:dimTimer forMode:NSDefaultRunLoopMode];
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    // display the help page, required by the popover on ipad
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    [[NSNotificationCenter defaultCenter] addObserver:self
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                                             selector:@selector(showHelp:)
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                                                 name:@"show help ingame"
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                                               object:nil];
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    // present the overlay
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    self.view.alpha = 0;
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    [UIView beginAnimations:@"showing overlay" context:NULL];
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    [UIView setAnimationDuration:2];
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    self.view.alpha = 1;
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    [UIView commitAnimations];
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}
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-(void) viewDidUnload {
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    [[NSNotificationCenter defaultCenter] removeObserver:self];
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    [NSObject cancelPreviousPerformRequestsWithTarget:self
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                                             selector:@selector(unsetPreciseStatus)
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                                               object:nil];
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    // only objects initialized in viewDidLoad should be here
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    dimTimer = nil;
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    mainOverlay = nil;
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    self.helpPage = nil;
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    [self dismissPopover];
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    self.popoverController = nil;
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    self.loadingIndicator = 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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    if (self.popupMenu.view.superview == nil)
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        self.popupMenu = nil;
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    if (self.helpPage.view.superview == nil)
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        self.helpPage = nil;
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    if (self.loadingIndicator.superview == nil)
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        self.loadingIndicator = nil;
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    if (self.confirmButton.superview == nil)
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        self.confirmButton = nil;
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    if (self.grenadeTimeSegment.superview == nil)
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        self.grenadeTimeSegment = nil;
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    if (IS_IPAD())
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        if (((UIPopoverController *)self.popoverController).contentViewController.view.superview == nil)
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            self.popoverController = nil;
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    MSG_MEMCLEAN();
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    [super didReceiveMemoryWarning];
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}
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-(void) dealloc {
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    releaseAndNil(popupMenu);
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    releaseAndNil(helpPage);
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    releaseAndNil(popoverController);
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    releaseAndNil(loadingIndicator);
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    releaseAndNil(confirmButton);
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    releaseAndNil(grenadeTimeSegment);
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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 appearance
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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 ([HWUtils 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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-(void) removeOverlay {
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   157
    [self.popupMenu performSelectorOnMainThread:@selector(dismiss) withObject:nil waitUntilDone:YES];
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   158
    [self.popoverController performSelectorOnMainThread:@selector(dismissPopoverAnimated:) withObject:nil waitUntilDone:YES];
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   159
    [self.view performSelectorOnMainThread:@selector(removeFromSuperview) withObject:nil waitUntilDone:YES];
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02765411a912 move objc overlay creation after sdlwindow has been created
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   160
    [self performSelectorOnMainThread:@selector(release) withObject:nil waitUntilDone:YES];
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025d50a6aeb0 slight simplification
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   161
    mainOverlay = nil;
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   162
}
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   163
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   164
#pragma mark -
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   165
#pragma mark overlay user interaction
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   166
// dim the overlay when there's no more input for a certain amount of time
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   167
-(IBAction) buttonReleased:(id) sender {
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   168
    if ([HWUtils isGameRunning] == NO)
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   169
        return;
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   170
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   171
    UIButton *theButton = (UIButton *)sender;
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   172
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   173
    switch (theButton.tag) {
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   174
        case 0:
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        case 1:
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   176
        case 2:
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   177
        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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   181
            HW_walkingKeysUp();
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   182
            break;
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   183
        case 4:
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   184
        case 5:
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   185
        case 6:
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   186
            HW_otherKeysUp();
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   187
            break;
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   188
        default:
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   189
            DLog(@"Nope");
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   190
            break;
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   191
    }
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   192
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    isAttacking = NO;
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   194
    doDim();
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   195
}
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   196
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   197
// issue certain action based on the tag of the button
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   198
-(IBAction) buttonPressed:(id) sender {
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   199
    [self activateOverlay];
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   200
    
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   201
    if ([HWUtils isGameRunning] == NO)
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        return;
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   203
    
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   204
    if (isPopoverVisible)
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   205
        [self dismissPopover];
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   206
    
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   207
    UIButton *theButton = (UIButton *)sender;
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   208
    switch (theButton.tag) {
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   209
        case 0:
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   210
            if (isAttacking == NO)
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   211
                HW_walkLeft();
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   212
            break;
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   213
        case 1:
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   214
            if (isAttacking == NO)
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   215
                HW_walkRight();
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   216
            break;
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   217
        case 2:
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   218
            [self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
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   219
            HW_preciseSet(!HW_isWeaponRope());
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   220
            HW_aimUp();
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   221
            break;
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   222
        case 3:
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   223
            [self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
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   224
            HW_preciseSet(!HW_isWeaponRope());
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   225
            HW_aimDown();
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   226
            break;
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   227
        case 4:
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   228
            HW_shoot();
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   229
            isAttacking = YES;
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   230
            break;
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   231
        case 5:
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   232
            HW_jump();
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   233
            break;
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   234
        case 6:
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   235
            HW_backjump();
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   236
            break;
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   237
        case 10:
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   238
            [AudioManagerController playClickSound];
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   239
            HW_pause();
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   240
            clearView();
3547
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   241
            [self showPopover];
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   242
            break;
3624
304c6d32383a button to open ammomenu
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diff changeset
   243
        case 11:
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dbcebcd3d79f ios frontend: sounds and music have their own class now (with caching\!) instead of being spread here and there (exploiting class methods like a true oop pro)
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   244
            [AudioManagerController playClickSound];
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8906b2409d97 add the appirater class for getting more positive reviews
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diff changeset
   245
            clearView();
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e049b5bb0ad1 BUUUUURN OBJC AMMOMENU BUUUURNhg diff! (on a separate note, this reduces the codesize by ~37k)
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diff changeset
   246
            HW_ammoMenu();
3624
304c6d32383a button to open ammomenu
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   247
            break;
3547
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   248
        default:
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   249
            DLog(@"Nope");
3547
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   250
            break;
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diff changeset
   251
    }
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diff changeset
   252
}
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   253
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   254
-(void) unsetPreciseStatus {
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diff changeset
   255
    HW_preciseSet(NO);
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diff changeset
   256
}
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diff changeset
   257
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abaf741a4e21 less warning, no rotation glitch, more comments
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   258
-(void) sendHWClick {
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   259
    HW_click();
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   260
    clearView();
3976
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diff changeset
   261
    doDim();
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diff changeset
   262
}
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   263
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diff changeset
   264
-(void) setGrenadeTime:(id) sender {
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   265
    UISegmentedControl *theSegment = (UISegmentedControl *)sender;
6247
6dfad55fd71c unified the objc game state in a single place, which allowed some optimization to ObjcExport class (and more)
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diff changeset
   266
    if ([ObjcExports grenadeTime] != theSegment.selectedSegmentIndex) {
3976
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diff changeset
   267
        HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1);
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6dfad55fd71c unified the objc game state in a single place, which allowed some optimization to ObjcExport class (and more)
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diff changeset
   268
        [ObjcExports setGrenadeTime:theSegment.selectedSegmentIndex];
3976
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diff changeset
   269
    }
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diff changeset
   270
}
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   271
abaf741a4e21 less warning, no rotation glitch, more comments
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diff changeset
   272
#pragma mark -
5166
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diff changeset
   273
#pragma mark in-game menu and help page
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diff changeset
   274
-(void) showHelp:(id) sender {
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   275
    if (self.helpPage == nil) {
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   276
        NSString *xibName = (IS_IPAD() ? @"HelpPageInGameViewController-iPad" : @"HelpPageInGameViewController-iPhone");
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   277
        self.helpPage = [[HelpPageViewController alloc] initWithNibName:xibName bundle:nil];
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diff changeset
   278
    }
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diff changeset
   279
    self.helpPage.view.alpha = 0;
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diff changeset
   280
    [self.view addSubview:helpPage.view];
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diff changeset
   281
    [UIView beginAnimations:@"helpingame" context:NULL];
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diff changeset
   282
    self.helpPage.view.alpha = 1;
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diff changeset
   283
    [UIView commitAnimations];
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diff changeset
   284
    doNotDim();
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diff changeset
   285
}
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diff changeset
   286
3547
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diff changeset
   287
// show up a popover containing a popupMenuViewController; we hook it with setPopoverContentSize
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diff changeset
   288
// on iphone instead just use the tableViewController directly (and implement manually all animations)
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diff changeset
   289
-(IBAction) showPopover{
6666
0e2f5b81cbf2 fix coordinate system on ios overlay
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diff changeset
   290
    CGRect screen = [[UIScreen mainScreen] safeBounds];
3547
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diff changeset
   291
    isPopoverVisible = YES;
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diff changeset
   292
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eb549fd864a5 the ios port is also iphone compatible
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diff changeset
   293
    if (IS_IPAD()) {
3933
1a873262f5dd polishing the cocoa ammomenu a little, still requires work
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diff changeset
   294
        if (self.popupMenu == nil)
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diff changeset
   295
            self.popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStylePlain];
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diff changeset
   296
        if (self.popoverController == nil) {
1a873262f5dd polishing the cocoa ammomenu a little, still requires work
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diff changeset
   297
            self.popoverController = [[UIPopoverController alloc] initWithContentViewController:self.popupMenu];
4935
27fb500dd6b1 screenshots 4 ios
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diff changeset
   298
            [self.popoverController setPopoverContentSize:CGSizeMake(220, 200) animated:YES];
3933
1a873262f5dd polishing the cocoa ammomenu a little, still requires work
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diff changeset
   299
            [self.popoverController setPassthroughViews:[NSArray arrayWithObject:self.view]];
3547
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diff changeset
   300
        }
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
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diff changeset
   301
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0e2f5b81cbf2 fix coordinate system on ios overlay
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diff changeset
   302
        [self.popoverController presentPopoverFromRect:CGRectMake(screen.size.width / 2, screen.size.height / 2, 1, 1)
3547
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diff changeset
   303
                                           inView:self.view
3667
9359a70df013 use external libs more consistently
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diff changeset
   304
                         permittedArrowDirections:UIPopoverArrowDirectionAny
3547
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diff changeset
   305
                                         animated:YES];
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diff changeset
   306
    } else {
3933
1a873262f5dd polishing the cocoa ammomenu a little, still requires work
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diff changeset
   307
        if (self.popupMenu == nil)
1a873262f5dd polishing the cocoa ammomenu a little, still requires work
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diff changeset
   308
            self.popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStyleGrouped];
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diff changeset
   309
3547
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diff changeset
   310
        [self.view addSubview:popupMenu.view];
3933
1a873262f5dd polishing the cocoa ammomenu a little, still requires work
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diff changeset
   311
        [self.popupMenu present];
3547
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diff changeset
   312
    }
3933
1a873262f5dd polishing the cocoa ammomenu a little, still requires work
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diff changeset
   313
    self.popupMenu.tableView.scrollEnabled = NO;
3547
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diff changeset
   314
}
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diff changeset
   315
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diff changeset
   316
// on ipad just dismiss it, on iphone transtion to the right
02875b1145b7 i <3 mercurial
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diff changeset
   317
-(void) dismissPopover {
02875b1145b7 i <3 mercurial
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parents: 3546
diff changeset
   318
    if (YES == isPopoverVisible) {
02875b1145b7 i <3 mercurial
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parents: 3546
diff changeset
   319
        isPopoverVisible = NO;
3672
f225b94a4411 shrink confirmation button, double tap resets zoom and centers hog
koda
parents: 3668
diff changeset
   320
        if (HW_isPaused())
4454
42bfc1a70968 more retina support and multitasking support
koda
parents: 4362
diff changeset
   321
            HW_pauseToggle();
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   322
4920
bc3c077e15a2 cleaning up how chat is handled on idevices
koda
parents: 4861
diff changeset
   323
        [self.popupMenu dismiss];
bc3c077e15a2 cleaning up how chat is handled on idevices
koda
parents: 4861
diff changeset
   324
        if (IS_IPAD())
3933
1a873262f5dd polishing the cocoa ammomenu a little, still requires work
koda
parents: 3926
diff changeset
   325
            [self.popoverController dismissPopoverAnimated:YES];
4920
bc3c077e15a2 cleaning up how chat is handled on idevices
koda
parents: 4861
diff changeset
   326
3547
02875b1145b7 i <3 mercurial
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parents: 3546
diff changeset
   327
        [self buttonReleased:nil];
02875b1145b7 i <3 mercurial
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parents: 3546
diff changeset
   328
    }
02875b1145b7 i <3 mercurial
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parents: 3546
diff changeset
   329
}
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parents: 3546
diff changeset
   330
02875b1145b7 i <3 mercurial
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parents: 3546
diff changeset
   331
#pragma mark -
02875b1145b7 i <3 mercurial
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parents: 3546
diff changeset
   332
#pragma mark Custom touch event handling
4541
c77c4f5d49d3 ignore touches around dpad and buttons (for real)
koda
parents: 4504
diff changeset
   333
-(BOOL) shouldIgnoreTouch:(NSSet *)allTouches {
6247
6dfad55fd71c unified the objc game state in a single place, which allowed some optimization to ObjcExport class (and more)
koda
parents: 6078
diff changeset
   334
    if ([HWUtils isGameRunning] == NO)
4541
c77c4f5d49d3 ignore touches around dpad and buttons (for real)
koda
parents: 4504
diff changeset
   335
        return YES;
c77c4f5d49d3 ignore touches around dpad and buttons (for real)
koda
parents: 4504
diff changeset
   336
c77c4f5d49d3 ignore touches around dpad and buttons (for real)
koda
parents: 4504
diff changeset
   337
    // ignore activity near the dpad and buttons
c77c4f5d49d3 ignore touches around dpad and buttons (for real)
koda
parents: 4504
diff changeset
   338
    CGPoint touchPoint = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
6666
0e2f5b81cbf2 fix coordinate system on ios overlay
koda
parents: 6624
diff changeset
   339
    CGSize screen = [[UIScreen mainScreen] safeBounds].size;
4541
c77c4f5d49d3 ignore touches around dpad and buttons (for real)
koda
parents: 4504
diff changeset
   340
6666
0e2f5b81cbf2 fix coordinate system on ios overlay
koda
parents: 6624
diff changeset
   341
    if ((touchPoint.x < 160 && touchPoint.y > screen.height - 155 ) ||
0e2f5b81cbf2 fix coordinate system on ios overlay
koda
parents: 6624
diff changeset
   342
        (touchPoint.x > screen.width - 135 && touchPoint.y > screen.height - 140))
4541
c77c4f5d49d3 ignore touches around dpad and buttons (for real)
koda
parents: 4504
diff changeset
   343
        return YES;
c77c4f5d49d3 ignore touches around dpad and buttons (for real)
koda
parents: 4504
diff changeset
   344
    return NO;
c77c4f5d49d3 ignore touches around dpad and buttons (for real)
koda
parents: 4504
diff changeset
   345
}
c77c4f5d49d3 ignore touches around dpad and buttons (for real)
koda
parents: 4504
diff changeset
   346
3547
02875b1145b7 i <3 mercurial
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parents: 3546
diff changeset
   347
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   348
    NSSet *allTouches = [event allTouches];
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   349
    UITouch *first, *second;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   350
4541
c77c4f5d49d3 ignore touches around dpad and buttons (for real)
koda
parents: 4504
diff changeset
   351
    if ([self shouldIgnoreTouch:allTouches] == YES)
3765
ebfe7c9b3085 set flake to non critical, no touches until game is starding, moved some variables to be initialized in the right place
koda
parents: 3739
diff changeset
   352
        return;
ebfe7c9b3085 set flake to non critical, no touches until game is starding, moved some variables to be initialized in the right place
koda
parents: 3739
diff changeset
   353
3647
0d0df215fb52 making chat work... (keyboard support is heavily broken in sdl upstream)
koda
parents: 3646
diff changeset
   354
    // hide in-game menu
0d0df215fb52 making chat work... (keyboard support is heavily broken in sdl upstream)
koda
parents: 3646
diff changeset
   355
    if (isPopoverVisible)
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   356
        [self dismissPopover];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   357
3646
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   358
    // reset default dimming
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   359
    doDim();
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   360
3668
3f7a95234d8a tap to play piano notes, fix for audio and pause glitch
koda
parents: 3667
diff changeset
   361
    HW_setPianoSound([allTouches count]);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   362
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   363
    switch ([allTouches count]) {
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   364
        case 1:
3651
7058ca178f3b switching hogs now works
koda
parents: 3650
diff changeset
   365
            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
   366
            if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount])
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   367
                HW_zoomReset();
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   368
            break;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   369
        case 2:
6268
d773867f93db double two finger tap to make screenshot on ios (though folder is not yet accessible)
koda
parents: 6260
diff changeset
   370
            if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount])
d773867f93db double two finger tap to make screenshot on ios (though folder is not yet accessible)
koda
parents: 6260
diff changeset
   371
                HW_screenshot();
d773867f93db double two finger tap to make screenshot on ios (though folder is not yet accessible)
koda
parents: 6260
diff changeset
   372
            else {
d773867f93db double two finger tap to make screenshot on ios (though folder is not yet accessible)
koda
parents: 6260
diff changeset
   373
                // pinching
d773867f93db double two finger tap to make screenshot on ios (though folder is not yet accessible)
koda
parents: 6260
diff changeset
   374
                first = [[allTouches allObjects] objectAtIndex:0];
d773867f93db double two finger tap to make screenshot on ios (though folder is not yet accessible)
koda
parents: 6260
diff changeset
   375
                second = [[allTouches allObjects] objectAtIndex:1];
d773867f93db double two finger tap to make screenshot on ios (though folder is not yet accessible)
koda
parents: 6260
diff changeset
   376
                initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
d773867f93db double two finger tap to make screenshot on ios (though folder is not yet accessible)
koda
parents: 6260
diff changeset
   377
            }
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   378
            break;
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   379
        default:
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   380
            break;
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   381
    }
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   382
}
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   383
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   384
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   385
    NSSet *allTouches = [event allTouches];
4541
c77c4f5d49d3 ignore touches around dpad and buttons (for real)
koda
parents: 4504
diff changeset
   386
    if ([self shouldIgnoreTouch:allTouches] == YES)
3904
22e4d74240e5 finishing touches to save games handling (help label, dim on overlay, edit text only when table is editable)
koda
parents: 3829
diff changeset
   387
        return;
4541
c77c4f5d49d3 ignore touches around dpad and buttons (for real)
koda
parents: 4504
diff changeset
   388
6666
0e2f5b81cbf2 fix coordinate system on ios overlay
koda
parents: 6624
diff changeset
   389
    CGRect screen = [[UIScreen mainScreen] safeBounds];
5174
f5294509783e initial refactoring of ObjcExports and OverlayViewController
koda
parents: 5166
diff changeset
   390
    CGPoint currentPosition = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
f5294509783e initial refactoring of ObjcExports and OverlayViewController
koda
parents: 5166
diff changeset
   391
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   392
    switch ([allTouches count]) {
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   393
        case 1:
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   394
            // if we're in the menu we just click in the point
3952
d6412423da45 moved some utilities to a separate column with round buttons
koda
parents: 3948
diff changeset
   395
            if (HW_isAmmoMenuOpen()) {
6666
0e2f5b81cbf2 fix coordinate system on ios overlay
koda
parents: 6624
diff changeset
   396
                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
   397
                // 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
   398
                HW_click();
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   399
            } else
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   400
                // 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
   401
                if (HW_isWeaponRequiringClick()) {
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   402
                    // 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
   403
                    HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   404
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   405
                    // draw the button at the last touched point (which is the current position)
5175
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   406
                    if (self.confirmButton == nil) {
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   407
                        UIButton *tapAgain = [UIButton buttonWithType:UIButtonTypeRoundedRect];
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   408
                        [tapAgain addTarget:self action:@selector(sendHWClick) forControlEvents:UIControlEventTouchUpInside];
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   409
                        [tapAgain setTitle:NSLocalizedString(@"Set!",@"on the overlay") forState:UIControlStateNormal];
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   410
                        self.confirmButton = tapAgain;
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   411
                    }
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   412
                    self.confirmButton.alpha = 0;
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   413
                    self.confirmButton.frame = CGRectMake(currentPosition.x - 75, currentPosition.y + 25, 150, 40);
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   414
                    [self.view addSubview:self.confirmButton];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   415
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   416
                    // animation ftw!
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   417
                    [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
   418
                    [UIView setAnimationDuration:ANIMATION_DURATION];
5175
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   419
                    self.confirmButton.alpha = 1;
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   420
                    [UIView commitAnimations];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   421
3646
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   422
                    // keep the overlay active, or the button will fade
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   423
                    [self activateOverlay];
3646
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   424
                    doNotDim();
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   425
                } else
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   426
                    if (HW_isWeaponTimerable()) {
5175
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   427
                        if (self.grenadeTimeSegment.tag != 0) {
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   428
                            [UIView beginAnimations:@"removing segmented control" context:NULL];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   429
                            [UIView setAnimationDuration:ANIMATION_DURATION];
5175
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   430
                            self.grenadeTimeSegment.alpha = 0;
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   431
                            [UIView commitAnimations];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   432
5175
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   433
                            [self.grenadeTimeSegment performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   434
                            self.grenadeTimeSegment.tag = 0;
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   435
                        } else {
5175
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   436
                            if (self.grenadeTimeSegment == nil) {
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   437
                                NSArray *items = [[NSArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",nil];
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   438
                                UISegmentedControl *grenadeSegment = [[UISegmentedControl alloc] initWithItems:items];
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   439
                                [items release];
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   440
                                [grenadeSegment addTarget:self action:@selector(setGrenadeTime:) forControlEvents:UIControlEventValueChanged];
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   441
                                self.grenadeTimeSegment = grenadeSegment;
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   442
                                [grenadeSegment release];
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   443
                            }
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   444
                            self.grenadeTimeSegment.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50);
6247
6dfad55fd71c unified the objc game state in a single place, which allowed some optimization to ObjcExport class (and more)
koda
parents: 6078
diff changeset
   445
                            self.grenadeTimeSegment.selectedSegmentIndex = [ObjcExports grenadeTime];
5175
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   446
                            self.grenadeTimeSegment.alpha = 1;
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   447
                            [self.view addSubview:self.grenadeTimeSegment];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   448
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   449
                            [UIView beginAnimations:@"inserting segmented control" context:NULL];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   450
                            [UIView setAnimationDuration:ANIMATION_DURATION];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   451
                            [UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
5175
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   452
                            self.grenadeTimeSegment.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width - 100, 250, 50);
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   453
                            [UIView commitAnimations];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   454
5175
a3da220dbb3f finish overlay refactoring and some leak annihilation
koda
parents: 5174
diff changeset
   455
                            self.grenadeTimeSegment.tag++;
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   456
                            [self activateOverlay];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   457
                            doNotDim();
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   458
                        }
3661
2378ada8a6ee i can haz panning
koda
parents: 3660
diff changeset
   459
                    } else
2378ada8a6ee i can haz panning
koda
parents: 3660
diff changeset
   460
                        if (HW_isWeaponSwitch())
2378ada8a6ee i can haz panning
koda
parents: 3660
diff changeset
   461
                            HW_tab();
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   462
            break;
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   463
        case 2:
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   464
            HW_allKeysUp();
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   465
            break;
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   466
        default:
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   467
            break;
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   468
    }
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   469
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
   470
    initialDistanceForPinching = 0;
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   471
}
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   472
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   473
-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   474
    [self touchesEnded:touches withEvent:event];
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   475
}
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   476
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   477
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
5174
f5294509783e initial refactoring of ObjcExports and OverlayViewController
koda
parents: 5166
diff changeset
   478
    NSSet *allTouches = [event allTouches];
f5294509783e initial refactoring of ObjcExports and OverlayViewController
koda
parents: 5166
diff changeset
   479
    if ([self shouldIgnoreTouch:allTouches] == YES)
f5294509783e initial refactoring of ObjcExports and OverlayViewController
koda
parents: 5166
diff changeset
   480
        return;
f5294509783e initial refactoring of ObjcExports and OverlayViewController
koda
parents: 5166
diff changeset
   481
6666
0e2f5b81cbf2 fix coordinate system on ios overlay
koda
parents: 6624
diff changeset
   482
    CGRect screen = [[UIScreen mainScreen] safeBounds];
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
   483
    int x, y, dx, dy;
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   484
    UITouch *touch, *first, *second;
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   485
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   486
    switch ([allTouches count]) {
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3547
diff changeset
   487
        case 1:
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   488
            touch = [[allTouches allObjects] objectAtIndex:0];
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   489
            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
   490
3952
d6412423da45 moved some utilities to a separate column with round buttons
koda
parents: 3948
diff changeset
   491
            if (HW_isAmmoMenuOpen()) {
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   492
                // no zoom consideration for this
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   493
                HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y));
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   494
            } else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   495
                if (HW_isWeaponRequiringClick()) {
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   496
                    // moves the cursor around wrt zoom
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   497
                    HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   498
                } else {
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   499
                    // panning \o/
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   500
                    dx = startingPoint.x - currentPosition.x;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   501
                    dy = currentPosition.y - startingPoint.y;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   502
                    HW_getCursor(&x, &y);
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   503
                    // momentum (or something like that)
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   504
                    /*if (abs(dx) > 40)
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   505
                        dx *= log(abs(dx)/4);
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   506
                    if (abs(dy) > 40)
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   507
                        dy *= log(abs(dy)/4);*/
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   508
                    HW_setCursor(x + dx/HW_zoomFactor(), y + dy/HW_zoomFactor());
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   509
                    startingPoint = currentPosition;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   510
                }
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3547
diff changeset
   511
            break;
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   512
        case 2:
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   513
            first = [[allTouches allObjects] objectAtIndex:0];
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   514
            second = [[allTouches allObjects] objectAtIndex:1];
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   515
            CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   516
            const int pinchDelta = 40;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   517
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   518
            if (0 != initialDistanceForPinching) {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   519
                if (currentDistanceOfPinching - initialDistanceForPinching > pinchDelta) {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   520
                    HW_zoomIn();
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   521
                    initialDistanceForPinching = currentDistanceOfPinching;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   522
                }
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   523
                else if (initialDistanceForPinching - currentDistanceOfPinching > pinchDelta) {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   524
                    HW_zoomOut();
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   525
                    initialDistanceForPinching = currentDistanceOfPinching;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   526
                }
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   527
            } else
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   528
                initialDistanceForPinching = currentDistanceOfPinching;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   529
            break;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   530
        default:
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   531
            break;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   532
    }
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   533
}
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   534
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   535
@end