--- a/project_files/HedgewarsMobile/Classes/CGPointUtils.h Sat Feb 11 04:27:58 2012 +0100
+++ b/project_files/HedgewarsMobile/Classes/CGPointUtils.h Sat Feb 11 05:13:56 2012 +0100
@@ -24,11 +24,11 @@
#define degreesToRadians(x) ( M_PI * x / 180.0)
#define radiansToDegrees(x) (180.0 * x / M_PI )
-#define HWX(x) (int)(x-screen.size.height/2)/HW_zoomFactor()
-#define HWY(x) (int)(screen.size.width-x)/HW_zoomFactor() + (IS_IPAD()?40:17.5)*HW_zoomLevel()/HW_zoomFactor()
+#define HWX(x) (int)(x-screen.size.width/2)/HW_zoomFactor()
+#define HWY(x) (int)(screen.size.height-x)/HW_zoomFactor()+(IS_IPAD()?40:17.5)*HW_zoomLevel()/HW_zoomFactor()
-#define HWXZ(x) (int)(x-screen.size.height/2)
-#define HWYZ(x) (int)(screen.size.width-x)
+#define HWXZ(x) (int)(x-screen.size.width/2)
+#define HWYZ(x) (int)(screen.size.height-x)
CGFloat distanceBetweenPoints (CGPoint first, CGPoint second);
CGFloat angleBetweenPoints(CGPoint first, CGPoint second);
--- a/project_files/HedgewarsMobile/Classes/OverlayViewController.m Sat Feb 11 04:27:58 2012 +0100
+++ b/project_files/HedgewarsMobile/Classes/OverlayViewController.m Sat Feb 11 05:13:56 2012 +0100
@@ -287,7 +287,7 @@
// show up a popover containing a popupMenuViewController; we hook it with setPopoverContentSize
// on iphone instead just use the tableViewController directly (and implement manually all animations)
-(IBAction) showPopover{
- CGRect screen = [[UIScreen mainScreen] bounds];
+ CGRect screen = [[UIScreen mainScreen] safeBounds];
isPopoverVisible = YES;
if (IS_IPAD()) {
@@ -299,7 +299,7 @@
[self.popoverController setPassthroughViews:[NSArray arrayWithObject:self.view]];
}
- [self.popoverController presentPopoverFromRect:CGRectMake(screen.size.height / 2, screen.size.width / 2, 1, 1)
+ [self.popoverController presentPopoverFromRect:CGRectMake(screen.size.width / 2, screen.size.height / 2, 1, 1)
inView:self.view
permittedArrowDirections:UIPopoverArrowDirectionAny
animated:YES];
@@ -336,10 +336,10 @@
// ignore activity near the dpad and buttons
CGPoint touchPoint = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
- CGSize screen = [[UIScreen mainScreen] bounds].size;
+ CGSize screen = [[UIScreen mainScreen] safeBounds].size;
- if ((touchPoint.x < 160 && touchPoint.y > screen.width - 155 ) ||
- (touchPoint.x > screen.height - 135 && touchPoint.y > screen.width - 140))
+ if ((touchPoint.x < 160 && touchPoint.y > screen.height - 155 ) ||
+ (touchPoint.x > screen.width - 135 && touchPoint.y > screen.height - 140))
return YES;
return NO;
}
@@ -386,14 +386,14 @@
if ([self shouldIgnoreTouch:allTouches] == YES)
return;
- CGRect screen = [[UIScreen mainScreen] bounds];
+ CGRect screen = [[UIScreen mainScreen] safeBounds];
CGPoint currentPosition = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
switch ([allTouches count]) {
case 1:
// if we're in the menu we just click in the point
if (HW_isAmmoMenuOpen()) {
- HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y));
+ HW_setCursor(HWXZ(currentPosition.x),HWYZ(currentPosition.y));
// this click doesn't need any wrapping because the ammoMenu already limits the cursor
HW_click();
} else
@@ -479,7 +479,7 @@
if ([self shouldIgnoreTouch:allTouches] == YES)
return;
- CGRect screen = [[UIScreen mainScreen] bounds];
+ CGRect screen = [[UIScreen mainScreen] safeBounds];
int x, y, dx, dy;
UITouch *touch, *first, *second;