project_files/HedgewarsMobile/Classes/MGSplitViewController/MGSplitCornersView.m
author nemo
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permissions -rwxr-xr-x
pick random x/y prior to addgear (as generic faller does) to avoid random numbers picked out of order
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//
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//  MGSplitCornersView.m
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//  MGSplitView
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//
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//  Created by Matt Gemmell on 28/07/2010.
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//  Copyright 2010 Instinctive Code.
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//
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#import "MGSplitCornersView.h"
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#import "CGPointUtils.h"
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@implementation MGSplitCornersView
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#pragma mark -
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#pragma mark Setup and teardown
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- (id)initWithFrame:(CGRect)frame
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{
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    if ((self = [super initWithFrame:frame])) {
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        self.contentMode = UIViewContentModeRedraw;
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        self.userInteractionEnabled = NO;
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        self.opaque = NO;
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        self.backgroundColor = [UIColor clearColor];
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        cornerRadius = 0.0; // actual value is set by the splitViewController.
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        cornersPosition = MGCornersPositionLeadingVertical;
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    }
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    return self;
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}
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- (void)dealloc
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{
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    self.cornerBackgroundColor = nil;
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    [super dealloc];
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}
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#pragma mark -
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#pragma mark Drawing
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- (void)drawRect:(CGRect)rect
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{
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    // Draw two appropriate corners, with cornerBackgroundColor behind them.
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    if (cornerRadius > 0) {
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        if (NO) { // just for debugging.
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            [[UIColor redColor] set];
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            UIRectFill(self.bounds);
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        }
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        float maxX = CGRectGetMaxX(self.bounds);
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        float maxY = CGRectGetMaxY(self.bounds);
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        UIBezierPath *path = [UIBezierPath bezierPath];
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        CGPoint pt = CGPointZero;
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        switch (cornersPosition) {
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            case MGCornersPositionLeadingVertical: // top of screen for a left/right split
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                [path moveToPoint:pt];
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                pt.y += cornerRadius;
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                [path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:degreesToRadians(90) endAngle:0 clockwise:YES]];
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                pt.x += cornerRadius;
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                pt.y -= cornerRadius;
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                [path addLineToPoint:pt];
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                [path addLineToPoint:CGPointZero];
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                [path closePath];
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                pt.x = maxX - cornerRadius;
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                pt.y = 0;
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                [path moveToPoint:pt];
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                pt.y = maxY;
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                [path addLineToPoint:pt];
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                pt.x += cornerRadius;
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                [path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:degreesToRadians(180) endAngle:degreesToRadians(90) clockwise:YES]];
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                pt.y -= cornerRadius;
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                [path addLineToPoint:pt];
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                pt.x -= cornerRadius;
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                [path addLineToPoint:pt];
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                [path closePath];
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                break;
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            case MGCornersPositionTrailingVertical: // bottom of screen for a left/right split
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                pt.y = maxY;
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                [path moveToPoint:pt];
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                pt.y -= cornerRadius;
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                [path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:degreesToRadians(270) endAngle:degreesToRadians(360) clockwise:NO]];
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                pt.x += cornerRadius;
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                pt.y += cornerRadius;
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                [path addLineToPoint:pt];
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                pt.x -= cornerRadius;
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                [path addLineToPoint:pt];
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                [path closePath];
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                pt.x = maxX - cornerRadius;
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                pt.y = maxY;
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                [path moveToPoint:pt];
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                pt.y -= cornerRadius;
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                [path addLineToPoint:pt];
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                pt.x += cornerRadius;
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                [path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:degreesToRadians(180) endAngle:degreesToRadians(270) clockwise:NO]];
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                pt.y += cornerRadius;
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                [path addLineToPoint:pt];
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                pt.x -= cornerRadius;
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                [path addLineToPoint:pt];
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                [path closePath];
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                break;
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            case MGCornersPositionLeadingHorizontal: // left of screen for a top/bottom split
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                pt.x = 0;
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                pt.y = cornerRadius;
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                [path moveToPoint:pt];
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                pt.y -= cornerRadius;
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                [path addLineToPoint:pt];
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                pt.x += cornerRadius;
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                [path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:degreesToRadians(180) endAngle:degreesToRadians(270) clockwise:NO]];
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                pt.y += cornerRadius;
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                [path addLineToPoint:pt];
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                pt.x -= cornerRadius;
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                [path addLineToPoint:pt];
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                [path closePath];
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                pt.x = 0;
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                pt.y = maxY - cornerRadius;
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                [path moveToPoint:pt];
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                pt.y = maxY;
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                [path addLineToPoint:pt];
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                pt.x += cornerRadius;
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                [path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:degreesToRadians(180) endAngle:degreesToRadians(90) clockwise:YES]];
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                pt.y -= cornerRadius;
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                [path addLineToPoint:pt];
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                pt.x -= cornerRadius;
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                [path addLineToPoint:pt];
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                [path closePath];
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                break;
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            case MGCornersPositionTrailingHorizontal: // right of screen for a top/bottom split
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                pt.y = cornerRadius;
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                [path moveToPoint:pt];
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                pt.y -= cornerRadius;
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                [path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:degreesToRadians(270) endAngle:degreesToRadians(360) clockwise:NO]];
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                pt.x += cornerRadius;
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                pt.y += cornerRadius;
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                [path addLineToPoint:pt];
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                pt.x -= cornerRadius;
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                [path addLineToPoint:pt];
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                [path closePath];
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                pt.y = maxY - cornerRadius;
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                [path moveToPoint:pt];
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                pt.y += cornerRadius;
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                [path appendPath:[UIBezierPath bezierPathWithArcCenter:pt radius:cornerRadius startAngle:degreesToRadians(90) endAngle:0 clockwise:YES]];
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                pt.x += cornerRadius;
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                pt.y -= cornerRadius;
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                [path addLineToPoint:pt];
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                pt.x -= cornerRadius;
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                [path addLineToPoint:pt];
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                [path closePath];
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                break;
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            default:
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                break;
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        }
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        [self.cornerBackgroundColor set];
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        [path fill];
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    }
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}
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#pragma mark -
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#pragma mark Accessors and properties
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- (void)setCornerRadius:(float)newRadius
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{
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    if (newRadius != cornerRadius) {
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        cornerRadius = newRadius;
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        [self setNeedsDisplay];
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    }
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}
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- (void)setSplitViewController:(MGSplitViewController *)theController
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{
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    if (theController != splitViewController) {
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        splitViewController = theController;
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        [self setNeedsDisplay];
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    }
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}
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- (void)setCornersPosition:(MGCornersPosition)posn
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{
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    if (cornersPosition != posn) {
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        cornersPosition = posn;
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        [self setNeedsDisplay];
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    }
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}
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- (void)setCornerBackgroundColor:(UIColor *)color
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{
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    if (color != cornerBackgroundColor) {
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        [cornerBackgroundColor release];
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        cornerBackgroundColor = [color retain];
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        [self setNeedsDisplay];
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    }
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}
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@synthesize cornerRadius;
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@synthesize splitViewController;
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@synthesize cornersPosition;
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@synthesize cornerBackgroundColor;
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@end