1 /* |
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2 * Hedgewars-iOS, a Hedgewars port for iOS devices |
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3 * Copyright (c) 2009-2011 Vittorio Giovara <vittorio.giovara@gmail.com> |
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4 * |
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5 * This program is free software; you can redistribute it and/or modify |
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6 * it under the terms of the GNU General Public License as published by |
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7 * the Free Software Foundation; version 2 of the License |
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8 * |
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9 * This program is distributed in the hope that it will be useful, |
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10 * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 * GNU General Public License for more details. |
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13 * |
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14 * You should have received a copy of the GNU General Public License |
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15 * along with this program; if not, write to the Free Software |
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16 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. |
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17 * |
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18 * File created on 16/03/2010. |
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19 */ |
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20 |
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21 |
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22 #import "OverlayViewController.h" |
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23 #import "InGameMenuViewController.h" |
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24 #import "HelpPageViewController.h" |
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25 #import "AmmoMenuViewController.h" |
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26 #import "CGPointUtils.h" |
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27 #import "ObjcExports.h" |
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28 |
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29 |
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30 #define HIDING_TIME_DEFAULT [NSDate dateWithTimeIntervalSinceNow:2.7] |
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31 #define HIDING_TIME_NEVER [NSDate dateWithTimeIntervalSinceNow:10000] |
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32 #define doDim() [dimTimer setFireDate: (IS_DUALHEAD()) ? HIDING_TIME_NEVER : HIDING_TIME_DEFAULT] |
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33 #define doNotDim() [dimTimer setFireDate:HIDING_TIME_NEVER] |
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34 |
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35 |
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36 static OverlayViewController *mainOverlay; |
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37 |
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38 @implementation OverlayViewController |
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39 @synthesize popoverController, popupMenu, helpPage, amvc, initialScreenCount, loadingIndicator, |
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40 confirmButton, grenadeTimeSegment; |
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41 |
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42 #pragma mark - |
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43 #pragma mark rotation |
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44 |
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45 -(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation { |
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46 return rotationManager(interfaceOrientation); |
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47 } |
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48 |
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49 #pragma mark - |
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50 #pragma mark View Management |
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51 -(id) initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { |
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52 if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) { |
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53 isAttacking = NO; |
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54 isPopoverVisible = NO; |
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55 initialScreenCount = (IS_DUALHEAD() ? 2 : 1); |
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56 loadingIndicator = nil; |
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57 mainOverlay = self; |
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58 } |
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59 return self; |
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60 } |
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61 |
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62 +(OverlayViewController *)mainOverlay { |
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63 return mainOverlay; |
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64 } |
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65 |
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66 -(void) viewDidLoad { |
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67 // fill all the screen available as sdlview disables autoresizing |
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68 CGRect rect = [[UIScreen mainScreen] bounds]; |
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69 self.view.frame = CGRectMake(0, 0, rect.size.height, rect.size.width); |
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70 |
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71 // the timer used to dim the overlay |
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72 dimTimer = [[NSTimer alloc] initWithFireDate:(IS_DUALHEAD()) ? HIDING_TIME_NEVER : [NSDate dateWithTimeIntervalSinceNow:6] |
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73 interval:1000 |
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74 target:self |
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75 selector:@selector(dimOverlay) |
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76 userInfo:nil |
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77 repeats:YES]; |
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78 // add timer to runloop, otherwise it doesn't work |
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79 [[NSRunLoop currentRunLoop] addTimer:dimTimer forMode:NSDefaultRunLoopMode]; |
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80 |
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81 // display the help page, required by the popover on ipad |
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82 [[NSNotificationCenter defaultCenter] addObserver:self |
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83 selector:@selector(showHelp:) |
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84 name:@"show help ingame" |
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85 object:nil]; |
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86 |
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87 if (IS_IPAD()) { |
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88 [[NSNotificationCenter defaultCenter] addObserver:self |
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89 selector:@selector(numberOfScreensIncreased) |
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90 name:UIScreenDidConnectNotification |
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91 object:nil]; |
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92 |
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93 [[NSNotificationCenter defaultCenter] addObserver:self |
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94 selector:@selector(numberOfScreensDecreased) |
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95 name:UIScreenDidDisconnectNotification |
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96 object:nil]; |
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97 } |
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98 |
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99 // present the overlay |
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100 self.view.alpha = 0; |
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101 [UIView beginAnimations:@"showing overlay" context:NULL]; |
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102 [UIView setAnimationDuration:2]; |
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103 self.view.alpha = 1; |
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104 [UIView commitAnimations]; |
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105 } |
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106 |
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107 -(void) viewDidUnload { |
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108 [[NSNotificationCenter defaultCenter] removeObserver:self]; |
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109 |
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110 [NSObject cancelPreviousPerformRequestsWithTarget:self |
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111 selector:@selector(unsetPreciseStatus) |
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112 object:nil]; |
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113 |
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114 // only objects initialized in viewDidLoad should be here |
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115 dimTimer = nil; |
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116 mainOverlay = nil; |
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117 self.helpPage = nil; |
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118 [self dismissPopover]; |
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119 self.popoverController = nil; |
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120 self.amvc = nil; |
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121 self.loadingIndicator = nil; |
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122 MSG_DIDUNLOAD(); |
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123 [super viewDidUnload]; |
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124 } |
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125 |
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126 -(void) didReceiveMemoryWarning { |
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127 if (self.popupMenu.view.superview == nil) |
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128 self.popupMenu = nil; |
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129 if (self.helpPage.view.superview == nil) |
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130 self.helpPage = nil; |
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131 if (self.amvc.view.superview == nil) |
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132 self.amvc = nil; |
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133 if (self.loadingIndicator.superview == nil) |
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134 self.loadingIndicator = nil; |
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135 if (self.confirmButton.superview == nil) |
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136 self.confirmButton = nil; |
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137 if (self.grenadeTimeSegment.superview == nil) |
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138 self.grenadeTimeSegment = nil; |
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139 if (IS_IPAD()) |
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140 if (((UIPopoverController *)self.popoverController).contentViewController.view.superview == nil) |
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141 self.popoverController = nil; |
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142 |
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143 MSG_MEMCLEAN(); |
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144 [super didReceiveMemoryWarning]; |
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145 } |
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146 |
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147 -(void) dealloc { |
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148 releaseAndNil(popupMenu); |
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149 releaseAndNil(helpPage); |
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150 releaseAndNil(popoverController); |
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151 releaseAndNil(amvc); |
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152 releaseAndNil(loadingIndicator); |
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153 releaseAndNil(confirmButton); |
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154 releaseAndNil(grenadeTimeSegment); |
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155 // dimTimer is autoreleased |
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156 [super dealloc]; |
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157 } |
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158 |
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159 -(void) numberOfScreensIncreased { |
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160 if (self.initialScreenCount == 1) { |
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161 UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"New display detected" |
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162 message:NSLocalizedString(@"Hedgewars supports multi-monitor configurations, but the screen has to be connected before launching the game.",@"") |
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163 delegate:nil |
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164 cancelButtonTitle:@"Ok" |
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165 otherButtonTitles:nil]; |
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166 [alert show]; |
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167 [alert release]; |
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168 HW_pause(); |
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169 } |
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170 } |
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171 |
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172 -(void) numberOfScreensDecreased { |
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173 if (self.initialScreenCount == 2) { |
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174 UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Oh noes! Display disconnected" |
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175 message:NSLocalizedString(@"A monitor has been disconnected while playing and this has ended the match! You need to restart the game if you wish to use the second display again.",@"") |
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176 delegate:nil |
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177 cancelButtonTitle:@"Ok" |
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178 otherButtonTitles:nil]; |
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179 [alert show]; |
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180 [alert release]; |
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181 HW_terminate(NO); |
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182 } |
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183 } |
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184 |
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185 #pragma mark - |
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186 #pragma mark overlay appearance |
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187 // nice transition for dimming, should be called only by the timer himself |
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188 -(void) dimOverlay { |
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189 if ([HWUtils isGameRunning]) { |
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190 [UIView beginAnimations:@"overlay dim" context:NULL]; |
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191 [UIView setAnimationDuration:0.6]; |
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192 self.view.alpha = 0.2; |
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193 [UIView commitAnimations]; |
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194 } |
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195 } |
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196 |
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197 // set the overlay visible and put off the timer for enough time |
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198 -(void) activateOverlay { |
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199 self.view.alpha = 1; |
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200 doNotDim(); |
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201 } |
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202 |
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203 -(void) removeOverlay { |
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204 [self.popupMenu performSelectorOnMainThread:@selector(dismiss) withObject:nil waitUntilDone:YES]; |
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205 [self.popoverController performSelectorOnMainThread:@selector(dismissPopoverAnimated:) withObject:nil waitUntilDone:YES]; |
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206 [self.view performSelectorOnMainThread:@selector(removeFromSuperview) withObject:nil waitUntilDone:YES]; |
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207 [self performSelectorOnMainThread:@selector(release) withObject:nil waitUntilDone:YES]; |
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208 mainOverlay = nil; |
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209 } |
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210 |
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211 #pragma mark - |
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212 #pragma mark overlay user interaction |
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213 // dim the overlay when there's no more input for a certain amount of time |
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214 -(IBAction) buttonReleased:(id) sender { |
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215 if ([HWUtils isGameRunning] == NO) |
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216 return; |
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217 |
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218 UIButton *theButton = (UIButton *)sender; |
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219 |
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220 switch (theButton.tag) { |
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221 case 0: |
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222 case 1: |
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223 case 2: |
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224 case 3: |
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225 [NSObject cancelPreviousPerformRequestsWithTarget:self |
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226 selector:@selector(unsetPreciseStatus) |
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227 object:nil]; |
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228 HW_walkingKeysUp(); |
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229 break; |
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230 case 4: |
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231 case 5: |
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232 case 6: |
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233 HW_otherKeysUp(); |
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234 break; |
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235 default: |
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236 DLog(@"Nope"); |
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237 break; |
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238 } |
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239 |
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240 isAttacking = NO; |
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241 doDim(); |
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242 } |
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243 |
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244 // issue certain action based on the tag of the button |
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245 -(IBAction) buttonPressed:(id) sender { |
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246 [self activateOverlay]; |
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247 |
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248 if ([HWUtils isGameRunning] == NO) |
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249 return; |
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250 |
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251 if (isPopoverVisible) |
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252 [self dismissPopover]; |
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253 |
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254 UIButton *theButton = (UIButton *)sender; |
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255 switch (theButton.tag) { |
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256 case 0: |
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257 if (isAttacking == NO) |
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258 HW_walkLeft(); |
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259 break; |
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260 case 1: |
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261 if (isAttacking == NO) |
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262 HW_walkRight(); |
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263 break; |
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264 case 2: |
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265 [self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8]; |
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266 HW_preciseSet(!HW_isWeaponRope()); |
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267 HW_aimUp(); |
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268 break; |
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269 case 3: |
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270 [self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8]; |
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271 HW_preciseSet(!HW_isWeaponRope()); |
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272 HW_aimDown(); |
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273 break; |
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274 case 4: |
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275 HW_shoot(); |
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276 isAttacking = YES; |
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277 break; |
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278 case 5: |
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279 HW_jump(); |
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280 break; |
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281 case 6: |
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282 HW_backjump(); |
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283 break; |
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284 case 10: |
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285 [AudioManagerController playClickSound]; |
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286 clearView(); |
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287 HW_pause(); |
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288 if (self.amvc.isVisible && IS_DUALHEAD() == NO) { |
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289 doDim(); |
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290 [self.amvc disappear]; |
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291 } |
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292 clearView(); |
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293 [self showPopover]; |
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294 break; |
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295 case 11: |
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296 [AudioManagerController playClickSound]; |
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297 clearView(); |
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298 |
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299 if (IS_DUALHEAD() || [[[NSUserDefaults standardUserDefaults] objectForKey:@"classic_menu"] boolValue] == NO) { |
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300 if (self.amvc == nil) |
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301 self.amvc = [[AmmoMenuViewController alloc] init]; |
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302 |
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303 if (self.amvc.isVisible) { |
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304 doDim(); |
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305 [self.amvc disappear]; |
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306 } else { |
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307 if (HW_isAmmoMenuNotAllowed() == NO) { |
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308 doNotDim(); |
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309 [self.amvc appearInView:self.view]; |
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310 } |
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311 } |
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312 } else |
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313 HW_ammoMenu(); |
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314 break; |
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315 default: |
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316 DLog(@"Nope"); |
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317 break; |
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318 } |
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319 } |
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320 |
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321 -(void) unsetPreciseStatus { |
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322 HW_preciseSet(NO); |
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323 } |
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324 |
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325 -(void) sendHWClick { |
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326 HW_click(); |
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327 clearView(); |
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328 doDim(); |
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329 } |
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330 |
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331 -(void) setGrenadeTime:(id) sender { |
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332 UISegmentedControl *theSegment = (UISegmentedControl *)sender; |
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333 if ([ObjcExports grenadeTime] != theSegment.selectedSegmentIndex) { |
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334 HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1); |
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335 [ObjcExports setGrenadeTime:theSegment.selectedSegmentIndex]; |
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336 } |
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337 } |
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338 |
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339 #pragma mark - |
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340 #pragma mark in-game menu and help page |
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341 -(void) showHelp:(id) sender { |
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342 if (self.helpPage == nil) { |
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343 NSString *xibName = (IS_IPAD() ? @"HelpPageInGameViewController-iPad" : @"HelpPageInGameViewController-iPhone"); |
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344 self.helpPage = [[HelpPageViewController alloc] initWithNibName:xibName bundle:nil]; |
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345 } |
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346 self.helpPage.view.alpha = 0; |
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347 [self.view addSubview:helpPage.view]; |
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348 [UIView beginAnimations:@"helpingame" context:NULL]; |
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349 self.helpPage.view.alpha = 1; |
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350 [UIView commitAnimations]; |
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351 doNotDim(); |
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352 } |
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353 |
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354 // show up a popover containing a popupMenuViewController; we hook it with setPopoverContentSize |
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355 // on iphone instead just use the tableViewController directly (and implement manually all animations) |
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356 -(IBAction) showPopover{ |
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357 CGRect screen = [[UIScreen mainScreen] bounds]; |
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358 isPopoverVisible = YES; |
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359 |
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360 if (IS_IPAD()) { |
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361 if (self.popupMenu == nil) |
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362 self.popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStylePlain]; |
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363 if (self.popoverController == nil) { |
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364 self.popoverController = [[UIPopoverController alloc] initWithContentViewController:self.popupMenu]; |
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365 [self.popoverController setPopoverContentSize:CGSizeMake(220, 200) animated:YES]; |
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366 [self.popoverController setPassthroughViews:[NSArray arrayWithObject:self.view]]; |
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367 } |
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368 |
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369 [self.popoverController presentPopoverFromRect:CGRectMake(screen.size.height / 2, screen.size.width / 2, 1, 1) |
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370 inView:self.view |
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371 permittedArrowDirections:UIPopoverArrowDirectionAny |
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372 animated:YES]; |
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373 } else { |
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374 if (self.popupMenu == nil) |
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375 self.popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStyleGrouped]; |
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376 |
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377 [self.view addSubview:popupMenu.view]; |
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378 [self.popupMenu present]; |
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379 } |
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380 self.popupMenu.tableView.scrollEnabled = NO; |
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381 } |
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382 |
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383 // on ipad just dismiss it, on iphone transtion to the right |
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384 -(void) dismissPopover { |
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385 if (YES == isPopoverVisible) { |
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386 isPopoverVisible = NO; |
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387 if (HW_isPaused()) |
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388 HW_pauseToggle(); |
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389 |
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390 [self.popupMenu dismiss]; |
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391 if (IS_IPAD()) |
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392 [self.popoverController dismissPopoverAnimated:YES]; |
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393 |
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394 [self buttonReleased:nil]; |
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395 } |
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396 } |
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397 |
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398 #pragma mark - |
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399 #pragma mark Custom touch event handling |
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400 -(BOOL) shouldIgnoreTouch:(NSSet *)allTouches { |
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401 if ([HWUtils isGameRunning] == NO) |
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402 return YES; |
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403 |
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404 // ignore activity near the dpad and buttons |
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405 CGPoint touchPoint = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view]; |
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406 CGSize screen = [[UIScreen mainScreen] bounds].size; |
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407 |
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408 if ((touchPoint.x < 160 && touchPoint.y > screen.width - 155 ) || |
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409 (touchPoint.x > screen.height - 135 && touchPoint.y > screen.width - 140)) |
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410 return YES; |
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411 return NO; |
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412 } |
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413 |
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414 -(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { |
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415 NSSet *allTouches = [event allTouches]; |
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416 UITouch *first, *second; |
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417 |
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418 if ([self shouldIgnoreTouch:allTouches] == YES) |
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419 return; |
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420 |
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421 // hide in-game menu |
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422 if (isPopoverVisible) |
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423 [self dismissPopover]; |
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424 |
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425 if (self.amvc.isVisible && IS_DUALHEAD() == NO) { |
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426 doDim(); |
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427 [self.amvc disappear]; |
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428 } |
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429 // reset default dimming |
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430 doDim(); |
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431 |
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432 HW_setPianoSound([allTouches count]); |
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433 |
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434 switch ([allTouches count]) { |
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435 case 1: |
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436 startingPoint = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view]; |
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437 if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount]) |
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438 HW_zoomReset(); |
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439 break; |
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440 case 2: |
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441 if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount]) |
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442 HW_screenshot(); |
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443 else { |
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444 // pinching |
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445 first = [[allTouches allObjects] objectAtIndex:0]; |
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446 second = [[allTouches allObjects] objectAtIndex:1]; |
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447 initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]); |
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448 } |
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449 break; |
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450 default: |
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451 break; |
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452 } |
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453 } |
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454 |
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455 -(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { |
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456 NSSet *allTouches = [event allTouches]; |
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457 if ([self shouldIgnoreTouch:allTouches] == YES) |
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458 return; |
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459 |
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460 CGRect screen = [[UIScreen mainScreen] bounds]; |
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461 CGPoint currentPosition = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view]; |
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462 |
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463 switch ([allTouches count]) { |
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464 case 1: |
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465 // if we're in the menu we just click in the point |
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466 if (HW_isAmmoMenuOpen()) { |
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467 HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y)); |
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468 // this click doesn't need any wrapping because the ammoMenu already limits the cursor |
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469 HW_click(); |
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470 } else |
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471 // if weapon requires a further click, ask for tapping again |
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472 if (HW_isWeaponRequiringClick()) { |
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473 // here don't have to wrap thanks to isCursorVisible magic |
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474 HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y)); |
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475 |
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476 // draw the button at the last touched point (which is the current position) |
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477 if (self.confirmButton == nil) { |
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478 UIButton *tapAgain = [UIButton buttonWithType:UIButtonTypeRoundedRect]; |
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479 [tapAgain addTarget:self action:@selector(sendHWClick) forControlEvents:UIControlEventTouchUpInside]; |
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480 [tapAgain setTitle:NSLocalizedString(@"Set!",@"on the overlay") forState:UIControlStateNormal]; |
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481 self.confirmButton = tapAgain; |
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482 } |
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483 self.confirmButton.alpha = 0; |
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484 self.confirmButton.frame = CGRectMake(currentPosition.x - 75, currentPosition.y + 25, 150, 40); |
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485 [self.view addSubview:self.confirmButton]; |
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486 |
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487 // animation ftw! |
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488 [UIView beginAnimations:@"inserting button" context:NULL]; |
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489 [UIView setAnimationDuration:ANIMATION_DURATION]; |
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490 self.confirmButton.alpha = 1; |
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491 [UIView commitAnimations]; |
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492 |
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493 // keep the overlay active, or the button will fade |
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494 [self activateOverlay]; |
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495 doNotDim(); |
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496 } else |
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497 if (HW_isWeaponTimerable()) { |
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498 if (self.grenadeTimeSegment.tag != 0) { |
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499 [UIView beginAnimations:@"removing segmented control" context:NULL]; |
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500 [UIView setAnimationDuration:ANIMATION_DURATION]; |
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501 self.grenadeTimeSegment.alpha = 0; |
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502 [UIView commitAnimations]; |
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503 |
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504 [self.grenadeTimeSegment performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION]; |
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505 self.grenadeTimeSegment.tag = 0; |
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506 } else { |
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507 if (self.grenadeTimeSegment == nil) { |
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508 NSArray *items = [[NSArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",nil]; |
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509 UISegmentedControl *grenadeSegment = [[UISegmentedControl alloc] initWithItems:items]; |
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510 [items release]; |
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511 [grenadeSegment addTarget:self action:@selector(setGrenadeTime:) forControlEvents:UIControlEventValueChanged]; |
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512 self.grenadeTimeSegment = grenadeSegment; |
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513 [grenadeSegment release]; |
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514 } |
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515 self.grenadeTimeSegment.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50); |
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516 self.grenadeTimeSegment.selectedSegmentIndex = [ObjcExports grenadeTime]; |
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517 self.grenadeTimeSegment.alpha = 1; |
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518 [self.view addSubview:self.grenadeTimeSegment]; |
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519 |
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520 [UIView beginAnimations:@"inserting segmented control" context:NULL]; |
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521 [UIView setAnimationDuration:ANIMATION_DURATION]; |
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522 [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; |
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523 self.grenadeTimeSegment.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width - 100, 250, 50); |
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524 [UIView commitAnimations]; |
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525 |
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526 self.grenadeTimeSegment.tag++; |
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527 [self activateOverlay]; |
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528 doNotDim(); |
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529 } |
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530 } else |
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531 if (HW_isWeaponSwitch()) |
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532 HW_tab(); |
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533 break; |
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534 case 2: |
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535 HW_allKeysUp(); |
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536 break; |
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537 default: |
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538 break; |
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539 } |
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540 |
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541 initialDistanceForPinching = 0; |
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542 } |
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543 |
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544 -(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { |
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545 [self touchesEnded:touches withEvent:event]; |
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546 } |
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547 |
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548 -(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { |
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549 NSSet *allTouches = [event allTouches]; |
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550 if ([self shouldIgnoreTouch:allTouches] == YES) |
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551 return; |
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552 |
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553 CGRect screen = [[UIScreen mainScreen] bounds]; |
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554 int x, y, dx, dy; |
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555 UITouch *touch, *first, *second; |
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556 |
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557 switch ([allTouches count]) { |
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558 case 1: |
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559 touch = [[allTouches allObjects] objectAtIndex:0]; |
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560 CGPoint currentPosition = [touch locationInView:self.view]; |
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561 |
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562 if (HW_isAmmoMenuOpen()) { |
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563 // no zoom consideration for this |
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564 HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y)); |
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565 } else |
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566 if (HW_isWeaponRequiringClick()) { |
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567 // moves the cursor around wrt zoom |
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568 HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y)); |
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569 } else { |
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570 // panning \o/ |
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571 dx = startingPoint.x - currentPosition.x; |
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572 dy = currentPosition.y - startingPoint.y; |
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573 HW_getCursor(&x, &y); |
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574 // momentum (or something like that) |
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575 /*if (abs(dx) > 40) |
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576 dx *= log(abs(dx)/4); |
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577 if (abs(dy) > 40) |
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578 dy *= log(abs(dy)/4);*/ |
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579 HW_setCursor(x + dx/HW_zoomFactor(), y + dy/HW_zoomFactor()); |
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580 startingPoint = currentPosition; |
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581 } |
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582 break; |
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583 case 2: |
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584 first = [[allTouches allObjects] objectAtIndex:0]; |
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585 second = [[allTouches allObjects] objectAtIndex:1]; |
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586 CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]); |
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587 const int pinchDelta = 40; |
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588 |
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589 if (0 != initialDistanceForPinching) { |
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590 if (currentDistanceOfPinching - initialDistanceForPinching > pinchDelta) { |
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591 HW_zoomIn(); |
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592 initialDistanceForPinching = currentDistanceOfPinching; |
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593 } |
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594 else if (initialDistanceForPinching - currentDistanceOfPinching > pinchDelta) { |
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595 HW_zoomOut(); |
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596 initialDistanceForPinching = currentDistanceOfPinching; |
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597 } |
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598 } else |
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599 initialDistanceForPinching = currentDistanceOfPinching; |
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600 break; |
|
601 default: |
|
602 break; |
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603 } |
|
604 } |
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605 |
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606 @end |
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