project_files/HedgewarsMobile/Classes/OverlayViewController.m
author koda
Wed, 25 Aug 2010 00:17:51 +0200
changeset 3765 ebfe7c9b3085
parent 3739 97cf933e5bd2
child 3779 3351a017d4ad
permissions -rw-r--r--
set flake to non critical, no touches until game is starding, moved some variables to be initialized in the right place
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//
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//  overlayViewController.m
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//  HedgewarsMobile
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//
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//  Created by Vittorio on 16/03/10.
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//  Copyright 2010 __MyCompanyName__. All rights reserved.
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//
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#import "OverlayViewController.h"
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#import "SDL_uikitappdelegate.h"
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#import "PascalImports.h"
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#import "CGPointUtils.h"
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#import "SDL_mouse.h"
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#import "InGameMenuViewController.h"
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#import "CommodityFunctions.h"
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#import "SDL_config_iphoneos.h"
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#define HIDING_TIME_DEFAULT [NSDate dateWithTimeIntervalSinceNow:2.7]
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#define HIDING_TIME_NEVER   [NSDate dateWithTimeIntervalSinceNow:10000]
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#define doDim()             [dimTimer setFireDate:HIDING_TIME_DEFAULT]
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#define doNotDim()          [dimTimer setFireDate:HIDING_TIME_NEVER]
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#define CONFIRMATION_TAG 5959
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#define GRENADE_TAG 9595
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#define ANIMATION_DURATION 0.25
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#define removeConfirmationInput()   [[self.view viewWithTag:CONFIRMATION_TAG] removeFromSuperview];
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@implementation OverlayViewController
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@synthesize popoverController, popupMenu;
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-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
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    return rotationManager(interfaceOrientation);
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}
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-(void) didRotate:(NSNotification *)notification {
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    UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
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    CGRect rect = [[UIScreen mainScreen] bounds];
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    CGRect usefulRect = CGRectMake(0, 0, rect.size.width, rect.size.height);
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    UIView *sdlView = [[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG];
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    [UIView beginAnimations:@"rotation" context:NULL];
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    [UIView setAnimationDuration:0.8f];
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    [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
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    switch (orientation) {
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        case UIDeviceOrientationLandscapeLeft:
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            sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(0));
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            self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(90));
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            HW_setLandscape(YES);
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            break;
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        case UIDeviceOrientationLandscapeRight:
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            sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(180));
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            self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(-90));
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            HW_setLandscape(YES);
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            break;
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        /*
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        case UIDeviceOrientationPortrait:
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            if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
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                sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(270));
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                self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(0));
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                [self chatAppear];
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                HW_setLandscape(NO);
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            }
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            break;
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        case UIDeviceOrientationPortraitUpsideDown:
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            if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
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                sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(90));
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                self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(180));
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                [self chatAppear];
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                HW_setLandscape(NO);
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            }
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            break;
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        */
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        default:
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            // a debug log would spam too much
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            break;
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    }
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    self.view.frame = usefulRect;
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    //sdlView.frame = usefulRect;
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    [UIView commitAnimations];
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}
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#pragma mark -
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#pragma mark View Management
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-(void) viewDidLoad {
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    isAttacking = NO;
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    // i called it a popover even on the iphone
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    isPopoverVisible = NO;
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    self.view.alpha = 0;
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    self.view.center = CGPointMake(self.view.frame.size.height/2.0, self.view.frame.size.width/2.0);
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    // set initial orientation wrt the controller orientation
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    UIDeviceOrientation orientation = self.interfaceOrientation;
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    UIView *sdlView = [[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG];
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    switch (orientation) {
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        case UIDeviceOrientationLandscapeLeft:
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            sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(0));
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            self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(90));
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            break;
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        case UIDeviceOrientationLandscapeRight:
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            sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(180));
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            self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(-90));
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            break;
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        default:
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            DLog(@"unknown orientation");
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            break;
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    }
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    CGRect rect = [[UIScreen mainScreen] bounds];
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    self.view.frame = CGRectMake(0, 0, rect.size.width, rect.size.height);
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    dimTimer = [[NSTimer alloc] initWithFireDate:[NSDate dateWithTimeIntervalSinceNow:6]
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                                        interval:1000
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                                          target:self
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                                        selector:@selector(dimOverlay)
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                                        userInfo:nil
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                                         repeats:YES];
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    // add timer too runloop, otherwise it doesn't work
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    [[NSRunLoop currentRunLoop] addTimer:dimTimer forMode:NSDefaultRunLoopMode];
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    [[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
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    [[NSNotificationCenter defaultCenter] addObserver:self
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                                             selector:@selector(didRotate:)
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                                                 name:UIDeviceOrientationDidChangeNotification
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                                               object:nil];
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    [UIView beginAnimations:@"showing overlay" context:NULL];
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    [UIView setAnimationDuration:1];
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    self.view.alpha = 1;
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    [UIView commitAnimations];
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    // find the sdl window we're on
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    SDL_VideoDevice *_this = SDL_GetVideoDevice();
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    SDL_VideoDisplay *display = &_this->displays[0];
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    sdlwindow = display->windows;
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}
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-(void) viewDidUnload {
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    // only object initialized in viewDidLoad should be here
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    dimTimer = nil;
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    MSG_DIDUNLOAD();
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    [super viewDidUnload];
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}
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-(void) didReceiveMemoryWarning {
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    // Releases the view if it doesn't have a superview.
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    [super didReceiveMemoryWarning];
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    // Release any cached data, images, etc that aren't in use.
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    if (popupMenu.view.superview == nil)
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        popupMenu = nil;
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    MSG_MEMCLEAN();
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}
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-(void) dealloc {
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    [popupMenu release];
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    [popoverController release];
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    // dimTimer is autoreleased
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    [super dealloc];
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}
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#pragma mark -
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#pragma mark Overlay actions and members
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// nice transition for dimming, should be called only by the timer himself
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-(void) dimOverlay {
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    if (isGameRunning) {
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        [UIView beginAnimations:@"overlay dim" context:NULL];
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        [UIView setAnimationDuration:0.6];
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        self.view.alpha = 0.2;
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        [UIView commitAnimations];
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    }
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}
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// set the overlay visible and put off the timer for enough time
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-(void) activateOverlay {
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    self.view.alpha = 1;
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    doNotDim();
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}
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// dim the overlay when there's no more input for a certain amount of time
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-(IBAction) buttonReleased:(id) sender {
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    if (!isGameRunning)
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        return;
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    UIButton *theButton = (UIButton *)sender;
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    switch (theButton.tag) {
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        case 0:
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        case 1:
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        case 2:
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        case 3:
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            [NSObject cancelPreviousPerformRequestsWithTarget:self
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                                                     selector:@selector(unsetPreciseStatus)
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                                                       object:nil];
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            HW_walkingKeysUp();
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            break;
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   197
        case 4:
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        case 5:
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        case 6:
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            HW_otherKeysUp();
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            break;
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   202
        default:
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            DLog(@"Nope");
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            break;
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   205
    }
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   206
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    isAttacking = NO;
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    doDim();
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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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   213
    [self activateOverlay];
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    if (isPopoverVisible) {
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        [self dismissPopover];
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    }
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    if (!isGameRunning)
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        return;
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    UIButton *theButton = (UIButton *)sender;
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    switch (theButton.tag) {
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   224
        case 0:
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            if (isAttacking == NO)
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                HW_walkLeft();
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            break;
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   228
        case 1:
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            if (isAttacking == NO)
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   230
                HW_walkRight();
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   231
            break;
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   232
        case 2:
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            [self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
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            HW_preciseSet(!HW_isWeaponRope());
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   235
            HW_aimUp();
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   236
            break;
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   237
        case 3:
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            [self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
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            HW_preciseSet(!HW_isWeaponRope());
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            HW_aimDown();
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   241
            break;
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   242
        case 4:
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            HW_shoot();
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            isAttacking = YES;
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            break;
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   246
        case 5:
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   247
            HW_jump();
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   248
            break;
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   249
        case 6:
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   250
            HW_backjump();
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   251
            break;
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   252
        case 10:
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   253
            HW_pause();
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   254
            removeConfirmationInput();
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   255
            [self showPopover];
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   256
            break;
3624
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   257
        case 11:
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   258
            removeConfirmationInput();
3624
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   259
            HW_ammoMenu();
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   260
            break;
3547
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   261
        default:
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   262
            DLog(@"Nope");
3547
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   263
            break;
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diff changeset
   264
    }
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   265
}
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   266
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   267
-(void) unsetPreciseStatus {
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   268
    HW_preciseSet(NO);
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   269
}
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   270
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   271
// present a further check before closing game
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   272
-(void) actionSheet:(UIActionSheet *)actionSheet didDismissWithButtonIndex:(NSInteger) buttonIndex {
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   273
    if ([actionSheet cancelButtonIndex] != buttonIndex)
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   274
        HW_terminate(NO);
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   275
    else
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        HW_pause();
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   277
}
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   278
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   279
// show up a popover containing a popupMenuViewController; we hook it with setPopoverContentSize
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   280
// on iphone instead just use the tableViewController directly (and implement manually all animations)
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   281
-(IBAction) showPopover{
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   282
    CGRect screen = [[UIScreen mainScreen] bounds];
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   283
    isPopoverVisible = YES;
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   284
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   285
    if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
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   286
        if (popupMenu == nil)
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   287
            popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStylePlain];
3547
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   288
        if (popoverController == nil) {
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   289
            popoverController = [[UIPopoverController alloc] initWithContentViewController:popupMenu];
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   290
            [popoverController setPopoverContentSize:CGSizeMake(220, 170) animated:YES];
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   291
            [popoverController setPassthroughViews:[NSArray arrayWithObject:self.view]];
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   292
        }
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   293
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   294
        [popoverController presentPopoverFromRect:CGRectMake(screen.size.height / 2, screen.size.width / 2, 1, 1)
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   295
                                           inView:self.view
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   296
                         permittedArrowDirections:UIPopoverArrowDirectionAny
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   297
                                         animated:YES];
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   298
    } else {
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   299
        if (popupMenu == nil)
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   300
            popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStyleGrouped];
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   301
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   302
        [self.view addSubview:popupMenu.view];
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   303
        [popupMenu present];
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diff changeset
   304
    }
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   305
    popupMenu.tableView.scrollEnabled = NO;
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diff changeset
   306
}
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   307
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   308
// on ipad just dismiss it, on iphone transtion to the right
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diff changeset
   309
-(void) dismissPopover {
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diff changeset
   310
    if (YES == isPopoverVisible) {
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diff changeset
   311
        isPopoverVisible = NO;
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   312
        if (HW_isPaused())
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   313
            HW_pause();
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diff changeset
   314
3547
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diff changeset
   315
        if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
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diff changeset
   316
            [(InGameMenuViewController *)popoverController.contentViewController removeChat];
3547
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diff changeset
   317
            [popoverController dismissPopoverAnimated:YES];
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diff changeset
   318
        } else {
3648
2477029463ed some further chat polishing
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diff changeset
   319
            [popupMenu dismiss];
3547
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diff changeset
   320
        }
02875b1145b7 i <3 mercurial
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diff changeset
   321
        [self buttonReleased:nil];
02875b1145b7 i <3 mercurial
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diff changeset
   322
    }
02875b1145b7 i <3 mercurial
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diff changeset
   323
}
02875b1145b7 i <3 mercurial
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diff changeset
   324
02875b1145b7 i <3 mercurial
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   325
#pragma mark -
02875b1145b7 i <3 mercurial
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diff changeset
   326
#pragma mark Custom touch event handling
02875b1145b7 i <3 mercurial
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diff changeset
   327
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
3638
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diff changeset
   328
    NSSet *allTouches = [event allTouches];
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
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diff changeset
   329
    UITouch *first, *second;
3697
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diff changeset
   330
3765
ebfe7c9b3085 set flake to non critical, no touches until game is starding, moved some variables to be initialized in the right place
koda
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diff changeset
   331
    if (isGameRunning == NO)
ebfe7c9b3085 set flake to non critical, no touches until game is starding, moved some variables to be initialized in the right place
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diff changeset
   332
        return;
ebfe7c9b3085 set flake to non critical, no touches until game is starding, moved some variables to be initialized in the right place
koda
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diff changeset
   333
3647
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diff changeset
   334
    // hide in-game menu
0d0df215fb52 making chat work... (keyboard support is heavily broken in sdl upstream)
koda
parents: 3646
diff changeset
   335
    if (isPopoverVisible)
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   336
        [self dismissPopover];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   337
3646
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   338
    // reset default dimming
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   339
    doDim();
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   340
3668
3f7a95234d8a tap to play piano notes, fix for audio and pause glitch
koda
parents: 3667
diff changeset
   341
    HW_setPianoSound([allTouches count]);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   342
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   343
    switch ([allTouches count]) {
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   344
        case 1:
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   345
            removeConfirmationInput();
3651
7058ca178f3b switching hogs now works
koda
parents: 3650
diff changeset
   346
            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
   347
            if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount])
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   348
                HW_zoomReset();
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   349
            break;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   350
        case 2:
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   351
            // pinching
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   352
            first = [[allTouches allObjects] objectAtIndex:0];
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   353
            second = [[allTouches allObjects] objectAtIndex:1];
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   354
            initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   355
            break;
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   356
        default:
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   357
            break;
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   358
    }
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   359
}
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   360
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   361
    //if (currentPosition.y < screen.size.width - 130 || (currentPosition.x > 130 && currentPosition.x < screen.size.height - 130)) {
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   362
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   363
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
3635
38d3e31556d3 improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
koda
parents: 3629
diff changeset
   364
    CGRect screen = [[UIScreen mainScreen] bounds];
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   365
    NSSet *allTouches = [event allTouches];
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   366
    CGPoint currentPosition = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   367
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   368
    switch ([allTouches count]) {
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   369
        case 1:
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   370
            // if we're in the menu we just click in the point
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   371
            if (HW_isAmmoOpen()) {
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   372
                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
   373
                // 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
   374
                HW_click();
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   375
            } else
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   376
                // 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
   377
                if (HW_isWeaponRequiringClick()) {
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   378
                    // 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
   379
                    HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   380
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   381
                    // draw the button at the last touched point (which is the current position)
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   382
                    UIButton *tapAgain = [UIButton buttonWithType:UIButtonTypeRoundedRect];
3672
f225b94a4411 shrink confirmation button, double tap resets zoom and centers hog
koda
parents: 3668
diff changeset
   383
                    tapAgain.frame = CGRectMake(currentPosition.x - 75, currentPosition.y + 25, 150, 40);
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   384
                    tapAgain.tag = CONFIRMATION_TAG;
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   385
                    tapAgain.alpha = 0;
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   386
                    [tapAgain addTarget:self action:@selector(sendHWClick) forControlEvents:UIControlEventTouchUpInside];
3672
f225b94a4411 shrink confirmation button, double tap resets zoom and centers hog
koda
parents: 3668
diff changeset
   387
                    [tapAgain setTitle:NSLocalizedString(@"Tap to set!",@"from the overlay") forState:UIControlStateNormal];
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   388
                    [self.view addSubview:tapAgain];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   389
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   390
                    // animation ftw!
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   391
                    [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
   392
                    [UIView setAnimationDuration:ANIMATION_DURATION];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   393
                    [self.view viewWithTag:CONFIRMATION_TAG].alpha = 1;
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   394
                    [UIView commitAnimations];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   395
3646
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   396
                    // keep the overlay active, or the button will fade
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   397
                    [self activateOverlay];
3646
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   398
                    doNotDim();
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   399
                } else
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   400
                    if (HW_isWeaponTimerable()) {
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   401
                        if (isSegmentVisible) {
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   402
                            UISegmentedControl *grenadeTime = (UISegmentedControl *)[self.view viewWithTag:GRENADE_TAG];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   403
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   404
                            [UIView beginAnimations:@"removing segmented control" context:NULL];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   405
                            [UIView setAnimationDuration:ANIMATION_DURATION];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   406
                            [UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   407
                            grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50);
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   408
                            [UIView commitAnimations];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   409
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   410
                            [grenadeTime performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   411
                        } else {
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   412
                            NSArray *items = [[NSArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",nil];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   413
                            UISegmentedControl *grenadeTime = [[UISegmentedControl alloc] initWithItems:items];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   414
                            [items release];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   415
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   416
                            [grenadeTime addTarget:self action:@selector(setGrenadeTime:) forControlEvents:UIControlEventValueChanged];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   417
                            grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50);
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   418
                            grenadeTime.selectedSegmentIndex = 2;
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   419
                            grenadeTime.tag = GRENADE_TAG;
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   420
                            [self.view addSubview:grenadeTime];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   421
                            [grenadeTime release];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   422
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   423
                            [UIView beginAnimations:@"inserting segmented control" context:NULL];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   424
                            [UIView setAnimationDuration:ANIMATION_DURATION];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   425
                            [UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   426
                            grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width - 100, 250, 50);
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   427
                            [UIView commitAnimations];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   428
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   429
                            [self activateOverlay];
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   430
                            doNotDim();
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   431
                        }
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   432
                        isSegmentVisible = !isSegmentVisible;
3661
2378ada8a6ee i can haz panning
koda
parents: 3660
diff changeset
   433
                    } else
2378ada8a6ee i can haz panning
koda
parents: 3660
diff changeset
   434
                        if (HW_isWeaponSwitch())
2378ada8a6ee i can haz panning
koda
parents: 3660
diff changeset
   435
                            HW_tab();
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   436
            break;
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   437
        case 2:
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   438
            HW_allKeysUp();
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   439
            break;
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   440
        default:
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   441
            break;
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   442
    }
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   443
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
   444
    initialDistanceForPinching = 0;
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   445
}
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   446
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   447
-(void) sendHWClick {
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   448
    HW_click();
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   449
    removeConfirmationInput();
3646
a3271158d93b don't make the confirmation button disappear, present an alert if game doesn't start
koda
parents: 3639
diff changeset
   450
    doDim();
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   451
}
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   452
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   453
-(void) setGrenadeTime:(id) sender {
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   454
    UISegmentedControl *theSegment = (UISegmentedControl *)sender;
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   455
    HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1);
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   456
}
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   457
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   458
-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   459
    [self touchesEnded:touches withEvent:event];
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   460
}
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   461
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   462
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3547
diff changeset
   463
    CGRect screen = [[UIScreen mainScreen] bounds];
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   464
    NSSet *allTouches = [event allTouches];
3662
a44406f4369b polish polish polish polish (also: panning horizontal fix, panning momentum, settings page reworked yet again, memory leaks, crashes, segfaults)
koda
parents: 3661
diff changeset
   465
    int x, y, dx, dy;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   466
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   467
    UITouch *touch, *first, *second;
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   468
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   469
    switch ([allTouches count]) {
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3547
diff changeset
   470
        case 1:
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   471
            touch = [[allTouches allObjects] objectAtIndex:0];
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   472
            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
   473
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   474
            if (HW_isAmmoOpen()) {
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   475
                // no zoom consideration for this
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   476
                HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y));
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   477
            } else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   478
                if (HW_isWeaponRequiringClick()) {
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   479
                    // moves the cursor around wrt zoom
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   480
                    HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   481
                } else {
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   482
                    // panning \o/
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   483
                    dx = startingPoint.x - currentPosition.x;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   484
                    dy = currentPosition.y - startingPoint.y;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   485
                    HW_getCursor(&x, &y);
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   486
                    // momentum (or something like that)
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   487
                    /*if (abs(dx) > 40)
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   488
                        dx *= log(abs(dx)/4);
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   489
                    if (abs(dy) > 40)
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   490
                        dy *= log(abs(dy)/4);*/
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   491
                    HW_setCursor(x + dx/HW_zoomFactor(), y + dy/HW_zoomFactor());
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   492
                    startingPoint = currentPosition;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3672
diff changeset
   493
                }
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3547
diff changeset
   494
            break;
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   495
        case 2:
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   496
            first = [[allTouches allObjects] objectAtIndex:0];
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   497
            second = [[allTouches allObjects] objectAtIndex:1];
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   498
            CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   499
            const int pinchDelta = 40;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   500
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   501
            if (0 != initialDistanceForPinching) {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   502
                if (currentDistanceOfPinching - initialDistanceForPinching > pinchDelta) {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   503
                    HW_zoomIn();
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   504
                    initialDistanceForPinching = currentDistanceOfPinching;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   505
                }
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   506
                else if (initialDistanceForPinching - currentDistanceOfPinching > pinchDelta) {
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   507
                    HW_zoomOut();
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   508
                    initialDistanceForPinching = currentDistanceOfPinching;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   509
                }
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   510
            } else
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   511
                initialDistanceForPinching = currentDistanceOfPinching;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   512
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   513
            break;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   514
        default:
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   515
            break;
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   516
    }
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   517
}
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   518
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   519
#pragma mark -
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   520
#pragma mark Functions called by pascal
3629
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   521
// called from AddProgress and FinishProgress (respectively)
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   522
void startSpinning() {
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   523
    isGameRunning = NO;
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   524
    CGRect screen = [[UIScreen mainScreen] bounds];
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   525
    UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   526
    indicator.tag = 987654;
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   527
    indicator.center = CGPointMake(screen.size.width/2 - 118, screen.size.height/2);
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   528
    indicator.hidesWhenStopped = YES;
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   529
    [indicator startAnimating];
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   530
    [[[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG] addSubview:indicator];
3629
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   531
    [indicator release];
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   532
}
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   533
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   534
void stopSpinning() {
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   535
    UIActivityIndicatorView *indicator = (UIActivityIndicatorView *)[[[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG] viewWithTag:987654];
3629
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   536
    [indicator stopAnimating];
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   537
    isGameRunning = YES;
3737
2ba6ac8a114b reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents: 3701
diff changeset
   538
    HW_zoomSet(1.7);
3629
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3628
diff changeset
   539
}
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   540
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   541
void clearView() {
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   542
    UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   543
    UIButton *theButton = (UIButton *)[theWindow viewWithTag:CONFIRMATION_TAG];
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   544
    UISegmentedControl *theSegment = (UISegmentedControl *)[theWindow viewWithTag:GRENADE_TAG];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   545
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   546
    [UIView beginAnimations:@"remove button" context:NULL];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   547
    [UIView setAnimationDuration:ANIMATION_DURATION];
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   548
    theButton.alpha = 0;
3650
ec90e573f47a add a timer selection for grenades
koda
parents: 3649
diff changeset
   549
    theSegment.alpha = 0;
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   550
    [UIView commitAnimations];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   551
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   552
    [theWindow performSelector:@selector(removeFromSuperview) withObject:theButton afterDelay:0.3];
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3680
diff changeset
   553
    [theWindow performSelector:@selector(removeFromSuperview) withObject:theSegment afterDelay:0.3];
3639
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   554
}
b5cdbcc89b61 use a button instead of label and simplify a lot touch interaction
koda
parents: 3638
diff changeset
   555
3547
02875b1145b7 i <3 mercurial
koda
parents: 3546
diff changeset
   556
@end