--- a/project_files/HedgewarsMobile/Classes/OverlayViewController.m Sat Jul 31 08:19:56 2010 +0200
+++ b/project_files/HedgewarsMobile/Classes/OverlayViewController.m Sat Jul 31 10:39:20 2010 +0200
@@ -43,13 +43,13 @@
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
switch (orientation) {
case UIDeviceOrientationLandscapeLeft:
- sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(0));
- self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90));
+ sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(0));
+ self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(90));
HW_setLandscape(YES);
break;
case UIDeviceOrientationLandscapeRight:
- sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(180));
- self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(-90));
+ sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(180));
+ self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(-90));
HW_setLandscape(YES);
break;
/*
@@ -90,12 +90,12 @@
UIView *sdlView = [[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG];
switch (orientation) {
case UIDeviceOrientationLandscapeLeft:
- sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(0));
- self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90));
+ sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(0));
+ self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(90));
break;
case UIDeviceOrientationLandscapeRight:
- sdlView.transform = CGAffineTransformMakeRotation(degreesToRadian(180));
- self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(-90));
+ sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(180));
+ self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(-90));
break;
default:
break;
@@ -360,7 +360,7 @@
case 1:
// if we're in the menu we just click in the point
if (HW_isAmmoOpen()) {
- HW_setCursor(HWX(currentPosition.x), HWY(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
@@ -462,20 +462,26 @@
touch = [[allTouches allObjects] objectAtIndex:0];
CGPoint currentPosition = [touch locationInView:self.view];
- if (HW_isAmmoOpen() || HW_isWeaponRequiringClick()) {
- // moves the cursor around
- HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
- } else {
- // panning \o/
- dx = startingPoint.x - currentPosition.x;
- dy = currentPosition.y - startingPoint.y;
- HW_getCursor(&x, &y);
- // momentum (or something like that)
- if (abs(dx) > 40) dx *= log(abs(dx)/4);
- if (abs(dy) > 40) dy *= log(abs(dy)/4);
- HW_setCursor(x + dx, y + dy);
- startingPoint = currentPosition;
- }
+ if (HW_isAmmoOpen()) {
+ // no zoom consideration for this
+ HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y));
+ } else
+ if (HW_isWeaponRequiringClick()) {
+ // moves the cursor around wrt zoom
+ HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
+ } else {
+ // panning \o/
+ dx = startingPoint.x - currentPosition.x;
+ dy = currentPosition.y - startingPoint.y;
+ HW_getCursor(&x, &y);
+ // momentum (or something like that)
+ /*if (abs(dx) > 40)
+ dx *= log(abs(dx)/4);
+ if (abs(dy) > 40)
+ dy *= log(abs(dy)/4);*/
+ HW_setCursor(x + dx/HW_zoomFactor(), y + dy/HW_zoomFactor());
+ startingPoint = currentPosition;
+ }
break;
case 2:
first = [[allTouches allObjects] objectAtIndex:0];