ios stuff
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@@ -65,7 +65,7 @@ void TGameCredits::Update(cardinal dt)
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void TGameCredits::OnTapDown(vec2 p)
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{
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App->GoFromCreditsToMenu();
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Application->GoFromCreditsToMenu();
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}
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void TGameCredits::StartAppear()
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+7
-9
@@ -890,7 +890,7 @@ void TGameLevel::SetPause()
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RenderBufferReady = false;
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LevelState = CONST_LEVELSTATE_GO_TO_PAUSE;
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StateTimer = CONST_PAUSE_APPEAR_TIME;
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App->MarkSetGameLevelPause();
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Application->MarkSetGameLevelPause();
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}
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void TGameLevel::ReleasePause()
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@@ -906,7 +906,7 @@ void TGameLevel::ReleasePause()
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{
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LevelState = CONST_LEVELSTATE_PLAYING;
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}
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App->MarkReleaseGameLevelPause();
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Application->MarkReleaseGameLevelPause();
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}
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bool TGameLevel::IsPaused()
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@@ -1085,8 +1085,8 @@ void TGameLevel::Update(cardinal dt)
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if (noMoreBlocks && LevelState != CONST_LEVELSTATE_FINISH_FREEZE)
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{
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App->OpenNextLevel();
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App->MarkSetGameLevelPause();
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Application->OpenNextLevel();
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Application->MarkSetGameLevelPause();
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SetFinishFreeze();
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CheckGlError();
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@@ -1538,11 +1538,9 @@ void TGameLevel::OnScroll(vec2 shift)
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else if (LevelState == CONST_LEVELSTATE_PAUSE)
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{
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#ifdef TARGET_WIN32
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OutScale += shift.v[1]/320.f;
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#else
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OutScale -= shift.v[1]/320.f;
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#endif
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TryGoToMenu();
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}
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}
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@@ -1553,7 +1551,7 @@ void TGameLevel::TryGoToMenu()
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{
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OutScale = 0.5f;
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LevelState = CONST_LEVELSTATE_NODRAW;
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App->GoFromGameToMenu();
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Application->GoFromGameToMenu();
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}
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if (OutScale > 1.f)
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{
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@@ -46,9 +46,13 @@ const std::string CONST_CREDITS_TEXTURE = "credits";
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const float CONST_CREDITS_SHOW_TIME = 150.f;
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TAndroidApplication* Application;
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void TAndroidApplication::InnerInit()
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{
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Application = this;
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#ifdef TARGET_WIN32
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#ifdef NDEBUG
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ResourceManager->PathToResources = "resources/";
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+8
-26
@@ -32,15 +32,9 @@
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using namespace SE;
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#ifdef TARGET_WIN32
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class TAndroidApplication;
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extern TAndroidApplication* App;
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#endif
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extern TAndroidApplication* Application;
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#ifdef TARGET_IOS
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class TAndroidApplication;
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extern TAndroidApplication* App;
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#endif
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extern boost::signal<void (vec2)> OnTapUpSignal;
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extern boost::signal<void (vec2)> OnTapDownSignal;
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@@ -145,26 +139,14 @@ public:
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void LoadResources();
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#ifdef TARGET_WIN32
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virtual void InnerOnTapDown(vec2 p);
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virtual void InnerOnTapUp(vec2 p);
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virtual void InnerOnMove(vec2 shift);
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virtual void OnFling(vec2 v);
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virtual void InnerOnTapDown(vec2 p);
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virtual void InnerOnTapUp(vec2 p);
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virtual void InnerOnMove(vec2 shift);
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virtual void OnFling(vec2 v);
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#endif
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#ifdef TARGET_IOS
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virtual void InnerOnTapDown(vec2 p);
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virtual void InnerOnTapUp(vec2 p);
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virtual void InnerOnMove(vec2 shift);
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virtual void OnFling(vec2 v);
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#endif
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};
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+2
-2
@@ -135,7 +135,7 @@ void TGameMenu::OnTapDown(vec2 pos)
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if (pos.v[1]<64.f && pos.v[0]>=265.f-128.f && pos.v[0]<=265.f+128.f)
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{
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App->GoFromMenuToCredits();
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Application->GoFromMenuToCredits();
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return;
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}
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@@ -171,7 +171,7 @@ void TGameMenu::OnTapUp(vec2 pos)
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if (SelectedGame != -1)
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{
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MenuPos = -CONST_MENU_WINDOW_DISTANCE*SelectedGame-40.f;
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App->GoFromMenuToGame(SelectedGame);
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Application->GoFromMenuToGame(SelectedGame);
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SelectedGame = -1;
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}
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}
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