project_files/HedgewarsMobile/Classes/SchemeWeaponConfigViewController.m
author antonc27 <antonc27@mail.ru>
Sat, 12 Sep 2015 05:21:21 +0200
branchios-revival
changeset 11162 715849bf6458
parent 11148 064a53861759
child 11163 f65f462d5a06
permissions -rw-r--r--
- We don't need to explicitly propagate vc lifecycle messages Note: This actually fix crash related to [SDL_uikitwindow release], which appears after receiving memory warning during playing one game, finishing it and getting back to GameConfigViewController.
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/*
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 * Hedgewars-iOS, a Hedgewars port for iOS devices
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 * Copyright (c) 2009-2012 Vittorio Giovara <vittorio.giovara@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA.
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 */
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#import "SchemeWeaponConfigViewController.h"
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#import <QuartzCore/QuartzCore.h>
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#define LABEL_TAG 57423
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#define TABLE_TAG 45657
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@implementation SchemeWeaponConfigViewController
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@synthesize listOfSchemes, listOfWeapons, listOfScripts, lastIndexPath_sc, lastIndexPath_we, lastIndexPath_lu,
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            selectedScheme, selectedWeapon, selectedScript, scriptCommand, topControl, sectionsHidden;
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-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
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    return rotationManager(interfaceOrientation);
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}
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#pragma mark -
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#pragma mark custom setters/getters
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-(NSString *)selectedScheme {
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    if (selectedScheme == nil)
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        self.selectedScheme = @"Default.plist";
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    return selectedScheme;
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}
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-(NSString *)selectedWeapon {
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    if (selectedWeapon == nil)
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        self.selectedWeapon = @"Default.plist";
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    return selectedWeapon;
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}
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-(NSString *)selectedScript {
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    if (selectedScript == nil)
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        self.selectedScript = @"Normal.plist";
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    return selectedScript;
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}
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-(NSString *)scriptCommand {
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    if (scriptCommand == nil)
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        self.scriptCommand = @"";
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    return scriptCommand;
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}
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-(NSArray *)listOfSchemes {
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    if (listOfSchemes == nil)
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        self.listOfSchemes = [[NSFileManager defaultManager] contentsOfDirectoryAtPath:SCHEMES_DIRECTORY() error:NULL];
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    return listOfSchemes;
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}
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-(NSArray *)listOfWeapons {
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    if (listOfWeapons == nil)
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        self.listOfWeapons = [[NSFileManager defaultManager] contentsOfDirectoryAtPath:WEAPONS_DIRECTORY() error:NULL];
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    return listOfWeapons;
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}
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-(NSArray *)listOfScripts {
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    if (listOfScripts == nil)
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        self.listOfScripts = [[[NSFileManager defaultManager] contentsOfDirectoryAtPath:SCRIPTS_DIRECTORY() error:NULL]
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                              filteredArrayUsingPredicate:[NSPredicate predicateWithFormat:@"SELF ENDSWITH '.lua'"]];
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    return listOfScripts;
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}
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-(UISegmentedControl *)topControl {
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    if (topControl == nil) {
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        NSArray *array = [[NSArray alloc] initWithObjects:
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                          NSLocalizedString(@"Scheme",@""),
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                          NSLocalizedString(@"Weapon",@""),
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                          NSLocalizedString(@"Style",@""),nil];
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        UISegmentedControl *controller = [[UISegmentedControl alloc] initWithItems:array];
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        [array release];
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        controller.segmentedControlStyle = UISegmentedControlStyleBar;
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        controller.tintColor = [UIColor lightGrayColor];
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        controller.selectedSegmentIndex = 0;
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        self.topControl = controller;
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        [controller release];
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    }
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    return topControl;
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}
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#pragma mark -
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#pragma mark View lifecycle
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-(void) viewDidLoad {
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    self.sectionsHidden = NO;
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    NSInteger topOffset = IS_IPAD() ? 45 : 0;
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    NSInteger bottomOffset = IS_IPAD() ? 3 : 0;
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    UITableView *aTableView = [[UITableView alloc] initWithFrame:CGRectMake(0,
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                                                                            topOffset,
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                                                                            self.view.frame.size.width,
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                                                                            self.view.frame.size.height - topOffset - bottomOffset)
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                                                           style:UITableViewStyleGrouped];
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    aTableView.delegate = self;
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    aTableView.dataSource = self;
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    if (IS_IPAD()) {
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        [aTableView setBackgroundColorForAnyTable:[UIColor clearColor]];
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        UILabel *background = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)
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                                                    andTitle:nil
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                                             withBorderWidth:2.7f];
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        background.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
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        [self.view insertSubview:background atIndex:0];
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        [background release];
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        self.topControl.frame = CGRectMake(0, 4, self.view.frame.size.width * 80/100, 30);
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        self.topControl.autoresizingMask = UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin;
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        self.topControl.center = CGPointMake(self.view.frame.size.width/2, 24);
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        [self.topControl addTarget:aTableView action:@selector(reloadData) forControlEvents:UIControlEventValueChanged];
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        [self.view addSubview:self.topControl];
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    } else {
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        UIImage *backgroundImage = [[UIImage alloc] initWithContentsOfFile:@"background~iphone.png"];
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        UIImageView *background = [[UIImageView alloc] initWithImage:backgroundImage];
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        background.contentMode = UIViewContentModeScaleAspectFill;
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        background.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
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        [backgroundImage release];
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        [self.view addSubview:background];
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        [background release];
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        [aTableView setBackgroundColorForAnyTable:[UIColor clearColor]];
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    }
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    aTableView.tag = TABLE_TAG;
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    aTableView.indicatorStyle = UIScrollViewIndicatorStyleWhite;
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    aTableView.separatorColor = [UIColor whiteColor];
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    aTableView.separatorStyle = UITableViewCellSeparatorStyleNone;
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    aTableView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
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    [self.view addSubview:aTableView];
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    [aTableView release];
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    [super viewDidLoad];
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    // display or hide the lists, driven by MapConfigViewController
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    [[NSNotificationCenter defaultCenter] addObserver:self
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                                             selector:@selector(fillSections)
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                                                 name:@"fillsections"
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                                               object:nil];
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    [[NSNotificationCenter defaultCenter] addObserver:self
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                                             selector:@selector(emptySections)
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                                                 name:@"emptysections"
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                                               object:nil];
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}
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#pragma mark -
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#pragma mark Table view data source
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-(NSInteger) numberOfSectionsInTableView:(UITableView *)aTableView {
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    return (self.sectionsHidden ? 0 : 1);
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}
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-(NSInteger) tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
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    if (self.topControl.selectedSegmentIndex == 0)
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        return [self.listOfSchemes count];
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    else if (self.topControl.selectedSegmentIndex == 1)
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        return [self.listOfWeapons count];
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    else
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        return [self.listOfScripts count];
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}
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// Customize the appearance of table view cells.
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-(UITableViewCell *)tableView:(UITableView *)aTableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
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    static NSString *CellIdentifier = @"Cell";
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    NSInteger index = self.topControl.selectedSegmentIndex;
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    NSInteger row = [indexPath row];
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    UITableViewCell *cell = [aTableView dequeueReusableCellWithIdentifier:CellIdentifier];
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    if (cell == nil)
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        cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:CellIdentifier] autorelease];
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    cell.accessoryView = nil;
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    if (0 == index) {
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        cell.textLabel.text = [[self.listOfSchemes objectAtIndex:row] stringByDeletingPathExtension];
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        NSString *str = [NSString stringWithFormat:@"%@/%@",SCHEMES_DIRECTORY(),[self.listOfSchemes objectAtIndex:row]];
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        NSDictionary *dict = [[NSDictionary alloc] initWithContentsOfFile:str];
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        cell.detailTextLabel.text = [dict objectForKey:@"description"];
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        [dict release];
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        if ([[self.listOfSchemes objectAtIndex:row] isEqualToString:self.selectedScheme]) {
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            UIImageView *checkbox = [[UIImageView alloc] initWithImage:[UIImage imageWithContentsOfFile:@"checkbox.png"]];
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            cell.accessoryView = checkbox;
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            [checkbox release];
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            self.lastIndexPath_sc = indexPath;
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        }
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    } else if (1 == index) {
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        cell.textLabel.text = [[self.listOfWeapons objectAtIndex:row] stringByDeletingPathExtension];
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        NSString *str = [NSString stringWithFormat:@"%@/%@",WEAPONS_DIRECTORY(),[self.listOfWeapons objectAtIndex:row]];
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        NSDictionary *dict = [[NSDictionary alloc] initWithContentsOfFile:str];
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        cell.detailTextLabel.text = [dict objectForKey:@"description"];
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        [dict release];
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        if ([[self.listOfWeapons objectAtIndex:row] isEqualToString:self.selectedWeapon]) {
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            UIImageView *checkbox = [[UIImageView alloc] initWithImage:[UIImage imageWithContentsOfFile:@"checkbox.png"]];
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            cell.accessoryView = checkbox;
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            [checkbox release];
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            self.lastIndexPath_we = indexPath;
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        }
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    } else {
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        cell.textLabel.text = [[[self.listOfScripts objectAtIndex:row] stringByDeletingPathExtension]
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                               stringByReplacingOccurrencesOfString:@"_" withString:@" "];
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        //cell.detailTextLabel.text = ;
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        if ([[self.listOfScripts objectAtIndex:row] isEqualToString:self.selectedScript]) {
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            UIImageView *checkbox = [[UIImageView alloc] initWithImage:[UIImage imageWithContentsOfFile:@"checkbox.png"]];
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            cell.accessoryView = checkbox;
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            [checkbox release];
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            self.lastIndexPath_lu = indexPath;
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        }
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    }
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    cell.backgroundColor = [UIColor blackColorTransparent];
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    cell.textLabel.textColor = [UIColor lightYellowColor];
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    cell.detailTextLabel.textColor = [UIColor whiteColor];
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    cell.textLabel.adjustsFontSizeToFitWidth = YES;
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    cell.detailTextLabel.adjustsFontSizeToFitWidth = YES;
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    return cell;
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}
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-(CGFloat) tableView:(UITableView *)aTableView heightForHeaderInSection:(NSInteger) section {
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    return IS_IPAD() ? 0 : 50;
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}
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-(UIView *)tableView:(UITableView *)aTableView viewForHeaderInSection:(NSInteger) section {
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    if (IS_IPAD())
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        return nil;
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    UIView *theView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, 30)];
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    theView.autoresizingMask = UIViewAutoresizingFlexibleWidth;
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    self.topControl.frame = CGRectMake(0, 0, self.view.frame.size.width * 80/100, 30);
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    self.topControl.center = CGPointMake(self.view.frame.size.width/2, 24);
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    [self.topControl addTarget:aTableView action:@selector(reloadData) forControlEvents:UIControlEventValueChanged];
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    [theView addSubview:self.topControl];
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    return [theView autorelease];
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}
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-(CGFloat) tableView:(UITableView *)aTableView heightForFooterInSection:(NSInteger) section {
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    return 40;
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}
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-(UIView *)tableView:(UITableView *)aTableView viewForFooterInSection:(NSInteger) section {
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    NSInteger height = 40;
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    UIView *footer = [[UIView alloc] initWithFrame:CGRectMake(0, 0, aTableView.frame.size.width, height)];
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    footer.backgroundColor = [UIColor clearColor];
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    footer.autoresizingMask = UIViewAutoresizingFlexibleWidth;
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    UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, aTableView.frame.size.width*80/100, height)];
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    label.center = CGPointMake(aTableView.frame.size.width/2, height/2);
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    label.textAlignment = UITextAlignmentCenter;
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    label.font = [UIFont italicSystemFontOfSize:12];
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    label.textColor = [UIColor whiteColor];
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    label.numberOfLines = 2;
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    label.backgroundColor = [UIColor clearColor];
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    label.autoresizingMask = UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin;
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    label.text = NSLocalizedString(@"Setting a Style might force a particular Scheme or Weapon configuration.",@"");
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    [footer addSubview:label];
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    [label release];
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    return [footer autorelease];
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}
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#pragma mark -
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#pragma mark Table view delegate
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-(void) tableView:(UITableView *)aTableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
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    NSIndexPath *lastIndexPath;
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    NSInteger index = self.topControl.selectedSegmentIndex;
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    if (index == 0)
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        lastIndexPath = self.lastIndexPath_sc;
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    else if (index == 1)
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        lastIndexPath = self.lastIndexPath_we;
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    else
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        lastIndexPath = self.lastIndexPath_lu;
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    NSInteger newRow = [indexPath row];
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    NSInteger oldRow = (lastIndexPath != nil) ? [lastIndexPath row] : -1;
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    if (newRow != oldRow) {
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        //TODO: this code works only for a single section table
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        UITableViewCell *newCell = [aTableView cellForRowAtIndexPath:indexPath];
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        UIImageView *checkbox = [[UIImageView alloc] initWithImage:[UIImage imageWithContentsOfFile:@"checkbox.png"]];
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        newCell.accessoryView = checkbox;
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        [checkbox release];
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        UITableViewCell *oldCell = [aTableView cellForRowAtIndexPath:lastIndexPath];
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        oldCell.accessoryView = nil;
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        if (index == 0) {
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            self.lastIndexPath_sc = indexPath;
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            self.selectedScheme = [self.listOfSchemes objectAtIndex:newRow];
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            // also set weaponset when selecting scheme, if set
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            NSUserDefaults *settings = [NSUserDefaults standardUserDefaults];
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            if ([[settings objectForKey:@"sync_ws"] boolValue]) {
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                for (NSString *str in self.listOfWeapons) {
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                    if ([str isEqualToString:self.selectedScheme]) {
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                        NSInteger row = [self.listOfSchemes indexOfObject:str];
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                        self.selectedWeapon = str;
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                        self.lastIndexPath_we = [NSIndexPath indexPathForRow:row inSection:1];
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                        break;
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                    }
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                }
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            }
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        } else if (index == 1) {
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            self.lastIndexPath_we = indexPath;
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            self.selectedWeapon = [self.listOfWeapons objectAtIndex:newRow];
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        } else {
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            self.lastIndexPath_lu = indexPath;
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            self.selectedScript = [self.listOfScripts objectAtIndex:newRow];
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            // some styles disable or force the choice of a particular scheme/weaponset
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            NSString *path = [[NSString alloc] initWithFormat:@"%@/%@.cfg",SCRIPTS_DIRECTORY(),[self.selectedScript stringByDeletingPathExtension]];
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            NSString *configFile = [[NSString alloc] initWithContentsOfFile:path];
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            [path release];
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            NSArray *scriptOptions = [configFile componentsSeparatedByString:@"\n"];
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            [configFile release];
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            self.scriptCommand = [NSString stringWithFormat:@"escript Scripts/Multiplayer/%@",self.selectedScript];
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            NSString *scheme = [scriptOptions objectAtIndex:0];
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            if ([scheme isEqualToString:@"locked"])
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            {
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                self.selectedScheme = @"Default.plist";
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                [self.topControl setEnabled:NO forSegmentAtIndex:0];
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   329
            }
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   330
            else
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            {
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                if (![scheme isEqualToString:@"*"])
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   333
                {
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   334
                    self.selectedScheme = [NSString stringWithFormat:@"%@.plist",scheme];
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   335
                }
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                [self.topControl setEnabled:YES forSegmentAtIndex:0];
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   337
            }
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   338
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   339
            NSString *weapon = [scriptOptions objectAtIndex:1];
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   340
            if ([weapon isEqualToString:@"locked"])
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   341
            {
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   342
                self.selectedWeapon = @"Default.plist";
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   343
                [self.topControl setEnabled:NO forSegmentAtIndex:1];
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   344
            }
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   345
            else
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   346
            {
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   347
                if (![weapon isEqualToString:@"*"])
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   348
                {
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   349
                    self.selectedWeapon = [NSString stringWithFormat:@"%@.plist",weapon];
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   350
                }
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                [self.topControl setEnabled:YES forSegmentAtIndex:1];
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   352
            }
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   353
        }
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   354
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   355
        [aTableView selectRowAtIndexPath:indexPath animated:YES scrollPosition:UITableViewScrollPositionNone];
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   356
    }
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   357
    [aTableView deselectRowAtIndexPath:indexPath animated:YES];
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   358
}
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   359
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   360
#pragma mark -
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   361
#pragma mark called by an NSNotification to empty or fill the sections completely
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   362
-(void) fillSections {
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   363
    if (self.sectionsHidden == YES) {
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diff changeset
   364
        self.sectionsHidden = NO;
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   365
        NSIndexSet *sections = [NSIndexSet indexSetWithIndexesInRange:NSMakeRange(0, 1)];
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   366
        UITableView *aTableView = (UITableView *)[self.view viewWithTag:TABLE_TAG];
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diff changeset
   367
        [aTableView insertSections:sections withRowAnimation:UITableViewRowAnimationFade];
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   368
        aTableView.scrollEnabled = YES;
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   369
        [[self.view viewWithTag:LABEL_TAG] removeFromSuperview];
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   370
    }
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   371
}
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   372
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   373
-(void) emptySections {
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   374
    if (self.sectionsHidden == NO) {
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diff changeset
   375
        self.sectionsHidden = YES;
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485cfecadc9a HUGE refactoring of the ipad interface, finally understood how to use interface builder with custom uiviewcontrollers, as well as converted some uitableviewcontrollers to uiviewcontrollers for simplicity
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   376
        NSIndexSet *sections = [NSIndexSet indexSetWithIndexesInRange:NSMakeRange(0, 1)];
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   377
        UITableView *aTableView = (UITableView *)[self.view viewWithTag:TABLE_TAG];
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686ebfd50f56 ipad, have the scheme/weapon/style selector always stick in the same position
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   378
        [aTableView deleteSections:sections withRowAnimation:UITableViewRowAnimationFade];
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diff changeset
   379
        aTableView.scrollEnabled = NO;
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diff changeset
   380
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   381
        CGRect frame = CGRectMake(0, 0, self.view.frame.size.width * 80/100, 60);
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   382
        UILabel *theLabel = [[UILabel alloc] initWithFrame:frame
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   383
                                                  andTitle:NSLocalizedString(@"Missions don't need further configuration",@"")];
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diff changeset
   384
        theLabel.center = CGPointMake(self.view.frame.size.width/2, self.view.frame.size.height/2);
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485cfecadc9a HUGE refactoring of the ipad interface, finally understood how to use interface builder with custom uiviewcontrollers, as well as converted some uitableviewcontrollers to uiviewcontrollers for simplicity
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diff changeset
   385
        theLabel.numberOfLines = 2;
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diff changeset
   386
        theLabel.tag = LABEL_TAG;
6634
e00762923086 ios game configuration page supports rotation, with some enhancements (like the new slider); some glitches here and there
koda
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diff changeset
   387
        theLabel.autoresizingMask = UIViewAutoresizingFlexibleWidth |
e00762923086 ios game configuration page supports rotation, with some enhancements (like the new slider); some glitches here and there
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diff changeset
   388
                                    UIViewAutoresizingFlexibleTopMargin |
e00762923086 ios game configuration page supports rotation, with some enhancements (like the new slider); some glitches here and there
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diff changeset
   389
                                    UIViewAutoresizingFlexibleBottomMargin;
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diff changeset
   390
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60b039d88dab ios: use notifications instead of class methods (maybe tidier)
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diff changeset
   391
        [self.view addSubview:theLabel];
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485cfecadc9a HUGE refactoring of the ipad interface, finally understood how to use interface builder with custom uiviewcontrollers, as well as converted some uitableviewcontrollers to uiviewcontrollers for simplicity
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diff changeset
   392
        [theLabel release];
485cfecadc9a HUGE refactoring of the ipad interface, finally understood how to use interface builder with custom uiviewcontrollers, as well as converted some uitableviewcontrollers to uiviewcontrollers for simplicity
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diff changeset
   393
    }
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diff changeset
   394
}
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diff changeset
   395
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diff changeset
   396
#pragma mark -
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diff changeset
   397
#pragma mark Memory management
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diff changeset
   398
-(void) didReceiveMemoryWarning {
6247
6dfad55fd71c unified the objc game state in a single place, which allowed some optimization to ObjcExport class (and more)
koda
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diff changeset
   399
    if ([HWUtils isGameLaunched]) {
3971
5c82ee165ed5 minor stuff
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diff changeset
   400
        self.lastIndexPath_sc = nil;
5c82ee165ed5 minor stuff
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diff changeset
   401
        self.lastIndexPath_we = nil;
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df05cdb998ed add support for 'gameplay modes' on ios, renamed into 'style'; also colored in grey some segmented controls and moved some ui objects
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diff changeset
   402
        self.lastIndexPath_lu = nil;
6107
0741c0f0203e some code refactoring of the ios game config
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diff changeset
   403
        self.selectedScheme = nil;
0741c0f0203e some code refactoring of the ios game config
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diff changeset
   404
        self.selectedWeapon = nil;
0741c0f0203e some code refactoring of the ios game config
koda
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diff changeset
   405
        self.selectedScript = nil;
0741c0f0203e some code refactoring of the ios game config
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diff changeset
   406
        self.scriptCommand = nil;
5455
df05cdb998ed add support for 'gameplay modes' on ios, renamed into 'style'; also colored in grey some segmented controls and moved some ui objects
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diff changeset
   407
        self.topControl = nil;
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diff changeset
   408
    }
6107
0741c0f0203e some code refactoring of the ios game config
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diff changeset
   409
    self.listOfSchemes = nil;
0741c0f0203e some code refactoring of the ios game config
koda
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diff changeset
   410
    self.listOfWeapons = nil;
0741c0f0203e some code refactoring of the ios game config
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parents: 6078
diff changeset
   411
    self.listOfScripts = nil;
0741c0f0203e some code refactoring of the ios game config
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diff changeset
   412
    MSG_MEMCLEAN();
3547
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diff changeset
   413
    [super didReceiveMemoryWarning];
02875b1145b7 i <3 mercurial
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diff changeset
   414
}
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diff changeset
   415
02875b1145b7 i <3 mercurial
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diff changeset
   416
-(void) viewDidUnload {
6829
60b039d88dab ios: use notifications instead of class methods (maybe tidier)
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   417
    [[NSNotificationCenter defaultCenter] removeObserver:self];
3547
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   418
    self.listOfSchemes = nil;
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   419
    self.listOfWeapons = nil;
5455
df05cdb998ed add support for 'gameplay modes' on ios, renamed into 'style'; also colored in grey some segmented controls and moved some ui objects
koda
parents: 5451
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   420
    self.listOfScripts = nil;
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   421
    self.lastIndexPath_sc = nil;
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   422
    self.lastIndexPath_we = nil;
5455
df05cdb998ed add support for 'gameplay modes' on ios, renamed into 'style'; also colored in grey some segmented controls and moved some ui objects
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parents: 5451
diff changeset
   423
    self.lastIndexPath_lu = nil;
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   424
    self.selectedScheme = nil;
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   425
    self.selectedWeapon = nil;
5455
df05cdb998ed add support for 'gameplay modes' on ios, renamed into 'style'; also colored in grey some segmented controls and moved some ui objects
koda
parents: 5451
diff changeset
   426
    self.selectedScript = nil;
df05cdb998ed add support for 'gameplay modes' on ios, renamed into 'style'; also colored in grey some segmented controls and moved some ui objects
koda
parents: 5451
diff changeset
   427
    self.scriptCommand = nil;
df05cdb998ed add support for 'gameplay modes' on ios, renamed into 'style'; also colored in grey some segmented controls and moved some ui objects
koda
parents: 5451
diff changeset
   428
    self.topControl = nil;
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02875b1145b7 i <3 mercurial
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   429
    MSG_DIDUNLOAD();
3662
a44406f4369b polish polish polish polish (also: panning horizontal fix, panning momentum, settings page reworked yet again, memory leaks, crashes, segfaults)
koda
parents: 3659
diff changeset
   430
    [super viewDidUnload];
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   431
}
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   432
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   433
-(void) dealloc {
5208
878e551f0b4a all together now! releaseAndNil ftw
koda
parents: 5002
diff changeset
   434
    releaseAndNil(listOfSchemes);
878e551f0b4a all together now! releaseAndNil ftw
koda
parents: 5002
diff changeset
   435
    releaseAndNil(listOfWeapons);
5455
df05cdb998ed add support for 'gameplay modes' on ios, renamed into 'style'; also colored in grey some segmented controls and moved some ui objects
koda
parents: 5451
diff changeset
   436
    releaseAndNil(listOfScripts);
5208
878e551f0b4a all together now! releaseAndNil ftw
koda
parents: 5002
diff changeset
   437
    releaseAndNil(lastIndexPath_sc);
878e551f0b4a all together now! releaseAndNil ftw
koda
parents: 5002
diff changeset
   438
    releaseAndNil(lastIndexPath_we);
5455
df05cdb998ed add support for 'gameplay modes' on ios, renamed into 'style'; also colored in grey some segmented controls and moved some ui objects
koda
parents: 5451
diff changeset
   439
    releaseAndNil(lastIndexPath_lu);
5208
878e551f0b4a all together now! releaseAndNil ftw
koda
parents: 5002
diff changeset
   440
    releaseAndNil(selectedScheme);
878e551f0b4a all together now! releaseAndNil ftw
koda
parents: 5002
diff changeset
   441
    releaseAndNil(selectedWeapon);
5455
df05cdb998ed add support for 'gameplay modes' on ios, renamed into 'style'; also colored in grey some segmented controls and moved some ui objects
koda
parents: 5451
diff changeset
   442
    releaseAndNil(selectedScript);
df05cdb998ed add support for 'gameplay modes' on ios, renamed into 'style'; also colored in grey some segmented controls and moved some ui objects
koda
parents: 5451
diff changeset
   443
    releaseAndNil(scriptCommand);
df05cdb998ed add support for 'gameplay modes' on ios, renamed into 'style'; also colored in grey some segmented controls and moved some ui objects
koda
parents: 5451
diff changeset
   444
    releaseAndNil(topControl);
3547
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parents: 3546
diff changeset
   445
    [super dealloc];
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diff changeset
   446
}
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   447
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   448
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@end
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   450