cocoaTouch/overlayViewController.m
author nemo
Sun, 21 Mar 2010 03:51:53 +0000
changeset 3028 d17cf923d7c3
parent 3027 32890edaa483
child 3029 67483e87590c
permissions -rw-r--r--
Add a 2nd timer variable due to conflicts. This could perhaps use renaming
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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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@implementation overlayViewController
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@synthesize dimTimer;
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-(void) didReceiveMemoryWarning {
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	// Releases the view if it doesn't have a superview.
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    [super didReceiveMemoryWarning];
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	// Release any cached data, images, etc that aren't in use.
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}
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-(void) viewDidLoad {
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    self.view.alpha = 0;
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    dimTimer = [[NSTimer alloc] initWithFireDate:[NSDate dateWithTimeIntervalSinceNow:6]
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                                        interval:1000
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                                          target:self
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                                        selector:@selector(dimOverlay)
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                                        userInfo:nil
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                                         repeats:YES];
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    [[NSRunLoop currentRunLoop] addTimer:dimTimer forMode:NSDefaultRunLoopMode];
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}
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-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
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    return (interfaceOrientation == UIInterfaceOrientationLandscapeRight);
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}
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-(void) viewDidUnload {
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	[dimTimer invalidate];
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}
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-(void) dealloc {
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    [dimTimer release];
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    [super dealloc];
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}
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// draws the controller overlay after the sdl window has taken control
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-(void) showMenuAfterwards {
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    [[SDLUIKitDelegate sharedAppDelegate].uiwindow bringSubviewToFront:self.view];
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	[UIView beginAnimations:@"showing overlay" context:NULL];
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	[UIView setAnimationDuration:1];
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	self.view.alpha = 1;
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	[UIView commitAnimations];
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}
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// dim the overlay when there's no more input for a certain amount of time
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-(IBAction) buttonReleased:(id) sender {
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	HW_allKeysUp();
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    [dimTimer setFireDate:[NSDate dateWithTimeIntervalSinceNow:2.7]];
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}
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// nice transition for dimming
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-(void) dimOverlay {
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    [UIView beginAnimations:@"overlay dim" context:NULL];
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   	[UIView setAnimationDuration:0.6];
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    self.view.alpha = 0.2;
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	[UIView commitAnimations];
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}
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// set the overlay visible and put off the timer for enough time
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-(void) activateOverlay {
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    self.view.alpha = 1;
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    [dimTimer setFireDate:[NSDate dateWithTimeIntervalSinceNow:1000]];
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}
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// issue certain action based on the tag of the button 
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-(IBAction) buttonPressed:(id) sender {
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    [self activateOverlay];
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    UIButton *theButton = (UIButton*)sender;
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    switch (theButton.tag) {
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        case 0:
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           	HW_walkLeft();
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            break;
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        case 1:
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            HW_walkRight();
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            break;
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        case 2:
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            HW_aimUp();
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            break;
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        case 3:
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            HW_aimDown();
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            break;
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        case 4:
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            HW_shoot();
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            break;
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        case 5:
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            HW_jump();
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            break;
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        case 6:
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            HW_backjump();
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            break;
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        default:
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            // HW_chat() HW_tab() HW_pause()
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            break;
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    }
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}
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#pragma mark -
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#pragma mark Custom SDL_UIView input handling
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#define kMinimumPinchDelta      50
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#define kMinimumGestureLength	10
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#define kMaximumVariance        3
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// we override default touch input to implement our own gestures
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-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
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	NSArray *twoTouches;
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	UITouch *touch = [touches anyObject];
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	switch ([touches count]) {
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		case 1:
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			gestureStartPoint = [touch locationInView:self.view];
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			initialDistanceForPinching = 0;
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			switch ([touch tapCount]) {
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				case 1:
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					NSLog(@"X:%d Y:%d", (int)gestureStartPoint.x, (int)gestureStartPoint.y );
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					SDL_WarpMouseInWindow([SDLUIKitDelegate sharedAppDelegate].window, 
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							      (int)gestureStartPoint.y, 320 - (int)gestureStartPoint.x);
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					HW_click();
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					break;
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				case 2:
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					HW_ammoMenu();
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					break;
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				default:
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					break;
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			}
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			break;
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		case 2:
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			if (2 == [touch tapCount]) {
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				HW_zoomReset();
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			}
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			// pinching
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			twoTouches = [touches allObjects];
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			UITouch *first = [twoTouches objectAtIndex:0];
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			UITouch *second = [twoTouches objectAtIndex:1];
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			initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
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			break;
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		default:
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			break;
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	}
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}
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-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
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	initialDistanceForPinching = 0;
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	gestureStartPoint.x = 0;
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	gestureStartPoint.y = 0;
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	HW_allKeysUp();
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}
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-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
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	// this can happen if the user puts more than 5 touches on the screen at once, or perhaps in other circumstances.
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	// Usually (it seems) all active touches are canceled.
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	[self touchesEnded:touches withEvent:event];
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}
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-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
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	NSArray *twoTouches;
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	CGPoint currentPosition;
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	UITouch *touch = [touches anyObject];
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	switch ([touches count]) {
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		case 1:
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			currentPosition = [touch locationInView:self.view];
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			// panning
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			SDL_WarpMouseInWindow([SDLUIKitDelegate sharedAppDelegate].window, 
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							(int)gestureStartPoint.y, 320 - (int)gestureStartPoint.x);
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			// remember that we have x and y inverted
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			/* temporarily disabling hog movements for camera panning testing
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			CGFloat vertDiff = gestureStartPoint.x - currentPosition.x;
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			CGFloat horizDiff = gestureStartPoint.y - currentPosition.y;
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			CGFloat deltaX = fabsf(vertDiff);
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			CGFloat deltaY = fabsf(horizDiff);
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			if (deltaY >= kMinimumGestureLength && deltaX <= kMaximumVariance) {
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				NSLog(@"Horizontal swipe detected, begX:%f curX:%f", gestureStartPoint.x, currentPosition.x);
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				if (horizDiff > 0) HW_walkLeft();
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				else HW_walkRight();
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			} else if (deltaX >= kMinimumGestureLength && deltaY <= kMaximumVariance){
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				NSLog(@"Vertical swipe detected, begY:%f curY:%f", gestureStartPoint.y, currentPosition.y);
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				if (vertDiff < 0) HW_aimUp();
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				else HW_aimDown();
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			}
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			*/
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			break;
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		case 2:
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			twoTouches = [touches allObjects];
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			UITouch *first = [twoTouches objectAtIndex:0];
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			UITouch *second = [twoTouches objectAtIndex:1];
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			CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
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			if (0 == initialDistanceForPinching) 
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				initialDistanceForPinching = currentDistanceOfPinching;
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			if (currentDistanceOfPinching < initialDistanceForPinching + kMinimumPinchDelta)
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				HW_zoomOut();
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			else if (currentDistanceOfPinching > initialDistanceForPinching + kMinimumPinchDelta)
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				HW_zoomIn();
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			currentDistanceOfPinching = initialDistanceForPinching;
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			break;
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		default:
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			break;
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	}
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}
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3006
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@end