cocoaTouch/OverlayViewController.m
author koda
Sat, 01 May 2010 12:53:55 +0000
changeset 3385 361bd29293f4
parent 3364 e5403e2bf02c
child 3395 095273ad0e08
permissions -rw-r--r--
add automatic rotation in ipad (landscape only) possible fix for compiling hw under haiku restore randomity in choosing the theme
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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 "PopoverMenuViewController.h"
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#import "CommodityFunctions.h"
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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) didReceiveMemoryWarning {
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	// Releases the view if it doesn't have a superview.
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    [super didReceiveMemoryWarning];
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	// Release any cached data, images, etc that aren't in use.
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}
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-(void) 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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	if (orientation == UIDeviceOrientationLandscapeLeft) {
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        [UIView beginAnimations:@"flip1" context:NULL];
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        [UIView setAnimationDuration:0.8f];
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        [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
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        [[SDLUIKitDelegate sharedAppDelegate].uiwindow viewWithTag:SDL_VIEW_TAG].transform = CGAffineTransformMakeRotation(degreesToRadian(0));
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        self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90));
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        self.view.frame = CGRectMake(0, 0, rect.size.width, rect.size.height);
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        [UIView commitAnimations];
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	} else
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        if (orientation == UIDeviceOrientationLandscapeRight) {
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            [UIView beginAnimations:@"flip2" context:NULL];
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            [UIView setAnimationDuration:0.8f];
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            [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
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            [[SDLUIKitDelegate sharedAppDelegate].uiwindow viewWithTag:SDL_VIEW_TAG].transform = CGAffineTransformMakeRotation(degreesToRadian(180));
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            self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(-90));
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            self.view.frame = CGRectMake(0, 0, rect.size.width, rect.size.height);
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            [UIView commitAnimations];
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        }
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}
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-(void) viewDidLoad {
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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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    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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    // listen for dismissal of the popover (see below)
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    [[NSNotificationCenter defaultCenter] addObserver:self
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                                             selector:@selector(dismissPopover)
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                                                 name:@"dismissPopover"
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                                               object:nil];
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    // present the overlay after 2 seconds
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    [NSTimer scheduledTimerWithTimeInterval:2
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                                     target:self
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                                   selector:@selector(showMenuAfterwards)
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                                   userInfo:nil
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                                    repeats:NO];
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}
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-(void) viewDidUnload {
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    self.popoverController = nil;
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    self.popupMenu = nil;
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    [super viewDidUnload];
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}
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-(void) dealloc {
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	[dimTimer invalidate];
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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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// draws the controller overlay after the sdl window has taken control
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-(void) showMenuAfterwards {
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    [[SDLUIKitDelegate sharedAppDelegate].uiwindow bringSubviewToFront:self.view];
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    // need to split paths because iphone doesn't rotate (so we don't need to subscribe to any notification
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    // nor perform engine actions when rotating
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    if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
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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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        [self didRotate:nil];
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    } else 
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        self.view.transform = CGAffineTransformRotate(self.view.transform, (M_PI/2.0));
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	[UIView beginAnimations:@"showing overlay" context:NULL];
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	[UIView setAnimationDuration:1];
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	self.view.alpha = 1;
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	[UIView commitAnimations];
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}
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// dim the overlay when there's no more input for a certain amount of time
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-(IBAction) buttonReleased:(id) sender {
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	HW_allKeysUp();
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    [dimTimer setFireDate:[NSDate dateWithTimeIntervalSinceNow:2.7]];
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}
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// nice transition for dimming
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-(void) dimOverlay {
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    [UIView beginAnimations:@"overlay dim" context:NULL];
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   	[UIView setAnimationDuration:0.6];
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    self.view.alpha = 0.2;
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	[UIView commitAnimations];
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}
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// set the overlay visible and put off the timer for enough time
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-(void) activateOverlay {
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    self.view.alpha = 1;
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    [dimTimer setFireDate:[NSDate dateWithTimeIntervalSinceNow:1000]];
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}
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// issue certain action based on the tag of the button 
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-(IBAction) buttonPressed:(id) sender {
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    [self activateOverlay];
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    if (isPopoverVisible) {
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        [self dismissPopover];
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    }
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    UIButton *theButton = (UIButton *)sender;
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    switch (theButton.tag) {
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        case 0:
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            HW_walkLeft();
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            break;
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        case 1:
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            HW_walkRight();
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            break;
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        case 2:
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            HW_aimUp();
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            break;
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        case 3:
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            HW_aimDown();
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            break;
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        case 4:
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            HW_shoot();
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            break;
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        case 5:
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            HW_jump();
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            break;
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        case 6:
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            HW_backjump();
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            break;
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        case 7:
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            HW_tab();
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            break;
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        case 10:
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            [self showPopover];
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            break;
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        default:
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            NSLog(@"Nope");
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            break;
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    }
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}
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// present a further check before closing game
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-(void) actionSheet:(UIActionSheet *)actionSheet didDismissWithButtonIndex:(NSInteger) buttonIndex {
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	if ([actionSheet cancelButtonIndex] != buttonIndex)
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	    HW_terminate(NO);
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	else
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        HW_pause();		
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}
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// show up a popover containing a popupMenuViewController; we hook it with setPopoverContentSize
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// on iphone instead just use the tableViewController directly (and implement manually all animations)
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-(IBAction) showPopover{
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    isPopoverVisible = YES;
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    Class popoverControllerClass = NSClassFromString(@"UIPopoverController");
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    if (popoverControllerClass) {
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#ifdef __IPHONE_3_2
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        popupMenu = [[PopoverMenuViewController alloc] initWithStyle:UITableViewStylePlain];
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        popoverController = [[popoverControllerClass alloc] initWithContentViewController:popupMenu];
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        [popoverController setPopoverContentSize:CGSizeMake(220, 170) animated:YES];
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        [popoverController setPassthroughViews:[NSArray arrayWithObject:self.view]];
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        [popoverController presentPopoverFromRect:CGRectMake(960, 0, 220, 32)
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                                           inView:self.view
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                         permittedArrowDirections:UIPopoverArrowDirectionUp 
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                                         animated:YES];
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#endif
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    } else {
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        popupMenu = [[PopoverMenuViewController alloc] initWithStyle:UITableViewStyleGrouped];
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        popupMenu.view.backgroundColor = [UIColor clearColor];
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        popupMenu.view.frame = CGRectMake(480, 0, 200, 170);
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        [self.view addSubview:popupMenu.view];
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        [UIView beginAnimations:@"showing popover" context:NULL];
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        [UIView setAnimationDuration:0.35];
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        popupMenu.view.frame = CGRectMake(280, 0, 200, 170);
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        [UIView commitAnimations];
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    }
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    popupMenu.tableView.scrollEnabled = NO;
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}
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// on ipad just dismiss it, on iphone transtion on the right
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-(void) dismissPopover {
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    if (YES == isPopoverVisible) {
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        isPopoverVisible = NO;
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        if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
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#ifdef __IPHONE_3_2
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            [popoverController dismissPopoverAnimated:YES];
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#endif
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        } else {
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            [UIView beginAnimations:@"hiding popover" context:NULL];
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            [UIView setAnimationDuration:0.35];
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            popupMenu.view.frame = CGRectMake(480, 0, 200, 170);
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            [UIView commitAnimations];
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            [popupMenu.view performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:0.35];
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            [popupMenu performSelector:@selector(release) withObject:nil afterDelay:0.35];
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            //[dimTimer setFireDate:[NSDate dateWithTimeIntervalSinceNow:2.7]];
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        }
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        [self buttonReleased:nil];
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    }
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}
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#pragma mark -
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#pragma mark Custom touch event handling
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#define kMinimumPinchDelta      50
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-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
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	NSArray *twoTouches;
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	UITouch *touch = [touches anyObject];
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    if (isPopoverVisible) {
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        [self dismissPopover];
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    }
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    gestureStartPoint = [touch locationInView:self.view];
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	switch ([touches count]) {
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		case 1:
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			initialDistanceForPinching = 0;
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			switch ([touch tapCount]) {
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				case 1:
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					NSLog(@"X:%d Y:%d", (int)gestureStartPoint.x, (int)gestureStartPoint.y );
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					//SDL_WarpMouseInWindow([SDLUIKitDelegate sharedAppDelegate].window, 
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					//		      (int)gestureStartPoint.y, width - (int)gestureStartPoint.x);
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					//HW_click();
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					break;
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				case 2:
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					HW_ammoMenu();
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					break;
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				default:
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					break;
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			}
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			break;
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		case 2:
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			if (2 == [touch tapCount]) {
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				HW_zoomReset();
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			}
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			// pinching
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            gestureStartPoint.x = 0;
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            gestureStartPoint.y = 0;
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			twoTouches = [touches allObjects];
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			UITouch *first = [twoTouches objectAtIndex:0];
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			UITouch *second = [twoTouches objectAtIndex:1];
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			initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
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			break;
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		default:
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			break;
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	}
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}
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-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
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	initialDistanceForPinching = 0;
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	HW_allKeysUp();
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}
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-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
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	// this can happen if the user puts more than 5 touches on the screen at once, or perhaps in other circumstances
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	[self touchesEnded:touches withEvent:event];
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}
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-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
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    CGFloat minimumGestureLength;
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    int logCoeff;
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    if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
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        minimumGestureLength = 5.0f;
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        logCoeff = 19;
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    } else {
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        minimumGestureLength = 3.0f;
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        logCoeff = 3;
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    }
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   323
    
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	NSArray *twoTouches;
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	CGPoint currentPosition;
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	UITouch *touch = [touches anyObject];
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	switch ([touches count]) {
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		case 1:
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			currentPosition = [touch locationInView:self.view];
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			// panning
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			CGFloat deltaX = fabsf(gestureStartPoint.x - currentPosition.x);
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			CGFloat deltaY = fabsf(gestureStartPoint.y - currentPosition.y);
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   334
			
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            if (deltaX >= minimumGestureLength) {
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                NSLog(@"Horizontal swipe detected, deltaX: %f deltaY: %f",deltaX, deltaY);
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                if (currentPosition.x > gestureStartPoint.x) {
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                    HW_cursorLeft(logCoeff*log(deltaX));
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   339
                } else {
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                    HW_cursorRight(logCoeff*log(deltaX));
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   341
                }
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   342
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            } 
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            if (deltaY >= minimumGestureLength) {
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                NSLog(@"Horizontal swipe detected, deltaX: %f deltaY: %f",deltaX, deltaY);
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                if (currentPosition.y < gestureStartPoint.y) {
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                    HW_cursorDown(logCoeff*log(deltaY));
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                } else {
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                    HW_cursorUp(logCoeff*log(deltaY));
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                }            
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            }
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   352
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			break;
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   354
		case 2:
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			twoTouches = [touches allObjects];
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			UITouch *first = [twoTouches objectAtIndex:0];
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			UITouch *second = [twoTouches objectAtIndex:1];
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			CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
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   359
			
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			if (0 == initialDistanceForPinching) 
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				initialDistanceForPinching = currentDistanceOfPinching;
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			if (currentDistanceOfPinching < initialDistanceForPinching + kMinimumPinchDelta)
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				HW_zoomOut();
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			else if (currentDistanceOfPinching > initialDistanceForPinching + kMinimumPinchDelta)
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				HW_zoomIn();
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   367
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			currentDistanceOfPinching = initialDistanceForPinching;
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			break;
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		default:
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			break;
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   372
	}
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   373
}
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   374
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   375
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   376
@end