/* Copyright (C) 2011 id Software LLC, a ZeniMax Media company. This file is part of the WOLF3D iOS v2.1 GPL Source Code. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #import "SkillViewController.h" #import "EpisodeViewController.h" #import "wolf_local.h" @interface SkillViewController () - (void)setSelectionFrame; @property (nonatomic, retain) UIView* selectionFrame; @end @implementation SkillViewController @synthesize selectionFrame; // The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad. /* - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; if (self) { // Custom initialization. } return self; } */ /* // Implement loadView to create a view hierarchy programmatically, without using a nib. - (void)loadView { } */ - (void)setSelectionFrame { int skillTag = skill->value + 1; UIView *currentDifficulty = [self.view viewWithTag:skillTag]; self.selectionFrame.center = currentDifficulty.center; } // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; [self setSelectionFrame]; } // Override to allow orientations other than the default portrait orientation. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations. return UIInterfaceOrientationIsLandscape(interfaceOrientation); } - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc. that aren't in use. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; self.selectionFrame = nil; } - (void)dealloc { [super dealloc]; } - (IBAction)back:(id)sender { [self.navigationController popViewControllerAnimated:YES]; } - (IBAction)next:(id)sender { EpisodeViewController *evc = [[EpisodeViewController alloc] initWithNibName:@"EpisodeView" bundle:nil]; [self.navigationController pushViewController:evc animated:YES]; [evc release]; } -(IBAction)canIPlayDaddy:(id)sender { Cvar_SetValue( skill->name, 0 ); [self setSelectionFrame]; } -(IBAction)dontHurtMe:(id)sender { Cvar_SetValue( skill->name, 1 ); [self setSelectionFrame]; } -(IBAction)BringEmOn:(id)sender { Cvar_SetValue( skill->name, 2 ); [self setSelectionFrame]; } -(IBAction)IAmDeathIncarnate:(id)sender { Cvar_SetValue( skill->name, 3 ); [self setSelectionFrame]; } @end